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DESIGN AND
IMPLEMENTATION
TECHNIQUES FOR
LOCATION-BASED
LEARNING GAMES
Javier Melero
PhD Thesis Presentation
10th April 2014
Supervisors
Dr. Davinia Hernández-Leo
Dr. Josep Blat
OUTLINE
1. Introduction: Location-based learning games design
2. Model and computational representation of puzzle board games
3. Design of location-based learning games
4. Implementation of location-based learning games
5. Conclusions and future work
PhD Thesis Presentation – JAVIER MELERO 2
OUTLINE
1. Introduction: Location-based learning games design
2. Model and computational representation of puzzle board games
3. Design of location-based learning games
4. Implementation of location-based learning games
5. Conclusions and future work
PhD Thesis Presentation – JAVIER MELERO 3
INTRODUCTION
Context and motivation:
Technology-Enhanced Learning
Game-based Learning
Technological
Implementations
Digital, Tangible,
Pervasive
Educational Games
Board games, adventure,
platform, etc.
Board Games
Puzzles
Quizzes
Location-based
Games
FOCUS: Supporting the
design and
implementation of
location-based learning
games
PhD Thesis Presentation – JAVIER MELERO
Game-based learning (Bottino et al.,
2008; Huang et al., 2007; Ke, 2008;
Sedig, 2008):
•Motivating learning environments
•Engage learners in meaningful
learning
•Encourage active learning
•Foster students’ problem solving,
analytical and memory skills
4
•Games do not fulfill the
requirements of particular
educational situations
•Teachers do not have
advanced
technological skills to create or
adapt games (Frossard, 2013;
Tornero et al., 2010; Yang, 2005)
Puzzle board games as educational
strategy to feasibly involve teachers as
game designers (Crawford, 1982;
Huang et al., 2007)
PhD Thesis Presentation – JAVIER MELERO
INTRODUCTION
Context and motivation:
Technology-Enhanced Learning
Game-based Learning
Technological
Implementations
Digital, Tangible,
Pervasive
Educational Games
Board games, adventure,
platform, etc.
Board Games
Puzzles
Quizzes
Location-based
Games
FOCUS: Supporting the
design and
implementation of
location-based learning
games
5
The structural design of location-based
learning games are often inspired by
board games (Nicklas et al., 2001;
Schlieder et al., 2006)
There is a gap involving teachers
when designing location-based
learning games that consider
board games elements
Context and motivation:
Research works supporting teachers on the development of digital educational games:
•<e-Adventure>: hard to adapt, much time for development, technical skills that are
beyond the level of most instructors (Frossard, 2013; Tornero et al., 2010)
•Alice, Squeak, GameMaker: more focused on students rather than supporting teachers
in the creation of educational games
•ELG or Joyce: focused on computer-supported board games
•Treasure-HIT, ARLearn, Mobilogue: support the development of location-based learning
games, but do not allow the customisation of elements that can be relevant to formal
learning contexts
Aim: To propose a feasible approach to implement and involve teachers as
designers of their own location-based games
PhD Thesis Presentation – JAVIER MELERO
INTRODUCTION
6
Research Question and Objectives:
How can we support the design and implementation of location-based
learning games by considering puzzle board’s elements?
Game-based Learning
Gamification Puzzle game boards
Technology-Enhanced Learning
Mobile
Learning
Learning
Design
PARTIAL OBJECTIVE 1
To model and
computationally represent
computer-supported puzzle
board games including virtual
and physical objects
PARTIAL OBJECTIVE 3
To implement and evaluate
case studies involving
teachers and students in
different contexts and settings
PARTIAL OBJECTIVE 2
To propose a design technique
to facilitate teachers the
definition of their own location-
based games considering puzzle
board games elements
PhD Thesis Presentation – JAVIER MELERO
INTRODUCTION
7
Research Methodology: Design-Based Research (Reeves,
2000)
Literature review on Game-
based learning and analysis
of literature gaps
Proposal of early
conceptual model and
development of puzzle
game boards’ prototypes
Evaluation of the conceptual
model and prototypes
Literature review focused on
mobile learning
Metaphor and development
of QuesTInSitu: The Game
Evaluation in real learning
contexts with teachers and
students
Revision of the puzzle
board metaphor
Evaluation of the revised
metaphor Elaboration of design
principles for location-
based games
Analysis of Practical
Problems by
Researchers and
Practitioners
Development of
Solutions with a
Theoretical Framework
Evaluation and Testing
of Solutions in Practice
Documentation and
Reflection to Produce
“Design Principles”
CONTRIBUTION 3CONTRIBUTION 2
CONTRIBUTION 1
Refining the conceptual
model and early design
principles
PhD Thesis Presentation – JAVIER MELERO
INTRODUCTION
8
OUTLINE
1. Introduction: Location-based learning games design
2. Model and computational representation of puzzle board games
3. Design of location-based learning games
4. Implementation of location-based learning games
5. Conclusions and future work
PhD Thesis Presentation – JAVIER MELERO 9
MODEL AND COMPUTATIONAL
REPRESENTATION OF PUZZLE BOARD
GAMES
Factors for designing digital games (Coller &
Scott, 2009; Fisch, 2005; Kirriemuir &
McFarlane, 2004; Squire & Jenkins, 2003;
Jones, 1998; Malone, 1981):
•Based on strategies that promote active
learning
•Clearly define the learning goals
•Challenging and increase the level of
difficulty
•Tasks and activities clearly defined
•Provide immediate feedback
•Provide supportive learning material
•Integrate hint structures to assist players
Indoors Outdoors
Pieces Slots (Board)
Physical Virtual
Puzzle
Game
Objectives
Levels
Activities
Story
Learning
Flow
Interactions Players’ role
Context
(Space)
PhD Thesis Presentation – JAVIER MELERO
Overview of the conceptual model:
10
CONTRIBUTION 1: A conceptual model and the associated binding
for computationally representing puzzle board games designs including virtual and physical objects
Adaptation of the 4-dimension framework
proposed by de Freitas & Oliver (2006)
PhD Thesis Presentation – JAVIER MELERO
Conceptual model of puzzle board games design:
11
gaming
objectives
story
levels
activities flow
player role score
activityboardslots scaffolding
pieces pieces relation
location
virtualgeo-located
hint
question
physically-
located
supportive learning
material
MODEL AND COMPUTATIONAL
REPRESENTATION OF PUZZLE BOARD
GAMES
CONTRIBUTION 1: A conceptual model and the associated binding
for computationally representing puzzle board games designs including virtual and physical objects
PhD Thesis Presentation – JAVIER MELERO
Information binding:
Each virtual piece corresponds to a
chunk of code (it could have associated
an static image)
Each virtual slot has a predefined
location in which the player has to
associate a piece
Tag “rel-piece-slot” defines whether a
piece has been correctly (or incorrectly)
associated to a slot.
12
Puzzle
rels-between-pieces
piece
name
type
location
scaffolding-ref
rel-between-pieces
piece-id-ref
feedback
score
rels-pieces-slots
board
piece
name
type
location
scaffolding-red
slot
type
information
location
scaffolding-ref
rel-piece-slot
piece-id-ref
slot-id-ref
feedback
score
MODEL AND COMPUTATIONAL
REPRESENTATION OF PUZZLE BOARD
GAMES
CONTRIBUTION 1: A conceptual model and the associated binding
for computationally representing puzzle board games designs including virtual and physical objects
• 11 secondary and higher education
teachers
• Game design task using paper-snippets
representing the elements of the
conceptual model
PhD Thesis Presentation – JAVIER MELERO
CONTRIBUTION 1: A conceptual model and the associated binding
for computationally representing puzzle board games designs including virtual and physical objects
Need of simplifying the representation
of the conceptual model to facilitate
the comprehension and understanding
of the different elements of the
conceptual model
Exploratory user study: Understanding of the conceptual model
13
MODEL AND COMPUTATIONAL
REPRESENTATION OF PUZZLE BOARD
GAMES
OUTLINE
1. Introduction: Location-based learning games design
2. Model and computational representation of puzzle board games
3. Design of location-based learning games
4. Implementation of location-based learning games
5. Conclusions and future work
PhD Thesis Presentation – JAVIER MELERO 14
DESIGN OF LOCATION-BASED LEARNING
GAMES
PhD Thesis Presentation – JAVIER MELERO
CONTRIBUTION 2: A metaphor that considers puzzle board games
to allow teachers the design of their own location-based learning games for indoors and outdoors
Board Physical zones (indoors or outdoors)
Slots Questions designed for the location-
based game
Pieces Options associated to each question
Puzzle Groups of slots
Level Contains a puzzle
Scores Correct and incorrect answers,
accessing hints.
