Savannah: mobile gaming and learning? Richard Joiner Kerri Facer, Danae Stanton, Jo Reid, Richard Hull, David Kirk & Mary Uliscak.

Slides:



Advertisements
Similar presentations
Is Domestic Abuse Prevention Education Effective? Claire L. Fox, Mary-Louise Corr, David Gadd, Julius Sim Is Domestic Abuse Prevention Education Effective?
Advertisements

1 Boundaryless Facilitation Energized Learning Groups.
Explore with Guerrilla Geography!! Ruth Potts In partnership with the Geography Collective. Friday April 13 th.
Fifi: Designing Educational Experiences using Ubiquitous and Pervasive technology Jessica Nethercott, Richard Joiner, Jo Reid, & Richard Hull.
Savannah: mobile gaming and learning? Richard Joiner Kerri Facer, Danae Stanton, Jo Reid, Richard Hull, David Kirk & Mary Uliscak.
Mobile Learning: anytime, any place, any where, any good Richard Joiner MSc. Human Communication & Computing Communication, Interaction and Task.
How well do you KNOW your 2 times table ? Play the following game Are you ready ? X MULTIPLYTIMES PRODUCT.
A centre of expertise in digital information managementwww.ukoln.ac.uk Our electronic future: key issues & developments for ICT in Public Libraries and.
A centre of expertise in digital information managementwww.ukoln.ac.uk Approaches To E-Learning: Introduction Brian Kelly UKOLN University of Bath Bath,
What Happens Next? Looking towards a future e-learning landscape Keri Facer Research Director, NESTA Futurelab
Laura Mancera, Silvia Baldiris, Ramon Fabregat, David Huerva
Mobile phones as autobiography: young women, delinquency and self-hood Dr Elaine Arnull London South Bank University UK.
Distance Education and Online Learning – NAPCE Meri MacLeod, PhD Theological Educator & Director, Digital Seminarian
"I'm the Master Instructor": Adolescents negotiating the role of teacher Dr. Kathy Sanford & Leanna Madill.
Progression in learning Number Facts
1 iPods and iPads - The Possibilities Handheld Learning in the Classroom.
Bonnygate Primary School
The Power of Collaboration Models of Collective Impact
What is the Foundation Stage? Play is children’s work.
Reception Curriculum Evening. Activities within the EYFS are based on what children already know about and can do. They recognise children’s different.
Creating Interactive Games Your trainer today is: Luke Milner Derbyshire County Council Children and Younger Adults Department.
The need for greater education regarding alcohol use is imperative for our young people. Increased rates of alcohol use and abuse, rates of hospitalisations,
An introduction to Numicon
EYFS Bite-size Training Physical development: Moving and handling.
Maths Workshop. Aims of the Workshop To raise standards in maths by working closely with parents. To raise standards in maths by working closely with.
Case study 6: Participating in local change Barking Abbey School, Barking, London Year 7 Autumn term 2008.
The Ambient Wood Journals- Replaying the Experience Mark Weal IAM Group, University of Southampton Mark J. Weal, Danius T. Michaelides,
Ahmer Iqbal PhD student at Department of Mathematical Information Technology COMAS Graduate School Agora Game Lab.
Early Years Foundation Stage What is the Early Years Foundation Stage? Covers the period birth to five. The final year of the Foundation stage is when.
Playing board for the game Crooked Rules
EYFS Framework Guide: Personal, Social and Emotional Development Making relationships.
THE KING OF THE JUNGLE. o Lions have yellow/gold fur with brown manes. o They have tails (1 each) extending their anuses. o Sensory Organs: o Sight –
At Woodlands School our main aim is to encourage children to develop a love of reading – reading to another person or enjoying stories read to them. Some.
Early Years Curriculum at Tiverton
The importance of art viewing experiences in early childhood visual arts: The exploration of a master art teacher's strategies for meaningful early arts.
ITT1025: Computing and Technology Enhanced Learning “Providing opportunities to engage collaboratively with technologies and produce digital products to.
 to get to know the importance of computer games for children;  to learn the types of computer games;  to know the rules or proper playing.
? Choose one picture and tell me what do you think the lesson is about.
Staying Safe on the Internet Parent/Carer Meeting Tuesday 24 th March 2015.
The potential impact of greenspace on physical activity and well-being in Scottish teenagers Justine Geyer, Child and Adolescent Health Research Unit (CAHRU),
RAISING A DIGITAL CITIZEN IN A DIGITAL WORLD Cyber Awareness in the 21 st Century.
Early Years Foundation Stage What is the Early Years Foundation Stage? Covers the period birth to five. The final year of the Foundation stage is when.
Chapter Four: Play!. 1. List the 13 things you will have to consider when selecting toys. Can you think of anything to add to this list? 2. Briefly explain.
Mobile Computing: The Why’s and the How’s Patrick M. O’Shea, Ph.D.
Cyber Safety and Digital Citizenship Keeping kids safe from harm.
Active Learning Curriculum for Excellence Moira Lawson.
EYFS Framework Guide: Ways of Learning
Honours Project: Pervasive gaming as a means of reminding the user of daily events. By Patrick Armstrong.
Maths Workshop St Nicholas CE (VC) First School. Aims of the Workshop To raise standards in maths by working closely with parents. To provide parents.
By Lauren Parks Technology and Young Children Effective Classroom Practice o Infants and Toddlers  Technology Tools and Interactive Media Children should.
Talk to your child about what they’re up to online. Be a part of their online life; involve the whole family and show an interest. Find out what sites.
DEVELOPING EXCELLENCE TOGETHER Bite-size training Personal, Social and Emotional Development: Making relationships.
Design and Technology is: Making things. Being creative. Thinking about the future. (changes so fast, eg toys. People wont want them when dated.) Developing.
Mobile Composition Tech Mentoring ENGL 505. Common mobile devices  Smartphones  PDAs (Personal Digital Assistant)  Tablets  Handheld game consoles.
Aims: To put ICT and the internet into context To remind ourselves of the risks / benefits of using the internet To share how children will be taught to.
Our aim was to develop ownership of the National Partnership reforms by all staff. All school staff were involved in a structured school evaluation to.
Simulation - Game Evaluation Agenda  Evaluate the skills that can be learned  How enjoyable is the game  Evaluate my effort as a student  Identify.
Google Earth INTEGRATING GLOBAL THINKING. Why Use Virtual Tours? Flexible Tool: History, Science, Math, English, etc. An Interactive Way to Explore Supports.
Comprehension and Critical Thinking The Stone Age.
Maths Workshop. Welcome to ‘Supporting Your Child’
Copyright Keith Morrison, 2004 COLLABORATIVE LEARNING.
Numbers and Patterns.
ADULT INTERVENTION STRATEGIES OF DEVELOPING CHILDREN’S SELF- REGULATION IN PLAY A. Brandisauskiene, D. Nasvytiene ISCAR, 30 September, 2014.
Practical Strategies for Observing Children to Support Differentiated Instruction Boces, 11/3.
Blogging-Engaging, Collaborating and inspiring. Henry Whipple Primary School.
- Interacting With Multiple Models to Learn About Particles Comprising Solids, Liquids, and Gases Brenda J. Gustafson (University of Alberta), Peter Mahaffy.
By Nancy Ghattas S Integral part of children and adult lives Average amount of playing time is around 13 hrs per week Most popular games contains.
Digital Media & Society Digital Media Digital Media and Society Digital Media has been part of our society for a relatively short period of time,
Early Years Curriculum Information Evening
Prof David Benyon Edinburgh Napier University
Presentation transcript:

