Fifth Annual IEEE International Conference on Pervasive Computing and Communications Workshops (PerComW'07) 2007
DOI: 10.1109/percomw.2007.3
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A Card Based Metaphor for Organising Pervasive Educational Experiences

Abstract: This paper looks at the card metaphor used successfully in the Equator Ambient Wood and Chawton House projects to structure and author content as part of innovative school field trips using wireless and ubiquitous technologies. The framework provided by the metaphor is laid out and observations made as to how it has been used by domain experts in creating educational experiences. The trade-off between formalisation and restricting pedagogy is examined and key benefits that the metaphor provides are given.

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Cited by 20 publications
(15 citation statements)
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“…The observations based on the information extracted from these papers are presented in the following section. Papers that were part of the survey but are not explicitly referred to elsewhere in this article are: [1], [4], [11] and [16].…”
Section: Data Evaluationmentioning
confidence: 99%
“…The observations based on the information extracted from these papers are presented in the following section. Papers that were part of the survey but are not explicitly referred to elsewhere in this article are: [1], [4], [11] and [16].…”
Section: Data Evaluationmentioning
confidence: 99%
“…However, the core principles of paper prototyping remained: that the authors were 1 Examples were HopStory [22], San Servolo [23], The Chawton House Project [26], Viking Ghost Hunt [20], and Riot! [8] able to construct the content and the associated rules and locations, but with minimal restrictions, to avoid preventing the authors from creating something we might not have anticipated.…”
Section: Methodsmentioning
confidence: 99%
“…Location based narrative, with its common focus on open narratives encouraging exploration is a natural fit for sculptural hypertext, where the locations are modelled as additional constraints on nodes, and the requirement to construct links for all possible reading patterns and routes is avoided. A number of existing location aware systems discussed in the following section such as Chawton House [27] [26], and the Ambient Wood [24] use a sculptural engine to support them, and the rule based structures of other systems such as Riot! [8] …”
Section: Sculptural Hypertextmentioning
confidence: 99%
“…In the case of 'Gaius' Day' this is in the form of exploration targets that they must identify by collecting location-based clues. The Chawton House project [23] also supports an educational experience, but in Chawton the activities themselves are non-digital, encouraging the participants to perform short creative exercises. A summary of this field should also include more entertainment focused and artist works such as location aware games and fiction.…”
Section: Location Aware Narrativementioning
confidence: 99%