Bonus Extra points when all questions from
a level have been correctly
answered
Feedbac
k
Information associated to ranges of
points
Hints Information to guide students to find
the correct answer
Metaphor based on the premise that the
structural design of location-based games
are often inspired by board games (Nicklas et
al., 2001; Schlieder et al., 2006)
Proposed metaphor:
15
PhD Thesis Presentation – JAVIER MELERO
L’Hospitalet
Case
Vic Case MNAC Case
Learning about
the heritage of
the city of
l’Hospitalet
Learning about
the city of Vic
and its art
history
Learning about
different pictures
of the museum
7 teachers 1 teacher 1 teacher
Extracurricul
ar activity in
the school
Activity
associated
to a subject,
as part of its
formative
assessment
Activity
associated to
a subject, as
a summative-
assessment
activity
Sant Sadurní
Case
Learning about
the city of Sant
Sadurní and its
heritage
7 teacher
Transversal
activity, as a
summative
assessment
activity
CONTRIBUTION 2: A metaphor that considers puzzle board games
to allow teachers the design of their own location-based learning games for indoors and outdoors
First iteration: Teachers’ designs of 4 location-based learning games
16
DESIGN OF LOCATION-BASED LEARNING
GAMES
PhD Thesis Presentation – JAVIER MELERO
CONTRIBUTION 2: A metaphor that considers puzzle board games
to allow teachers the design of their own location-based learning games for indoors and outdoors
First iteration: Lessons learnt
17
DESIGN OF LOCATION-BASED LEARNING
GAMES
• The textual information is extensive
• Necessary information for understanding
particular the different questions
• The information is shorter
• Brief description that contextualizes the
questions
• Scores do not
affect students’
marks
• Score used as a guide to analyse students’
activity performance
• Scores directly affect
students’ marks
• Tips to find useful information in real place
• Additional information to the content of the
questions
L’Hospitalet
case
Sant Sadurní
case
Vic caseMNAC case
50 scores more 1 score more250 scores more
10 scores less 0.3 scores less the 1st
attempt; 0.5 scores the
2nd one; 1 score the 3rd
one
100 scores less
Scores Correct
Answers
Scores Incorrect
Answers
Number of questions
per level / 1000 points
30 or 60, depending
on the number of
questions per level
Hints Content
Levels
Information
PhD Thesis Presentation – JAVIER MELERO
Questionnaire evaluating the usefulness, understanding, importance and problems of the
different elements:
•The teachers perceived the use of the puzzle board metaphor as a flexible approach and
a suitable design technique to define location-based learning games
•However most of the elements were understandable by the teachers, the most
problematic ones seemed to be the levels followed by the slots
•Most important elements: adaptive scoring, bonus, and feedback
•Few teachers totally agreed on the importance of providing hints to each question
CONTRIBUTION 2: A metaphor that considers puzzle board games
to allow teachers the design of their own location-based learning games for indoors and outdoors
First iteration: Results on teachers’ opinions
18
DESIGN OF LOCATION-BASED LEARNING
GAMES
PhD Thesis Presentation – JAVIER MELERO
20 teachers in a game design task
Revision of the game design task:
•More explanations and provision of
examples
•Redefinition of the “level” element
CONTRIBUTION 2: A metaphor that considers puzzle board games
to allow teachers the design of their own location-based learning games for indoors and outdoors
Second iteration: MWC Workshop
19
DESIGN OF LOCATION-BASED LEARNING
GAMES
Results from questionnaires, game designs and
observation:
•Different approaches to design their games
•No problems understanding the elements of the puzzle
board metaphor
•Paper-based templates are useful approaches to
structure the design of their location-based games
•The number of trials to solve a question should have a
maximum attempt limit in order to be meaningful
•Each element of the puzzle board metaphor
should not be seen as a standalone item
OUTLINE
1. Introduction: Location-based learning games design
2. Model and computational representation of puzzle board games
3. Design of location-based learning games
4. Implementation of location-based learning games
5. Conclusions and future work
PhD Thesis Presentation – JAVIER MELERO 20
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
PhD Thesis Presentation – JAVIER MELERO
Implementation Guidelines:
XML ParserXML Parser
XMLs BindingsXMLs Bindings External resourcesExternal resources
An authoring tool could automatically create the XML Bindings and the associated resources
Generic parser that
reads the XMLs
and builds the logic
model
Different game engines (G.E.), and the associated players, adapted to specific educational contexts or requirements
MNAC Case
G.E. for indoors
(Android SO)
G.E. for indoors
(Android SO)
Player for Android
devices
Player for Android
devices
L’Hospitalet case
Sant Sadurní case
Game Engine
for outdoors
with GPS
(Android SO)
Game Engine
for outdoors
with GPS
(Android SO)
Player for Android devicesPlayer for Android devices
Game Engine for
outdoors without
GPS (Android SO)
Game Engine for
outdoors without
GPS (Android SO)
Vic case
G.E. for outdoors
with GPS
(Web-based app.)
G.E. for outdoors
with GPS
(Web-based app.)
Player for BrowsersPlayer for Browsers
G.E. for outdoors
without GPS
(Web-based app.)
G.E. for outdoors
without GPS
(Web-based app.)
21
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
PhD Thesis Presentation – JAVIER MELERO
Evaluation with 253 secondary
education students
Mixed evaluation method (Cairns &
Cox, 2008) considering different data
gathering techniques:
•Questionnaires
•Log files
•Observations
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
22
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
Evaluation of “QuesTInSitu: The Game”:
PhD Thesis Presentation – JAVIER MELERO
Students had a limited amount of time for the whole game
Students had a limited amount of time
for each level of the game
Students are not controlled by anyone
The museum’s staff controlled that
students did not make noise
Students were not forced to correctly answer all the questions
Students were forced to correctly
answer all the questions
L’Hospitalet case Vic case MNAC caseSant Sadurní case
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
23
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
Lessons Learnt (1/2):
Positive engagement:
# students (normalized)
Negative engagement:
# students (normalized)
Overall students’ engagement
L’Hospitalet Sant Sadurní Vic MNAC
PhD Thesis Presentation – JAVIER MELERO
Students disagreed on subtracting scores
Alternative: adding specific amount of points depending on the number of attempts to solve the questions
Textual information was not read properly because the students do not pay attention to additional information
Hints were considered more usefulHints were considered useless
L’Hospitalet case Vic case MNAC caseSant Sadurní case
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
24
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
Lessons Learnt (2/2):
Students avoid using hints and followed other strategies
Hints usefulness:
# students (normalized)
Points appropriated:
# students (normalized)
Students’ perceptions on hints
L’Hospitalet Sant Sadurní Vic MNAC
Motivated:
# students (normalized)
Not motivated:
# students (normalized)
Students motivation when subtracting points
L’Hospitalet Sant Sadurní Vic MNAC
PhD Thesis Presentation – JAVIER MELERO
• Experiment using the proposed puzzle board
approach (36 students) vs. using a plain test-
based approach (36 students)
• The median of the students using the puzzle game
approach was higher than the others, as well as
the range of scores
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
25
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
Results on students’ activity performance (MNAC Case):
Students using the puzzle-based approach tend to
obtain better outcomes than the students using the
test-based approach
• Design decisions on game elements can affect students’ satisfaction and have an impact on learning
• Students’ opinions should be considered in further iterations of the designs
• Providing teachers with techniques to inquire into their design decisions seems of
relevant importance to create powerful location-based learning games
Puzzle board approach Test-based approach
PhD Thesis Presentation – JAVIER MELERO
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
26
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
Visualisation as learning analytics to support teachers’ inquiry
Results on a discussion group with 3 teachers from l’Hospitalet:
•Visualizations are a good mechanism to represent and analyse
objective data
•Visualizations include too much information to be analysed on
the fly
•The “time used” visualization is useful to evaluate the overall
game design
•“Frequency” and “score” visualizations are useful to evaluate
the students’ performance
•Need of providing visualizations containing aggregate data
from all students’ to identify generic trends
•Capturing students’ opinion to analyse whether they enjoy the
activity, learn new concepts and have fun
•Teachers identified concrete design elements that should be
revised (e.g. use of proportional scores instead of using
negative scores)
OUTLINE
1. Introduction: Location-based learning games design
2. Model and computational representation of puzzle board games
3. Design of location-based learning games
4. Implementation of location-based learning games
5. Conclusions and future work
PhD Thesis Presentation – JAVIER MELERO 27
PhD Thesis Presentation – JAVIER MELERO
 This contribution is reflected in:
•Melero, J., Hernández-Leo, D. & Blat, J. (in press). A Model for the Design of Puzzle-based Games including Virtual and