Savannah: mobile gaming and learning? Richard Joiner Kerri Facer, Danae Stanton, Jo Reid, Richard Hull, David Kirk & Mary Uliscak

Nesta FutureLab BBC Hewlett-Packard University of Nottingham MRL Laboratory University of Bristol, Mobile Bristol

CSCL SIG First Symposium 3 Introduction The aim of the Savannah project was to try and bring mobile and game technologies together to learning. To explore whether this technology could encourage the development of childrens conceptual understanding of, animal behaviour.

CSCL SIG First Symposium 4 Savannah Game The children play at being a pride of lions outside in a playing field Interacting with a virtual Savannah and exploring the opportunities and risks to lions in that space Through playing the game they should understand the rules that shape lion behaviour in the wild.

CSCL SIG First Symposium 5 Savannah Game Outside the children are given global positioning systems (GPS) linked personal digital assistants (PDAs) The PDAs enable them to see, hear and smell the world of the Savannah They navigate the real space outdoors. as lions in the virtual Savannah.

CSCL SIG First Symposium 6 Study The children involved in the project were all from year 7 and were aged between 11 and 12. There were two groups: one group of five boys (day 1) and one group of five girls (day 2).

CSCL SIG First Symposium 7 Study Play Savannah Video –Two areas The Den The playing field –Two levels Marking territory Survival

CSCL SIG First Symposium 8 Video The following is a videotape about Savannah

CSCL SIG First Symposium 9 Findings They identifiedas lions and it felt like being a lion. The students often talked in the game as if they were directly experiencing the simulation. During play, they exclaim were all need to attack it, Im nearly dead, were hot Im dead.

CSCL SIG First Symposium 10 Findings Students were beginning to understand the rules that shape lion behaviour in the wild. For example, a key feature of lion behaviour is quantification of risk That certain animals required the whole pride to attack and other animals were to be avoided

CSCL SIG First Symposium 11 Findings Another example was the realisation that survival was dependent on working in groups. The children began to coordinate their attacks. In the video there were a number of examples of co-ordinated attacks

CSCL SIG First Symposium 12 Findings However the rules of the game environment did not always correspond to the rules that govern lion behaviour. Hunting strategies were very simple in the Savannah game. Basically 1, 2 3 attack Overemphasis on killing prey.

CSCL SIG First Symposium 13 Discussion The Savannah project raises a number of interesting questions –Children were highly engaged in the activity. –They did appear to begin to understand what governs lion behaviour –Developed collaborative strategies Physicality versus Virtuality?