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Volume Two - Academic Conferences

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4. Pedagogical impacts<br />

Thomas Putz<br />

It was a main goal of the mGBL project to develop methods and tools that enable learning in a playful<br />

and emotional way. To this end, WP3 developed innovative learning models, which have<br />

subsequently been implemented prototypically as game templates. These game templates have been<br />

evaluated from both the learners’ and teachers’ perspective and proved to fully support the overall<br />

goal. For example, the results of a empirical study with approx. 100 students for game template three<br />

(Get Real!) reveal that it leads to higher energetic activation, more positive emotions, more positive<br />

attitudes towards learning content, and more efficient knowledge transfer than a conventional case<br />

study approach. For the first time ever a mobile learning game has even been used to hold exams at<br />

the University of Rijeka – with very positive reactions from all side. This also exemplifies the dramatic<br />

impact the models and technologies developed in the course of the mGBL project can have in all<br />

phases of teaching and learning.<br />

5. Impacts of innovative new services<br />

The mGBL project has proven that it is not always necessary to deploy the most advanced 3D<br />

graphics and cutting-edge handsets in order to ensure a good user experience. In contrast, a practical<br />

"low tech – high involvement" approach is in many cases much more suitable in the learning context,<br />

especially when considering younger people in formal education. It is of utmost importance that the<br />

systems can be used by all pupils and students and that it does not require special devices, which<br />

may not be available or affordable for some target groups. The mGBL project thus developed a<br />

platform which fully supports wide-spread standards and makes minimal demands regarding device<br />

capabilities on the client side (Java, http, SMS/MMS). The platform exhibits maximum flexibility<br />

regarding contents and can easily be adapted to individual needs without very specific know-how. It is<br />

available as Open Source under the European Public License (EUPL) model at SourceForge and its<br />

modularity and ease of use should give rise to a considerably large community both contributing new<br />

functionalities and contents and at the same time improving the software quality. As could already be<br />

seen from first exploitation activities (e.g. the trials at the University of Vienna, or an exploitation<br />

workshop with mobilkom Austria representatives), hosting the platform as an application provider and<br />

offering additional services (such as user acceptance research or community building services) are<br />

promising business models (where also advertising may play a vital role for revenue generation),<br />

which shall lead to a broader uptake of the new learning models in the future.<br />

6. Impacts on target groups<br />

The main target group, i.e. younger people aged 16-24, benefits greatly from the new learning models<br />

developed in the course of the project. As the empirical results show these models can not only<br />

support more efficient knowledge transfer then for example a conventional case study under certain<br />

conditions, but also leads to more positive emotions and especially high flow values when using the<br />

mobile learning games. The strong flow experience points to a high degree of intrinsic motivation in<br />

the learner and shows that the game is being played for the game itself and not due to an external<br />

incentive, e.g., a good grade.<br />

7. Contribution to standards<br />

The mGBL project has contributed to the raising of standards in two domains:<br />

A Pedagogical and game models<br />

B Learning standards<br />

7.1 Pedagogical and game models<br />

The three game templates (also known as models) produced by the mGBL consortium reflect generic<br />

educational goals (Anderson and Krathwohl, 2001) and between them cater for three different<br />

learning paradigms (experiences of learning):<br />

Instructionist (Tolman, 1932), student as consumer. Focus on content, throughput, quality of<br />

student on exit (e.g. Game model 1).<br />

Revelatory (Bruner, 1973): student as explorer, team-worker. Focus on discovery (e.g. Game<br />

model 2).<br />

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