Physical Objects. Journal of Educational Technology & Society
•Melero, J., Hernández-Leo, D., & Blat, J. (2011). Towards the Support of Scaffolding in Customizable Puzzle- based Learning
Games. In Proceedings of the 11th International Conference on Computational Science and its Applications (pp. 254-257),
Santander, Spain
•Melero, J., Hernández-Leo, D., & Blat, J. (2012). Considerations for the Design of Mini-games Integrating Hints for Puzzle
Solving ICT-Related Concepts. In Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies
(pp. 138-140), Rome, Italy
28
CONCLUSIONS AND FUTURE WORK
CONCLUSIONS OBJECTIVE 1
To model and computationally represent computer-supported puzzle board games including virtual and
physical objects
• The puzzle board games’ definition highlights the possibility o using virtual and physical
objects
• The conceptual model captures general data independent from specific technologies
• The internal representation of each object is left to concrete engines
• Different prototype games have been developed compliant with the conceptual model
following the proposed implementation guidelines
Partial results of this contribution are reflected in:
•Melero, J., Hernández-Leo, D., & Blat, J. (2014a). Teachers can be involved in the design of location-based learning games:
the use of the puzzle board metaphor, In Proceedings of the 6th International Conference on Computer Supported Education
(pp. 179-186). Barcelona, Spain
•Melero, J., Hernández-Leo, D., & Blat, J. (2014b). Being able to accommodate activity’s formal purposes as critical factor when
designing for “location-based learning games” at scale, In Ideas in Mobile Learning Symposium (BIIML). Bristol, UK
•Melero, J., Santos, P., Hernández-Leo, D., & Blat, J. (2013). Puzzle-based Games as a Metaphor for Designing In Situ
Learning Activities. In Proceedings of the 6th European Conference on Games Based Learning (pp. 674-682), Porto, Portugal
PhD Thesis Presentation – JAVIER MELERO 29
CONCLUSIONS AND FUTURE WORK
CONCLUSIONS OBJECTIVE 2
To propose a design technique to facilitate teachers the definition of their own location-based games
considering puzzle board games elements
• Metaphor and paper-based templates as techniques to involve teachers in location-based
games’ designs
• Evaluations in real contexts and in a workshop show that the two techniques can be
successfully applied to design location-based learning games
• Teachers have been able to customize the different elements involved in the metaphor
according to their specific educational situations
PhD Thesis Presentation – JAVIER MELERO
Partial results of this contribution have been submitted for their consideration to be published as a journal paper (currently
under review):
•Melero, J., Hernández-Leo, D., Sun, J., Santos, P., & Blat, J. (conditionally accepted). How was the activity? A visualization
support for a case of situated m-learning design. British Journal of Educational Technology
30
CONCLUSIONS AND FUTURE WORK
CONCLUSIONS OBJECTIVE 3
To implement and evaluate case studies involving teachers and students in different contexts and settings
The different case studies show the feasibility of using the puzzle board approach for designing
location-based learning games and for implementing this type of games
Benefits observed during the activities:
•Students are engaged in collaborating between each other
•Students put into practice social interaction skills, as well as exploration and orientation skills
•Students are actively involved in finding the correct solutions
•Students reflect on their past choices
Design decisions and contextual environment can influence students’ engagement and
performance
Learning analytics visualizations can lead teachers inquire into the students’ outcomes when
playing their designed location-based learning games
PhD Thesis Presentation – JAVIER MELERO 31
CONCLUSIONS AND FUTURE WORK
Future Research Directions:
Implementation of authoring tools devoted to different types of technologies:
•Completely digital puzzle board games
•Completely physical puzzle board games (e.g. using sensors, RFID technology, etc.)
•Puzzle board games integrating both virtual and physical objects
Evaluating the effects of the different elements involved in the design of location-based
learning games on students’ performance
Evaluating students’ activity performance
Gathering collaborative dynamics and make them understandable for teachers
Integrating meaningful learning analytics visualizations in systems supporting location-based
learning games
Proposing ways that allow changing the dynamics of the game on the fly to overcome
unexpected contextual or technological problems
Extending this type of games across different types of spaces, technologies and activities
DESIGN AND
IMPLEMENTATION
TECHNIQUES FOR
LOCATION-BASED
LEARNING GAMES
Javier Melero
PhD Thesis Presentation
10th April 2014
Supervisors
Dr. Davinia Hernández-Leo
Prof. Dr. Josep Blat
THANKS!
PhD Thesis Presentation – JAVIER MELERO
CONTRIBUTION 3: Different case studies implementing location-based learning games that consider
the conceptual model and associated binding
33
IMPLEMENTATION OF LOCATION-BASED
LEARNING GAMES
Results on students’ engagement (Puzzle approach vs. “Traditional” approach):
Students’ enjoyment
Enjoy this approach
Enjoy other approach
Puzzle approach Test-based approach
Added points
Agree
Disagree
Puzzle approach Test-based approach
Subtracted points
Agree
Disagree
Puzzle approach Test-based approach

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Design and implementation techniques for location-based learning games

  • 1. DESIGN AND IMPLEMENTATION TECHNIQUES FOR LOCATION-BASED LEARNING GAMES Javier Melero PhD Thesis Presentation 10th April 2014 Supervisors Dr. Davinia Hernández-Leo Dr. Josep Blat
  • 2. OUTLINE 1. Introduction: Location-based learning games design 2. Model and computational representation of puzzle board games 3. Design of location-based learning games 4. Implementation of location-based learning games 5. Conclusions and future work PhD Thesis Presentation – JAVIER MELERO 2
  • 3. OUTLINE 1. Introduction: Location-based learning games design 2. Model and computational representation of puzzle board games 3. Design of location-based learning games 4. Implementation of location-based learning games 5. Conclusions and future work PhD Thesis Presentation – JAVIER MELERO 3
  • 4. INTRODUCTION Context and motivation: Technology-Enhanced Learning Game-based Learning Technological Implementations Digital, Tangible, Pervasive Educational Games Board games, adventure, platform, etc. Board Games Puzzles Quizzes Location-based Games FOCUS: Supporting the design and implementation of location-based learning games PhD Thesis Presentation – JAVIER MELERO Game-based learning (Bottino et al., 2008; Huang et al., 2007; Ke, 2008; Sedig, 2008): •Motivating learning environments •Engage learners in meaningful learning •Encourage active learning •Foster students’ problem solving, analytical and memory skills 4 •Games do not fulfill the requirements of particular educational situations •Teachers do not have advanced technological skills to create or adapt games (Frossard, 2013; Tornero et al., 2010; Yang, 2005)
  • 5. Puzzle board games as educational strategy to feasibly involve teachers as game designers (Crawford, 1982; Huang et al., 2007) PhD Thesis Presentation – JAVIER MELERO INTRODUCTION Context and motivation: Technology-Enhanced Learning Game-based Learning Technological Implementations Digital, Tangible, Pervasive Educational Games Board games, adventure, platform, etc. Board Games Puzzles Quizzes Location-based Games FOCUS: Supporting the design and implementation of location-based learning games 5 The structural design of location-based learning games are often inspired by board games (Nicklas et al., 2001; Schlieder et al., 2006) There is a gap involving teachers when designing location-based learning games that consider board games elements
  • 6. Context and motivation: Research works supporting teachers on the development of digital educational games: •<e-Adventure>: hard to adapt, much time for development, technical skills that are beyond the level of most instructors (Frossard, 2013; Tornero et al., 2010) •Alice, Squeak, GameMaker: more focused on students rather than supporting teachers in the creation of educational games •ELG or Joyce: focused on computer-supported board games •Treasure-HIT, ARLearn, Mobilogue: support the development of location-based learning games, but do not allow the customisation of elements that can be relevant to formal learning contexts Aim: To propose a feasible approach to implement and involve teachers as designers of their own location-based games PhD Thesis Presentation – JAVIER MELERO INTRODUCTION 6
  • 7. Research Question and Objectives: How can we support the design and implementation of location-based learning games by considering puzzle board’s elements? Game-based Learning Gamification Puzzle game boards Technology-Enhanced Learning Mobile Learning Learning Design PARTIAL OBJECTIVE 1 To model and computationally represent computer-supported puzzle board games including virtual and physical objects PARTIAL OBJECTIVE 3 To implement and evaluate case studies involving teachers and students in different contexts and settings PARTIAL OBJECTIVE 2 To propose a design technique to facilitate teachers the definition of their own location- based games considering puzzle board games elements PhD Thesis Presentation – JAVIER MELERO INTRODUCTION 7
