Abstract:This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of children's conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findin… Show more
“…Examples of projects that have pioneered the design of novel physical-digital spaces to facilitate creativity and reflection include the Hunting of the Snark [32], Ambient Wood [36], RoomQuake [33] Savannah [17], Environmental Detectives [27], Drift Table [19] and Feeding Yoshi [7]. Each of these have experimented with the use of mobile, sensor and fixed technologies in combination with wireless infrastructures to encourage exploration, invention, and out of the box thinking.…”
Abstract.A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways.
“…Examples of projects that have pioneered the design of novel physical-digital spaces to facilitate creativity and reflection include the Hunting of the Snark [32], Ambient Wood [36], RoomQuake [33] Savannah [17], Environmental Detectives [27], Drift Table [19] and Feeding Yoshi [7]. Each of these have experimented with the use of mobile, sensor and fixed technologies in combination with wireless infrastructures to encourage exploration, invention, and out of the box thinking.…”
Abstract.A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways.
“…Savannah is a mobile strategy adventure game pilot combining the use of virtual and real spaces, mobile technologies and interactive whiteboards to provide a tool for supporting exploratory learning in 11-12 year olds (Facer et al 2004). The game is a highly sophisticated one and in order to play it there is a need for a high level of technical support, precluding its use in most classroom-based contexts.…”
“…However, if this information was downloaded using mobile connectivity in response to a situated need, then it fitted more readily into the location aware category. The Patten et al (2006) framework was designed to help analyse learning applications that could be loaded onto a mobile device; therefore, the effects of mobile Internet connectivity were only covered in the collaborative category, where wifi-supported applications such as Savannah (Facer et al 2004) were listed. This contrasted with the activities reported by the participants in this study who used all the mobile connectivity options available (beaming, wifi and GPRS) to support collaboration in a variety of contexts.…”
Section: Analysis Frameworkmentioning
confidence: 99%
“…This connectivity supports not only contextual access to information, but also synchronous (telephone conversation, Voice over IP, messaging) and asynchronous (web forums, blog entries, email, txt messaging) communication with others. Given the potential for collaboration afforded by the devices (DiGiano et al 2003;Roschelle, 2003;Facer et al 2004)), we also asked 'Does the mobile connectivity available with mobile devices such as PDAs and Smartphones encourage or support collaborative informal learning? '…”
There has been increasing interest in informal learning in recent years alongside interest in how such learning can be supported by technology. However, relatively little is known about the extent to which adults make use of their own mobile devices to support informal learning. In this study, a survey was used to investigate whether, and to what extent, experienced users of mobile devices use their mobile devices to support intentional informal learning. If so, do they make use of mobile device connectivity to support opportunistic informal learning and does such connectivity support or encourage collaborative informal learning? Experienced mobile device users were recruited from web forums and business, and asked whether they used their devices to support informal learning. A pattern of learning uses emerged, some of which deployed the mobile device capabilities relatively unchanged, others triggered adaptations to typical learning activities to provide a better fit to the needs of the learner. These informal learning activities provided the basis for the design of a flexible mobile learning framework that can be extended to support developments in mobile technology, and increasing use of Web 2.0 technologies by informal learners.
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