Beruflich Dokumente
Kultur Dokumente
Abstract
In this paper, several Augmented Reality(AR) games
used in mobile learning have been evaluated. It is
concluded that AR adds a real sense of learning to
mobile games by providing models of real world
settings for learners. The learning objectives must be
integrated into the game rules, story and different
levels. The game model must be close to the real
world; each team member must have distinct roles;
resources must be constrained and appropriate
feedback and challenges must be used throughout the
game system. By using this emerging paradigm of
instruction, educators can effectively incorporate these
games into their curricula.
Keywords: augmented reality, game play, mobile
learning, instructional paradigms
1. Introduction
Using appropriate design methodologies, educational
games have demonstrated that they are able to offer a
flow experience that immerses learners in active
learning and are able to boost the intrinsic motivation
level of a learner by means of highly engaging
challenges and feedback [1], [2], [3]. Given recent
progress in mobile and wireless technologies, it is
appropriate to consider combining mobile learning
with games-based learning.
These games are
principally augmented reality games and they take
advantage of the real-world context. In order to obtain
978-0-7695-3791-7/09 $26.00 2009 IEEE
DOI 10.1109/CW.2009.27
2. Theory
Depending on the material to be taught, the content and
learning objectives determine the structure and story of
the game. Blooms revised taxonomy [4] helps to
extract learning objectives from the educational
content. Firstly, it determines what kind of knowledge
is going to be learned and divides the knowledge
dimension into four categories of factual, conceptual,,
procedural, and meta-cognitive.
Secondly, the
taxonomy provides a way to organize the process of
learning into six levels of remembering, understanding,
applying, analyzing, evaluating and creating from the
312
3. Methodology
According to the theories mentioned in the last section,
two sets of questions have been designed to discover
how different instructional/motivational factors are
presented in AR games used in mobile learning. In the
next step, a collection of existing games were selected
for evaluation: 1) Live Long and Prosper [9], 2)
Environmental Detective [10], 3) Outbreak@MIT [11],
4) Savannah [12].
4. Results
A. Main steps for identifying learning objectives and
integrating them into the basic structure of AR game
designs:
A. 1- What kind of knowledge and learning objective is
incorporated in the games structure?
Live Long and Prosper emphasizes a basic
understanding of topic concepts as well as an
understanding of experimental methodology. Students
pair their devices which contains new sets of genes
with devices from their most likable mate (applying) to
see if the two can successfully mate (analysis) [9].
Environmental Detective encourages data collection,
analysis, and decision-making for an environmental
investigation [13].
Chemical concentrations are
sampled in the groundwater by using virtual digging
and sampling (analysis). The essential information
313
314
315
5. Discussion
A.1. Learning through enquiry and
exploration has been principally targeted by these AR
games; the technology used was the most appropriate
for implementing procedural knowledge. Developers
and instructors extended these games applications for
teaching knowledge of principles and models of
particular discipline areas for younger learners, but the
games lacked the necessary components to fulfill their
purpose. For adults the essence of meta-cognition (i.e.
self monitoring and evaluation) was planned to be
achieved in these games, but is still not realised. The
fundamental problem in these games was that they
didnt fully implement the hierarchy of their learning
objectives in the game structure. Objectives for
remembering or understanding basic concepts were not
introduced through the game. Evaluation and creation
were assumed to be the obvious consequence of the
game. Klopfer indicated the shortfall in terms of
promoting the skill of being able to make decisions
with information that is less than complete, or
managing faulty solutions [13, p101]. The overall
result was that the games were only employed for
applying and analysing the objectives. A solution for
addressing this problem has been proposed in A.7.
A.2. Factors that increased the level of game
customisation for learners were: simplicity, loosely
defined game structure, familiar physical locations and
real objects, each groups intelligence homogeneity,
friendship, gender-division, familiarity with playing
digital games and mobile devices. The games were
gender-inclusive and the use of activity-based inquiry
or experiential interactions was promoted with indirect
non-confrontational outcomes.
A.3. Mobile AR games mainly have been used
to simulate or role-play real life. Strategy-based
adventure games have also been implemented in real
life settings.
A.4. These games are less fantasy-based, they
are not trying to simplify or exaggerate real life. On
the contrary they try to be as close as possible to real
life and to the environment where it is taking place, or
the environment it is simulating. This process occurs
by integrating virtual details of real locations, peoples,
animals, objects and even scientific principles that exist
in the story with the real location of the game. Stories
are designed to be appealing to the emotional needs of
316
317
318
6. Conclusions
The mobile AR games that have been used in
educational settings do not entirely reflect the learners
cognitive processes, instructional design, motivational
factors and the components of good game design. In
the instructional/motivational paradigm we have
sought to merge these factors and synthesize the
various concepts into a usable design model which is
based on sound principles for both game and
instructional design. This protocol has the potential to
be employed as an analytical tool with estimating
powers for assessing the success of a game proposed
for educational environments. This protocol requires
the incorporation of defined instructional principles
into the design of educational games, ensuring that the
conceptual framework for establishing content and
curriculum are incorporated at a basic level, and with
academic rationale as the underlying basis. Such an
approach enables an easier method of assessing and
verifying educational efficacy and should provide a
common denominator for the co-operation of designers
and educators. It will also allow game designers to
more efficiently add educational content to games and
allow educators to more productively incorporate
games into their curricula.
References
[1]
319