  • 8. Research Methodology: Design-Based Research (Reeves, 2000) Literature review on Game- based learning and analysis of literature gaps Proposal of early conceptual model and development of puzzle game boards’ prototypes Evaluation of the conceptual model and prototypes Literature review focused on mobile learning Metaphor and development of QuesTInSitu: The Game Evaluation in real learning contexts with teachers and students Revision of the puzzle board metaphor Evaluation of the revised metaphor Elaboration of design principles for location- based games Analysis of Practical Problems by Researchers and Practitioners Development of Solutions with a Theoretical Framework Evaluation and Testing of Solutions in Practice Documentation and Reflection to Produce “Design Principles” CONTRIBUTION 3CONTRIBUTION 2 CONTRIBUTION 1 Refining the conceptual model and early design principles PhD Thesis Presentation – JAVIER MELERO INTRODUCTION 8
  • 9. OUTLINE 1. Introduction: Location-based learning games design 2. Model and computational representation of puzzle board games 3. Design of location-based learning games 4. Implementation of location-based learning games 5. Conclusions and future work PhD Thesis Presentation – JAVIER MELERO 9
  • 10. MODEL AND COMPUTATIONAL REPRESENTATION OF PUZZLE BOARD GAMES Factors for designing digital games (Coller & Scott, 2009; Fisch, 2005; Kirriemuir & McFarlane, 2004; Squire & Jenkins, 2003; Jones, 1998; Malone, 1981): •Based on strategies that promote active learning •Clearly define the learning goals •Challenging and increase the level of difficulty •Tasks and activities clearly defined •Provide immediate feedback •Provide supportive learning material •Integrate hint structures to assist players Indoors Outdoors Pieces Slots (Board) Physical Virtual Puzzle Game Objectives Levels Activities Story Learning Flow Interactions Players’ role Context (Space) PhD Thesis Presentation – JAVIER MELERO Overview of the conceptual model: 10 CONTRIBUTION 1: A conceptual model and the associated binding for computationally representing puzzle board games designs including virtual and physical objects Adaptation of the 4-dimension framework proposed by de Freitas & Oliver (2006)
  • 11. PhD Thesis Presentation – JAVIER MELERO Conceptual model of puzzle board games design: 11 gaming objectives story levels activities flow player role score activityboardslots scaffolding pieces pieces relation location virtualgeo-located hint question physically- located supportive learning material MODEL AND COMPUTATIONAL REPRESENTATION OF PUZZLE BOARD GAMES CONTRIBUTION 1: A conceptual model and the associated binding for computationally representing puzzle board games designs including virtual and physical objects
  • 12. PhD Thesis Presentation – JAVIER MELERO Information binding: Each virtual piece corresponds to a chunk of code (it could have associated an static image) Each virtual slot has a predefined location in which the player has to associate a piece Tag “rel-piece-slot” defines whether a piece has been correctly (or incorrectly) associated to a slot. 12 Puzzle rels-between-pieces piece name type location scaffolding-ref rel-between-pieces piece-id-ref feedback score rels-pieces-slots board piece name type location scaffolding-red slot type information location scaffolding-ref rel-piece-slot piece-id-ref slot-id-ref feedback score MODEL AND COMPUTATIONAL REPRESENTATION OF PUZZLE BOARD GAMES CONTRIBUTION 1: A conceptual model and the associated binding for computationally representing puzzle board games designs including virtual and physical objects
  • 13. • 11 secondary and higher education teachers • Game design task using paper-snippets representing the elements of the conceptual model PhD Thesis Presentation – JAVIER MELERO CONTRIBUTION 1: A conceptual model and the associated binding for computationally representing puzzle board games designs including virtual and physical objects Need of simplifying the representation of the conceptual model to facilitate the comprehension and understanding of the different elements of the conceptual model Exploratory user study: Understanding of the conceptual model 13 MODEL AND COMPUTATIONAL REPRESENTATION OF PUZZLE BOARD GAMES
  • 14. OUTLINE 1. Introduction: Location-based learning games design 2. Model and computational representation of puzzle board games 3. Design of location-based learning games 4. Implementation of location-based learning games 5. Conclusions and future work PhD Thesis Presentation – JAVIER MELERO 14
  • 15. DESIGN OF LOCATION-BASED LEARNING GAMES PhD Thesis Presentation – JAVIER MELERO CONTRIBUTION 2: A metaphor that considers puzzle board games to allow teachers the design of their own location-based learning games for indoors and outdoors Board Physical zones (indoors or outdoors) Slots Questions designed for the location- based game Pieces Options associated to each question Puzzle Groups of slots Level Contains a puzzle Scores Correct and incorrect answers, accessing hints. Bonus Extra points when all questions from a level have been correctly answered Feedbac k Information associated to ranges of points Hints Information to guide students to find the correct answer Metaphor based on the premise that the structural design of location-based games are often inspired by board games (Nicklas et al., 2001; Schlieder et al., 2006) Proposed metaphor: 15
  • 16. PhD Thesis Presentation – JAVIER MELERO L’Hospitalet Case Vic Case MNAC Case Learning about the heritage of the city of l’Hospitalet Learning about the city of Vic and its art history Learning about different pictures of the museum 7 teachers 1 teacher 1 teacher Extracurricul ar activity in the school Activity associated to a subject, as part of its formative assessment Activity associated to a subject, as a summative- assessment activity Sant Sadurní Case Learning about the city of Sant Sadurní and its heritage 7 teacher Transversal activity, as a summative assessment activity CONTRIBUTION 2: A metaphor that considers puzzle board games to allow teachers the design of their own location-based learning games for indoors and outdoors First iteration: Teachers’ designs of 4 location-based learning games 16 DESIGN OF LOCATION-BASED LEARNING GAMES
  • 17. PhD Thesis Presentation – JAVIER MELERO CONTRIBUTION 2: A metaphor that considers puzzle board games to allow teachers the design of their own location-based learning games for indoors and outdoors First iteration: Lessons learnt 17 DESIGN OF LOCATION-BASED LEARNING GAMES • The textual information is extensive • Necessary information for understanding particular the different questions • The information is shorter • Brief description that contextualizes the questions • Scores do not affect students’ marks • Score used as a guide to analyse students’ activity performance • Scores directly affect students’ marks • Tips to find useful information in real place • Additional information to the content of the questions L’Hospitalet case Sant Sadurní case Vic caseMNAC case 50 scores more 1 score more250 scores more 10 scores less 0.3 scores less the 1st attempt; 0.5 scores the 2nd one; 1 score the 3rd one 100 scores less Scores Correct Answers Scores Incorrect Answers Number of questions per level / 1000 points 30 or 60, depending on the number of questions per level Hints Content Levels Information
  • 18. PhD Thesis Presentation – JAVIER MELERO Questionnaire evaluating the usefulness, understanding, importance and problems of the different elements: •The teachers perceived the use of the puzzle board metaphor as a flexible approach and a suitable design technique to define location-based learning games •However most of the elements were understandable by the teachers, the most problematic ones seemed to be the levels followed by the slots •Most important elements: adaptive scoring, bonus, and feedback •Few teachers totally agreed on the importance of providing hints to each question CONTRIBUTION 2: A metaphor that considers puzzle board games to allow teachers the design of their own location-based learning games for indoors and outdoors First iteration: Results on teachers’ opinions 18 DESIGN OF LOCATION-BASED LEARNING GAMES
  • 19. PhD Thesis Presentation – JAVIER MELERO 20 teachers in a game design task Revision of the game design task: •More explanations and provision of examples •Redefinition of the “level” element CONTRIBUTION 2: A metaphor that considers puzzle board games to allow teachers the design of their own location-based learning games for indoors and outdoors Second iteration: MWC Workshop 19 DESIGN OF LOCATION-BASED LEARNING GAMES Results from questionnaires, game designs and observation: •Different approaches to design their games •No problems understanding the elements of the puzzle board metaphor •Paper-based templates are useful approaches to structure the design of their location-based games •The number of trials to solve a question should have a maximum attempt limit in order to be meaningful •Each element of the puzzle board metaphor should not be seen as a standalone item
  • 20. OUTLINE 1. Introduction: Location-based learning games design 2. Model and computational representation of puzzle board games 3. Design of location-based learning games 4. Implementation of location-based learning games 5. Conclusions and future work PhD Thesis Presentation – JAVIER MELERO 20
  • 21. CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding PhD Thesis Presentation – JAVIER MELERO Implementation Guidelines: XML ParserXML Parser XMLs BindingsXMLs Bindings External resourcesExternal resources An authoring tool could automatically create the XML Bindings and the associated resources Generic parser that reads the XMLs and builds the logic model Different game engines (G.E.), and the associated players, adapted to specific educational contexts or requirements MNAC Case G.E. for indoors (Android SO) G.E. for indoors (Android SO) Player for Android devices Player for Android devices L’Hospitalet case Sant Sadurní case Game Engine for outdoors with GPS (Android SO) Game Engine for outdoors with GPS (Android SO) Player for Android devicesPlayer for Android devices Game Engine for outdoors without GPS (Android SO) Game Engine for outdoors without GPS (Android SO) Vic case G.E. for outdoors with GPS (Web-based app.) G.E. for outdoors with GPS (Web-based app.) Player for BrowsersPlayer for Browsers G.E. for outdoors without GPS (Web-based app.) G.E. for outdoors without GPS (Web-based app.) 21 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES
