t r i b a l october 2002 m-learning exploring the potential of a game implementation for m-portal...

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T R I B A L October 2002 m-Learning Exploring the potential of a game implementation for m-Portal Alice Mitchell m-Learning Project Leader, ULTRALAB Kris Popat m-Learning Technical Manager, ULTRALAB

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T R I B A L

October 2002

m-Learning

Exploring the potential of a game implementation for m-Portal

Alice Mitchell m-Learning Project Leader, ULTRALAB

Kris Popat m-Learning Technical Manager, ULTRALAB

T R I B A L

October 2002

The m-Learning project

Project No: IST-2000-25270

Project Full Name: Mobile Communications Technologies for Young Adult Learning and Skills Development

Duration: 36 months Start date: October 1st 2001

Countries involved: Italy, Sweden, United Kingdom

m-Learning website: www.m-learning.org

T R I B A L

m--Learning consortium

Ultralab, Chelmsford, UK

The Learning and Skills DevelopmentAgency (LSDA), London, UK

Centre of Research in Pure and Applied Mathematics, Salerno, Italy

Cambridge Training & Development,Cambridge, UK

Lecando AB, Bromma, Sweden

T R I B A L

m-Portal

Interface layer to the m-Learning system:

learner management system, virtual tutor

skills-based learning materials

a learning environment in its own right

Aim: a user-friendly portal layer that is powerful, empowering and engages the learner

T R I B A L

m-Portal - key challenges

Key challenges:

How can m-Portal engage and support the disaffected learner?

How can it be a ‘liberating structure’ - promoting attitudinal

change - and qualities such as: adaptability, self-confidence,

curiosity, creativity?

T R I B A L

A potential role-play implementation for m-Portal

Field research uses target audiences as co-researchers:

Indications: a role-play game implementation of m-Portal

would be a valuable future development

Outcome: investigate the outreach potential and possible

learning gains of mobile games

T R I B A L

Literature Review

Background and limitations of the review:

m-Learning deliverable

literature search by LSDA, review by ULTRALAB ‘computer games’ - full range covered

Limitations of the studies:

design and methodology, sample, outcomes,

short-term focus

T R I B A L

Computer games industry trends

Wide range of game types, designed by males for males:

Immersion into a fantasy world, player involved in

competition and aggression

Lucrative, so more of same

Graphics increasingly more realistic

T R I B A L

Psycho-social effects

New generation games - similar features, stronger effects:

Blurred perceptions of difference between real (rl) life and

virtual world

Desensitised to aggression and violence, less prosocial

Dependency, poor self-image, depression

T R I B A L

Gender imbalance

Boys substantially heavier users than girls:

Boys’ pretend play based on fantasy, preferring action,

adventure & role-play games, honing visual and spatial skills

Girls prefer realistic-familiar characters, communication,

computer as a creative tool

T R I B A L

Educational impact

Complex games promote computer literacy skills, ‘expert behaviours’:

self-monitoring, pattern recognition

principled decision-making, qualitative thinking

superior memory skills

T R I B A L

Use by target audiences

Less academically successful boys:

Spend more time with TV and gaming than more

successful peers

Spend more time with friends

Girls:

Use computers for communication, as creative tools

T R I B A L

Edugaming

Games as ice-breakers, rapport-builders

Stimulate curiosity, discovery learning

Risk-free experimentation

Intrinsically motivating – game structure itself promotes

learning

Support different learning styles, promote confidence

Motivation via immediate feedback

T R I B A L

Engaging target audiences

Potential for cognitive apprenticeship, participative learning,

honing team, social, communication and resource-sharing

skills:

Games to fit particular objectives

Skills shift from verbal to iconic – can turn this round

Role of the teacher crucial (more workload)

Fun!

T R I B A L

Field research data needs

We wanted to know more about:

Is a device perceived differently because of games?

Interface and the influence of the device

“Learnability” of the game

Why gamers seem to invest so much time learning a game

T R I B A L

Some background

A Projection of mobile gaming usage done in 2001

2000: 165$ Billion (wired 92% / wireless 8%)2005: 236$ Billion (wired 68% / wireless 32%)

Source: Motorola

Sony PlayStation Portable to compete with Nokia N-GageSource: http://www.games4mobile.com

T R I B A L

Reading and Plymouth

Part of a larger set of research sessions for informing the design of m-Portal

Two Field Research Sessions

Could this be a game?This is a game

Commonalities?

T R I B A L

What did we do?

Computers

Mobile Phones

PDAs

We took:

All With

Games

Play Talk Design

T R I B A L

Some things we found

Pen Input

I play mobile games at the bus-stop

It isn’t the violenceIt is having an opponent

Games need better instructions

I learn a new game in 1 minute

T R I B A L

Interim conclusions

1) Is a device perceived differently because of games?

2) Interface and the influence of the device

3) “Learnability” of the game

4) Why gamers seem to invest so much time learning a game

1) Nokia et al seem to think so …

2) Relevance, ease-of-use, accessibility, image and street cred are all vital

3) Masses of potential here - but games levels must suit progression from current skills status - different challenges and skills sets are important - it must be a ‘real game’ 4) The value of self is involved - why? You’ll need to read our paper!

T R I B A L

An Invitation

You are warmly invited to contact us at Ultralab if you wish to contribute to this research:

Alice Mitchell: [email protected]

Kris Popat: [email protected]