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Volume Two - Academic Conferences

Volume Two - Academic Conferences

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Thomas Putz<br />

Conjectural (Kolb, 1984): student as producer, collaborator. Focus on output (e.g. Game model<br />

3).<br />

The games themselves are first and foremost games since without their entertainment value their use<br />

as educational devices would be impaired. The game templates use J2ME which make the games<br />

independent of a manufacturer-specific operating system. Game template 3 also makes use of Wi-Fi<br />

Internet enabled handsets. These innovations place the games at the cutting edge of mobile game<br />

developments.<br />

7.2 Learning standards<br />

To improve standardisation, interoperability and reusability of mobile learning games we have<br />

undertaken the following improvements:<br />

Game content for game 1 and game 2 is XML structured and thus substantially enhances possibilities<br />

for interoperability and reusability.<br />

Implementation of Dublin Core element dataset for the meta-tagging of mobile games with the Dublin<br />

Core Initiative learning standard which comply with following standards:<br />

ISO Standard 15836-2003 of February 2003 [ISO15836]<br />

ANSI/NISO Standard Z39.85-2007 of May 2007 [NISOZ3985]<br />

IETF RFC 5013 of August 2007 [RFC5013]<br />

8. Overall feedback<br />

In general, all students liked the games and also the mGBL platform. All indicators show that students<br />

like to use the games in a real tertiary education environment. Some of the students requested usage<br />

of the resource in other university courses. Overall, the students were very enthusiastic about using<br />

the game Mogabal for their final course exams. Many of them pointed out the efficiency, flexibility and<br />

ease of use of the platform. The new experience, fun and playability of the games gave them<br />

additional motivation. More than half of the students stressed that they learned more by playing the<br />

games, paid more attention while playing the games, and were more engaged when using the<br />

“learning by playing” method.<br />

All of the professors who participated in the trial would like to use the games for their learning<br />

purposes. All of them are of the opinion that games could provide added value for their learning<br />

purposes.<br />

The mGBL games were complex in terms of the pedagogy and organisation involved. Despite this,<br />

from the analysis which we performed it is clear that both teachers and students found them to be<br />

challenging and enjoyable experiences. Most important of all, there is clear evidence that significant<br />

learning took place and at least some of that learning was retained.<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.<br />

9. Where to find additional information<br />

www.mg-bl.com<br />

http://mgbl.sourceforge.net/<br />

www.evolaris.net<br />

References<br />

Anderson, L.W. and Krathwohl, D.R. (Eds.) (2001). A taxonomy of learning, teaching, and assessment: A revision<br />

of Bloom's taxonomy of educational objectives. Longman, New York.<br />

Argyris, C. and Schön, D. (1978). Organizational learning: a theory of action perspective. McGraw-Hill, New York.<br />

Benford, P., Magerkurth, C. and Ljungstrand, P. (2005). Bridging the Physical and Digital in Pervasive Gaming. In<br />

Comm. ACM 48 3, p. 54–57.<br />

635

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