  • 22. PhD Thesis Presentation – JAVIER MELERO Evaluation with 253 secondary education students Mixed evaluation method (Cairns & Cox, 2008) considering different data gathering techniques: •Questionnaires •Log files •Observations CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding 22 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES Evaluation of “QuesTInSitu: The Game”:
  • 23. PhD Thesis Presentation – JAVIER MELERO Students had a limited amount of time for the whole game Students had a limited amount of time for each level of the game Students are not controlled by anyone The museum’s staff controlled that students did not make noise Students were not forced to correctly answer all the questions Students were forced to correctly answer all the questions L’Hospitalet case Vic case MNAC caseSant Sadurní case CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding 23 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES Lessons Learnt (1/2): Positive engagement: # students (normalized) Negative engagement: # students (normalized) Overall students’ engagement L’Hospitalet Sant Sadurní Vic MNAC
  • 24. PhD Thesis Presentation – JAVIER MELERO Students disagreed on subtracting scores Alternative: adding specific amount of points depending on the number of attempts to solve the questions Textual information was not read properly because the students do not pay attention to additional information Hints were considered more usefulHints were considered useless L’Hospitalet case Vic case MNAC caseSant Sadurní case CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding 24 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES Lessons Learnt (2/2): Students avoid using hints and followed other strategies Hints usefulness: # students (normalized) Points appropriated: # students (normalized) Students’ perceptions on hints L’Hospitalet Sant Sadurní Vic MNAC Motivated: # students (normalized) Not motivated: # students (normalized) Students motivation when subtracting points L’Hospitalet Sant Sadurní Vic MNAC
  • 25. PhD Thesis Presentation – JAVIER MELERO • Experiment using the proposed puzzle board approach (36 students) vs. using a plain test- based approach (36 students) • The median of the students using the puzzle game approach was higher than the others, as well as the range of scores CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding 25 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES Results on students’ activity performance (MNAC Case): Students using the puzzle-based approach tend to obtain better outcomes than the students using the test-based approach • Design decisions on game elements can affect students’ satisfaction and have an impact on learning • Students’ opinions should be considered in further iterations of the designs • Providing teachers with techniques to inquire into their design decisions seems of relevant importance to create powerful location-based learning games Puzzle board approach Test-based approach
  • 26. PhD Thesis Presentation – JAVIER MELERO CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding 26 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES Visualisation as learning analytics to support teachers’ inquiry Results on a discussion group with 3 teachers from l’Hospitalet: •Visualizations are a good mechanism to represent and analyse objective data •Visualizations include too much information to be analysed on the fly •The “time used” visualization is useful to evaluate the overall game design •“Frequency” and “score” visualizations are useful to evaluate the students’ performance •Need of providing visualizations containing aggregate data from all students’ to identify generic trends •Capturing students’ opinion to analyse whether they enjoy the activity, learn new concepts and have fun •Teachers identified concrete design elements that should be revised (e.g. use of proportional scores instead of using negative scores)
  • 27. OUTLINE 1. Introduction: Location-based learning games design 2. Model and computational representation of puzzle board games 3. Design of location-based learning games 4. Implementation of location-based learning games 5. Conclusions and future work PhD Thesis Presentation – JAVIER MELERO 27
  • 28. PhD Thesis Presentation – JAVIER MELERO  This contribution is reflected in: •Melero, J., Hernández-Leo, D. & Blat, J. (in press). A Model for the Design of Puzzle-based Games including Virtual and Physical Objects. Journal of Educational Technology & Society •Melero, J., Hernández-Leo, D., & Blat, J. (2011). Towards the Support of Scaffolding in Customizable Puzzle- based Learning Games. In Proceedings of the 11th International Conference on Computational Science and its Applications (pp. 254-257), Santander, Spain •Melero, J., Hernández-Leo, D., & Blat, J. (2012). Considerations for the Design of Mini-games Integrating Hints for Puzzle Solving ICT-Related Concepts. In Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies (pp. 138-140), Rome, Italy 28 CONCLUSIONS AND FUTURE WORK CONCLUSIONS OBJECTIVE 1 To model and computationally represent computer-supported puzzle board games including virtual and physical objects • The puzzle board games’ definition highlights the possibility o using virtual and physical objects • The conceptual model captures general data independent from specific technologies • The internal representation of each object is left to concrete engines • Different prototype games have been developed compliant with the conceptual model following the proposed implementation guidelines
  • 29. Partial results of this contribution are reflected in: •Melero, J., Hernández-Leo, D., & Blat, J. (2014a). Teachers can be involved in the design of location-based learning games: the use of the puzzle board metaphor, In Proceedings of the 6th International Conference on Computer Supported Education (pp. 179-186). Barcelona, Spain •Melero, J., Hernández-Leo, D., & Blat, J. (2014b). Being able to accommodate activity’s formal purposes as critical factor when designing for “location-based learning games” at scale, In Ideas in Mobile Learning Symposium (BIIML). Bristol, UK •Melero, J., Santos, P., Hernández-Leo, D., & Blat, J. (2013). Puzzle-based Games as a Metaphor for Designing In Situ Learning Activities. In Proceedings of the 6th European Conference on Games Based Learning (pp. 674-682), Porto, Portugal PhD Thesis Presentation – JAVIER MELERO 29 CONCLUSIONS AND FUTURE WORK CONCLUSIONS OBJECTIVE 2 To propose a design technique to facilitate teachers the definition of their own location-based games considering puzzle board games elements • Metaphor and paper-based templates as techniques to involve teachers in location-based games’ designs • Evaluations in real contexts and in a workshop show that the two techniques can be successfully applied to design location-based learning games • Teachers have been able to customize the different elements involved in the metaphor according to their specific educational situations
  • 30. PhD Thesis Presentation – JAVIER MELERO Partial results of this contribution have been submitted for their consideration to be published as a journal paper (currently under review): •Melero, J., Hernández-Leo, D., Sun, J., Santos, P., & Blat, J. (conditionally accepted). How was the activity? A visualization support for a case of situated m-learning design. British Journal of Educational Technology 30 CONCLUSIONS AND FUTURE WORK CONCLUSIONS OBJECTIVE 3 To implement and evaluate case studies involving teachers and students in different contexts and settings The different case studies show the feasibility of using the puzzle board approach for designing location-based learning games and for implementing this type of games Benefits observed during the activities: •Students are engaged in collaborating between each other •Students put into practice social interaction skills, as well as exploration and orientation skills •Students are actively involved in finding the correct solutions •Students reflect on their past choices Design decisions and contextual environment can influence students’ engagement and performance Learning analytics visualizations can lead teachers inquire into the students’ outcomes when playing their designed location-based learning games
  • 31. PhD Thesis Presentation – JAVIER MELERO 31 CONCLUSIONS AND FUTURE WORK Future Research Directions: Implementation of authoring tools devoted to different types of technologies: •Completely digital puzzle board games •Completely physical puzzle board games (e.g. using sensors, RFID technology, etc.) •Puzzle board games integrating both virtual and physical objects Evaluating the effects of the different elements involved in the design of location-based learning games on students’ performance Evaluating students’ activity performance Gathering collaborative dynamics and make them understandable for teachers Integrating meaningful learning analytics visualizations in systems supporting location-based learning games Proposing ways that allow changing the dynamics of the game on the fly to overcome unexpected contextual or technological problems Extending this type of games across different types of spaces, technologies and activities
  • 32. DESIGN AND IMPLEMENTATION TECHNIQUES FOR LOCATION-BASED LEARNING GAMES Javier Melero PhD Thesis Presentation 10th April 2014 Supervisors Dr. Davinia Hernández-Leo Prof. Dr. Josep Blat THANKS!
  • 33. PhD Thesis Presentation – JAVIER MELERO CONTRIBUTION 3: Different case studies implementing location-based learning games that consider the conceptual model and associated binding 33 IMPLEMENTATION OF LOCATION-BASED LEARNING GAMES Results on students’ engagement (Puzzle approach vs. “Traditional” approach): Students’ enjoyment Enjoy this approach Enjoy other approach Puzzle approach Test-based approach Added points Agree Disagree Puzzle approach Test-based approach Subtracted points Agree Disagree Puzzle approach Test-based approach

Editor's Notes

  1. As the title indicates, the research done in this thesis is focused on exploring how to design and implement location-based learning games.
  2. First of all, I will introduce the context and main problems in Game-based Learning and location-based learning games design that motivate this PhD thesis. In following sections, I will present the main contributions of this thesis. Given the diverse variety of educational games, I focus on puzzle boards and, in this context, I propose a model and computational representation of this type of games. Puzzle board games allow multiple implementations. Then, I narrow the research and focused on location-based learning games proposing some design and implementation techniques for these type of games by considering puzzle boards’ elements. Finally, I will present the main conclusions of this work, and future research directions.
  3. Then, I will start with the context and the issues that motivate this research.
  4. In Game-based Learning, one of the primary advantages is that games with educational purposes can provide intrinsically motivating learning environments. Besides, computer games can engage learners in meaningful and enjoyable learning, encourage active learning, be effective tools for enhancing learning, and they can promote collaboration among learners. Also, games can be conceived as potential approaches that can engage students in the subject topics, while at the same time foster students’ problem solving, analytical and memory skills. However, despite the potential benefits of educational computer games, one concern associated to this research domain is that teachers do not broadly adopt game-based learning environments in formal learning settings. The main reasons behind the low adoption include that the available games do not often fulfil the requirements of particular educational situations and that teachers do not have advanced technological skills to create or adapt games in formal educational contexts.
  5. Considering the diverse variety of educational games, we focus on puzzle board games. In fact, the nature of puzzle board games seems relevant to consider as educational strategies to feasibly involve teachers as game designers. As I previously said, puzzle board games can cover a wide range of implementations: from digital to tangible implementations. In this context, we narrow our research to location-based learning games that are those approaches based on pervasive mobile learning that support contextualized learning. Besides, some research studies have identified design considerations when mapping board games as location-based games. Nevertheless, there is a gap regarding the involvement of teachers when designing location-based learning games that consider board games elements.
  6. Even though some research works have been done for supporting teachers on the development of digital educational games, still some of the authoring tools, such as &amp;lt;e-Adventure&amp;gt;, are hard to adapt to individual courses, require much time for development, or technical skills that are beyond the level of most instructors. Besides, other tools, such as Alice, Squeak or GameMaker are more focused on students so that they can learn programming concepts rather than supporting teachers in the creation of game-based learning environments. On the other hand, despite other tools, such as ELG or Joyce, are focused on computer-supported board games, they are not intended to be mapped to physical environments. Finally, some research works have been done to support the development of location-based learning games. However, current tools do not allow the customisation of elements, such as scores, that can be relevant to formal learning contexts. Besides, these studies have not reported evaluations with teachers yet. Thus, one of our aims is to make contributions to the research community by proposing an approach based on puzzle boards to involve teachers as designers of their own location-based games.
  7. Therefore, according to the problematic undertaken in this dissertation, the main research question of this PhD Thesis is about: How can we support the design and implementation of location-based learning games by considering puzzle board’s elements? In order to undertake the research question, I identify following objectives.
  8. To achieve the identified objectives, this research follows a Design-Based Research involving different participants in a continuous design, development and evaluative process. Particularly, the four distinct phases proposed in (Reeves, 2000) provided the basis for the research approach used in this dissertation. In order to adapt these four phases this dissertation is conducted in different stages.
  9. In this section I’m going to explain the contribution derived from the 1rst partial objective.
  10. This contribution refers to the conceptual model and associated binding for computationally representing puzzle board games designs. First, we identified the main factors involved in the design of game-based learning environments. These can be summarized as follows: Games should promote active learning and metacognition, have to clearly define the learning goals, and have to be challenging and progressively increase the level of difficulty. Also, tasks and activities have to be clearly identified within the game. Immediate feedback and supportive learning material has to be provided when students perform specific tasks. Finally, help and hint structures should be also provided to assist players within the learning process in the game to allow them complete correctly a specific task. Besides, after analysing the literature review, we found a limited research on supporting the modelling of location-based games. We adapt the 4-dimension framework proposed by (de Freitas &amp; Oliver) that considers contextual information as a key aspect. Specifically, the four proposed dimensions are: the particular context where play/learning takes place. The attributes of the particular learner or group. The interactions that can support games. And methods, theories, models and frameworks used to support learning practice.
  11. Overall, the core of the puzzle board game design can be summarised as follows. The story of the game specifies which role has to perform which activity and at what moment in the gaming process. For a player role, outcomes are stated as gaming objectives. These outcomes are achieved by performing learning activities, within the levels of the game. In order to solve the learning activities, a set of (virtual or physical) pieces is provided to the players to propose their own solutions. Pieces and their relations could provide mechanisms, such as hints, questions or supportive learning material, to scaffold the gaming process as well. Besides, pieces could be part of a board in which players should relate each piece with its corresponding slot. Otherwise, players should relate pieces between them to propose the solutions. Depending on the puzzle game design (e.g.: a virtual puzzle game, a puzzle game for a museum, a puzzle game designed to be played in a city), either pieces or slots could have associated virtual, tagged or geo-located positions.
  12. We also defined an XML binding representing the conceptual model and developed several puzzle board games compliant with the model: including digital, tangible and mobile implementations.
  13. An exploratory user study with 11 secondary and higher education teachers was carried out to evaluate whether teachers understand the elements of the model. Specifically, the teachers have to solve a proposed design task by using a set of paper snippets representing each element of the conceptual model. Main conclusion was about the need of simplifying the representation of the conceptual model to facilitate the comprehension and understanding of the different elements involved in the conceptual model.
  14. For this reason we just focused on the implementation of location-based learning games and propose some design techniques to facilitate the definition of this type of games.
  15. Specifically, we claim that the use of a metaphor that simplifies the proposed conceptual model is a good technique to facilitate the understanding of the conceptual model and, as a consequence, the design of location-based learning games. The reason of adopting puzzle board elements as a metaphor is because some authors have already worked on board games as relevant approaches for structuring the design of location-based games. The main conclusions obtained from different evaluations will contribute to the research domain with insights pointing strengths and limitations of using this approach when designing location-based learning games. In particular, the elements involved in the metaphor are: The “board” is the physical place where the set of questions are located. The “slots” are the different questions for a particular puzzle. The “puzzle pieces” are the options associated to each question. Just one puzzle piece can fit in a concrete slot, meaning that there is only a correct option for each question. The “puzzle” is formed by a board with a set of slots and its associated puzzle pieces. The “level” has associated just one puzzle. A designer can define different levels for each location-based learning activity. The “scores”. Several scoring mechanisms are defined to reflect the students’ performance: a) correct answers add scores to the overall player’s scoring, b) incorrect answers subtract scores to the overall player’s scoring, and c) consulting hints subtract scores the overall player’s scoring. The “bonus” is extra scores added to the overall player’s scoring once all the questions for a given level have been correctly answered. The extra bonus is a reward to engage and encourage students to correctly complete the different puzzles of the whole learning activity. The “feedback” is textual information associated to a specific range of points in order to describe to the students their performance. The “hints” can be provided to scaffold the learning process in order to avoid frustrations and advance forward location-based learning activity.
  16. 16 Secondary education teachers from 4 different schools were involved in the design of their particular location-based learning games. 7 teachers designed an extracurricular activity with the purpose of discovering and learning about l’Hospitalet (i.e. the city where the school is placed); 1 teacher designed an activity associated to its specific subject to formatively assess their students in the art history of the Vic city; 7 teachers designed an activity associated also to a subject with the aim of enquiring about the heritage of the city of Sant Sadurní d’Anoia; and 1 teacher designed an activity to practise the concepts associated to different pictures of a National Museum of Contemporary Art (MNAC). In order to design the different location-based learning games, a set of paper-supported templates containing the different elements of the puzzle board metaphor were provided to the teachers.
  17. From the teachers’ designs we observed that they were able to specify as many levels and questions as they wanted, including different types of scoring mechanisms, hints, and textual information. When paying attention to the textual information associated to a level, we identify two different design strategies. The cases in which the location-based games are not associated to a concrete subject matter, no previous knowledge is explained to the students. Then, all the necessary information to understand the context of each level in the game is included in the level’s content. Thus, the level’s content in this situation is detailed and extensive. On the other hand, the location-based learning games designed as a part of a subject matter (i.e., Vic and MNAC case studies) tend to contain shorter explanations as textual information for a given level. Knowledge, in those cases, has been previously explained in specific lessons, and as a consequence, the game just includes a brief description to contextualize the set of questions for a specific level. Regarding the design of hints, we also identified two main differences depending on the purpose of the activity. In the location-based learning games designed as a part of a subject matter, the hints consist of additional information to the statement of the questions, and concerning to concrete knowledge explained in the lessons previous to the m-learning activity. In those cases that the location-based game is part of an extracurricular or transversal activity, hints are designed in a way that provides the students with some tips about concrete physical places where they can find useful information to answer the questions. Three different strategies are identified when teachers design the scoring mechanisms depending on the purpose of the activities. For the extracurricular activity (i.e. l’Hospitalet), teachers try to follow an approach similar to “traditional” games in the sense that, higher scores and bonus are obtained when correctly answering the questions. In those cases that the result of performing the location-based learning game has a direct impact in the students’ marks (i.e. Vic case), the approach followed consists in using a strategy similar to traditional test-based scores. Finally, when the overall scores obtained by students are planned as a complement to other activities in specific subject matters (i.e. Sant Sadurní and MNAC cases), the design strategy followed by teachers consists in designing scores higher than in traditional assessment activities but in a way that can be easily mapped to a mark.
  18. When the design process was finished, we implemented the resulted designs and enacted them with their own secondary education students 11 teachers filled a questionnaire evaluating the perceived usefulness of the proposed metaphor, the understanding of the different elements involved in the game design task, as well as the importance and possible issues from each of the puzzle and game elements. Besides, the teachers, in general, perceived the use of the puzzle board metaphor as a flexible approach and a suitable design technique to define location-based learning games. Overall, the teachers easily understood most of the elements of the game design. Teachers did not have problems when designing the scores, the bonus, or the feedback mechanisms. However, the most problematic issue concerned the understanding of the level element. This issue appeared in l’Hospitalet case, in which a brief explanation of the element was provided. Regarding the importance of the elements, the adapted scoring, followed by the bonus points and the feedback seem to be in the top positions. Also, only 4 out of the 11 teachers quite or totally agreed on the importance of providing hints to each question. Some comments were about the complexity of creating hints associated to each question. In this line, some teachers highlighted that not all the questions had hints because it did not make sense and its design would imply a relatively high workload.
  19. Then, a revision of the design task was carried out. Two considerations were made: 1) a need of devoting more time in the explanation and provision of more examples in relation to the puzzle board metaphor; and 2) a reformulation in the definition of the “level” element, indicating that it may typically refer to specific physical zones or geographical areas (not only difficulty). Thus, a second iteration was completed in a workshop session involving 20 teachers in a game design task. A mixed method has been followed including several data sources have been used to evaluate different aspects of the proposed metaphor and the teachers’ game designs. The obtained qualitative and quantitative gathered data have been combined and triangulated. Quantitative data, obtained from the ratings given by the teachers in the questionnaires, provide insights into teachers’ acceptance about the metaphor. This obtained information will be supported or rejected by the qualitative data. Teachers followed different approaches to design the content of the different levels, hints, and scoring mechanisms In general, the teachers had no problems understanding the different elements involved in the proposed puzzle board metaphor. Specifically, all the teachers quite or totally agreed that they did not have problems understanding the role of “slots”, “bonus points”, “hints”, and feedback associated to the completeness of a level and the whole game. All the 13 teachers agreed that they would use the proposed approach to design their own location-based learning games. When asking the teachers about the use of paper-based templates, all the teachers considered the templates a useful approach to structure the design of their location-based games. After the game design task, some teachers pointed out that the number of trials to solve a question should have a maximum attempt limit, in order to be meaningful. However, each element involved in the puzzle board metaphor should not be seen as a standalone item as agreed in the discussion group: when designing location-based learning games it is important to notice that design elements may impact each other. Finally, the resulted designs are to implemented and enacted in real learning situations to analyse their impact on students.
  20. I’ll explain the results of implementing the 4 location-based game designs previously explained.
  21. In order to implement the different designs, I proposed the following implementation guidelines. In general, each location-based learning game is represented with a set of XML documents that are compliant with the conceptual model for puzzle board game designs. Then, a generic parser reads the different XML documents and instantiates the specific logic model of the game. Besides, each engine uses the logic model instantiated by the parser and implements the different location-based games to specific educational context and settings.
  22. Different implementations of “QuesTInSitu: The Game” has been developed. In order to evaluate these implementations, we carried out different evaluations with the secondary education students to analyse their opinions when performing the designed location-based learning activities. We proposed an approach based on games to engage students in learning and reflecting on their decisions. Students can solve each question as many times as necessary until reaching the correct solution, and game elements such as hints and bonus are included to enhance the learning experience. In this sense, we escape from giving immediate conclusive feedback when the solutions are incorrect. Instead we promote a more reflective methodology in which the answer is not provided to the students right away. The students have the possibility of finding the correct solutions either by reflecting on their wrong choices or taking benefit of the resources provided not only by the game design itself but also by the information that can be found interacting with the real environment (e.g. people, buildings, etc.). Indeed, we foster all the questions that are part of a puzzle can be answered correctly to have a global vision of the puzzle. The number of students participating was: 74 students (l’Hospitalet case), 64 students (Vic case), 43 students (Sant Sadurní case), and 36 students (the MNAC case). In particular, we evaluated the students’ opinion on the game dynamics and their different elements (i.e. designed scoring, bonus, hints, and feedback). A mixed evaluation method has been followed considering different data gathering techniques. Furthermore, we combine and triangulate the collected qualitative data, which provide insights into participants’ opinions, with the quantitative data to support or reject the quantitative trends in the participants’ views.
  23. In general, the lessons learnt from the different implementations were: Contextual environment can influence the overall students’ engagement. When comparing the results of location-based learning games performed outdoors and indoors, we observed that students performing the activity in the museum are less engaged. While students playing outdoors are not controlled by anyone, students performing the activity in the museum have to control their behaviour and actions in order to avoid making too much noise, for example. The amount of time and having to correctly answer the questions are other factors to consider in the engagement achieved by the activity. The students with limited time to answer questions per level, and forcing to correctly answer the questions, enjoy less the proposed approach. This indicates that depending on the setting of the activity, it is advisable not to force students to solve every question correctly and offer the flexibility to students to move to another level. Legend
  24. In all of the activities, students avoid using hints. It is interesting to notice that students prefer to become more active in finding the correct solution (i.e. asking people, searching the Internet, discussing among them) than having to lose points. Besides, when analysing the way that the hints were designed, tips pointing to specific real places (where useful information could be found) are more criticized compared to those hints that complement the questions with additional information. In all the four cases, all the students have rarely accessed the textual information associated to each level. Instead, students directly accessed the different questions. These results indicate that students, in this type of educational games in physical locations, go straight to the focus of the activity and do not devote time to explore additional learning materials. Regarding the scoring mechanisms, students from all the four cases were disappointed with the subtraction points when answering incorrectly and using hints. Not surprisingly, negative feedback has not a positive effect in students’ motivation. Other strategies are suggested to overcome this issue. These strategies include considering only positive scores, but with different weights depending on the number of attempts used in each question and the resources used to solve the questions.
  25. Besides, in order to offer some insights about students’ activity performance, we have made a preliminary study within the MNAC case. To this end, 36 students used the proposed approach based on the puzzle board metaphor, while other 36 students used a plain test-based approach containing the same questions (one attempt per question, and no game elements included – i.e. hints, room’s information, and extra bonus). In general students using the puzzle-based approach tend to obtain better outcomes in the post-test than the students using the test-based approach. The median of the students using the puzzle game approach was one point higher (i.e. 7) than the others (i.e. 6). Also, the range was more concentrated in one group than the other; being globally higher the range of scores of the students using the puzzle game approach. Results show that decisions around game design elements can affect students’ satisfaction and have an impact on learning. In this sense, students’ opinions are interesting and should be considered in further iterations of the designs. Then, providing teachers with techniques to inquire into their design decisions seems of relevant importance to create powerful location-based learning games.
  26. In this context we propose the use of visualizations as a learning analytics strategies, which capture, analyse and report data about students’ activity performance to support teachers’ design inquiry. A discussion group was scheduled with three teachers from l’Hospitalet case several weeks after the enactment. The main conclusions show that the visualizations used are a good mechanism to represent and analyse objective data obtained from the enactment of their designed location-based game. However, the visualizations include too much information to be analysed on the fly during the activity or in short amount of time. In this line, it would be interesting to identify what visualizations are the most essential so they offer more dynamic teacher-led inquiring tools. The time used visualization has been considered of great importance to evaluate the overall design of the activity’s routes, whilst the frequency and score visualizations are crucial to evaluate the students’ performance and identify the most problematic questions. Besides, in this type of learning activities, the teachers highlight the usefulness of providing visualizations containing aggregate data from all the students’ groups. Having aggregate data are considered useful to easily identify trends and the most problematic questions. Particularly, it would be great to have the aggregate data from the frequency and score visualizations. Teachers also highlight the importance of knowing the students’ opinion in order to analyse whether they enjoy the activity, learn new concepts and have fun. These aspects are relevant to the teachers since they believe that those students who associate their learning with a positive feeling will remember better what they have actively learned. Thus, further research includes integrating students’ opinions in the visualizations to help the teachers easily identify the main issues when enacting their design. The use of the designed learning analytics visualizations has also led the secondary education teachers identify concrete design elements that should be revised. For example, the subtracting points should be redesigned, avoiding the use of negative points and using proportional positive points in relation to the attempts when solving each question. On the other hand, the teachers proposed to automatically show the information associated to each geographical point before answering the geo-located questions in order to encourage the students to read this information.
  27. In this last part of the presentation I will present the main conclusions and specific contributions derived from this thesis and future work directions.
  28. Our definition of puzzle board games highlights the possibility o using virtual and physical objects. We define puzzle board games as those games that consist of a set of pieces that have to be associated to concrete slots of a given board. Both pieces and slots can be represented as virtual or physical objects. Besides, applying puzzle board games also offer opportunities to foster students’ reflection. In combination with adaptive scoring and formative feedback designs, students have the possibility of trying to find the correct solution as many times as needed. The final aim is that the full completion of the puzzle provides a comprehensive view of the contained knowledge. Since there is the possibility of implementing different types of virtual and physical objects, the conceptual model has been defined in a way that only captures general data independent from specific technologies. Then, the internal representation of each object is left to concrete engines depending on the targeted platform. Based on the proposed conceptual model, different prototype games have been developed compliant with the conceptual model. Purely-digital puzzle board games have been created for different subjects including, programming fundamentals, computer architecture or computing networks. Other approaches also compliant with the conceptual model have been created for tabletop interfaces. Finally, different location-based games have been developed and evaluated in real learning context. In all these cases, virtual and physical objects have been captured by the XML binding, and the specific platforms have implemented the concrete behaviour of each element. Particularly, the different location-based learning games followed the proposed implementation guidelines. Since the XML documents for each location-based game were compliant with the proposed model (had the same structure), the implemented XML parser was common for the different games. Then, variations of a generic implementation of the system have been developed according to teachers’ designs: two of the games were designed for completely outdoors settings (based on the use of GPS technology and GoogleMaps) and one for indoors (using static images organized in levels/zones), a fourth game considered both types of settings (using QR-code technology).
  29. Both the metaphor and a set of paper-based templates have been proposed as design techniques to involve teachers in the definition of their own location-based games. The motivation behind these two techniques is to provide teachers with a framework for the customization of their own location-based games adapted to their requirements depending on their particular educational situations. Evaluations in real contexts and in a workshop have led to the conclusions that these two techniques can be successfully applied to design location-based learning games. Teachers have been able to customize the different elements compiled in the metaphor according to their specific educational situations. Therefore, the metaphor and paper-based templates can be considered as feasible techniques to support teachers in the design of their own location-based learning games for their particular educational situations.
  30. The different case studies show the feasibility of using not only the puzzle board approach for designing location-based learning games but also the model for implementing this type of games. The case studies show that the resulting games reflect teachers’ design decisions. Besides, they provide insights around several educational benefits observed during the activities. While playing the designed location-based games, students: a) are engaged in collaborating between each other to reach to the answers; b) put into practice social interaction skills to find the answers of the proposed questions, as well as exploration and orientation skills; c) are actively involved in finding the correct solutions (i.e. they follow different strategies such as asking people, other colleagues, searching the Internet or social networks); and d) reflect on their past choices. Furthermore, the main conclusion derived from the evaluation of the different case studies with secondary education students is that not only design decisions made by teachers but also the contextual environment in which the activities are performed can influence students’ engagement. In this sense, learning analytics have been studied as a powerful strategy to capture, analyse and report data about the student’s performance. In this line, we have analysed how learning analytics visualizations can lead teachers inquire into the students’ outcomes when playing their designed location-based learning games. Conclusions derived from this contribution discuss how specific learning analytics visualizations are helpful tools to support teachers in the understanding of each student’s activity performance and the importance of providing visualizations of aggregate data for providing teachers with the overall picture of the activity. Besides, in order to be meaningful for teachers, it is important that the visualizations are complemented with students’ opinions.
  31. Apart from the aforementioned contributions and conclusions, this dissertation has also identified the following future research lines: Implementation of authoring tools devoted to different types of technologies. Different opportunities for further research are based on supporting teachers in the creation of puzzle board games. As proposed in the implementation guidelines, authoring tools could be developed to create XML documents for platform-specific engines and players that depend on the adopted approach: a) completely digital puzzle board games, b) completely physical puzzle board games; or c) puzzle board games integrating both virtual and physical objects. Evaluating the effects of the different elements involved in the design of location-based learning games on students’ performance. In particular, it could be interesting to further analyse the emotional effects that specific elements of the game (specifically positive and negative performance feedback) have on students. In this thesis we identify that subtracting points affect negatively the students In this dissertation we have only partially evaluated the students’ activity performance. We have seen that having the possibility of answering the questions several times promotes students’ reflection. However, these results are no conclusive and further research is needed. We observe that in this type of learning activities, collaboration plays an important role. Several students share a device and they collaborate between them to propose a solution. However, the different collaborative dynamics that happen in the groups are not gathered by the system. How to collect these interactions and make them understandable for teachers are interesting aspects that deserve future research. In this dissertation we have evaluated different visualizations as techniques to lead the teachers inquire into their own designs. Researching the integration of meaningful visualizations in systems supporting location-based learning games could improve significantly the enactment of this type of games. During the enactment of the different implementations, unexpected contextual or technological problems can happen. Mobile devices and software implementations could derive to unexpected problems, as well as unexpected situations in the real places. In this sense, an interesting research line could be focused on proposing ways that allow changing the dynamics of the game on the fly. Finally, other future research line is associated to the extension of this type of games across different types of spaces, technologies and activities. As stated in the state-of-the-art, location-based learning games could fruitfully be combined with other activities to enrich the learning experience. Further research will deal with how to integrate and make interoperable location-based games with other learning activities.