International Association for Blended Learning IABL 2017 The 2nd World Conference On Blended Learning April 26-28, 2017 Toronto, ON, Canada Development of a Collaborative Game for Enhancing the Educational Process in Classroom MSc Oldi Stefanidi Prof. Avgoustos Tsinakos MSc Persefoni Karamanoli [email protected] [email protected] [email protected] Outline We present: A description of educational technology. A description of collaborative learning. Learning via mobile devices. Design and development of a collaborative learning game for mobile devices. Educational Technology Association of Educational Communications and Technology (AECT): “A systematic process involving materials, theories, human resources and knowledge for solving educational problems and improve learning”. Advantages: • Use the Internet as a source of knowledge and communication. • Opportunities for information perceptions about the world. and shaping Disadvantages: • Absorption of attention • Social isolation and sense of dependence • Reduce confidence attitudes and Collaborative Learning In the mid-1960s, the collaborative learning method was relatively unknown and largely ignored by teachers. Collaborative learning has become an accepted and often preferable educational process at all levels of education. “A learning system that allows small heterogeneous groups to work collectively in order to accomplish their goals and succeed when the team succeeds.” Collaborative learning can be categorized in four types: • Official collaborative learning • Informal collaborative learning • Collaborative Base Groups • Mix of the above mentioned Collaborative Learning Collaborative learning may result in: • Greater understanding of the course by the students. • More appreciation and respect for themselves. • More positive attitude towards school. • Improvement of the written and spoken word. • Development of critical thinking. • Highly satisfactory results for students who have learning disabilities and children with special needs. Learning Through Mobile Devices The use of mobile devices and the possibilities they offer have conquered a large proportion of our society. “All forms of exploitation of the possibilities offered by mobile and wireless technologies and devices such as Wi-Fi, LAN, Bluetooth, GSM, GPRS, GPS, 3G, satellite systems, mobile phone, tablets, PDAs, laptops, etc., without the student having to be located at a predetermined point for using them or the possibilities they offer.” Learning through mobile devices may offer the opportunity for: • Collaborative learning activities using mobile devices, • Quiz via text messages (sms), • Virtual chat messages e.g. language course through quiz via text messaging (sms). A collaborative learning game for mobile devices The application divides the class into groups and students collaborate via a quiz game for achieving common goals. Designed for enhancing the existing school book of GeologyGeography course. It addresses children at the first grade of high school. It requires a handheld device with Android software, build on camera and Wi-Fi access. Augmented Reality content is combined application for students and for teachers. with Also, a database is used for storing student’s answers. the mobile A collaborative learning game for mobile devices Development Tools: • MIT App Inventor 2: Platform for creating mobile applications. • Aurasma: Augmented Reality platform. • MySQL: Software for the creation and use of an online database. • PHP: Interpreted scripting language. • WinSCP: An open-source simple file transfer protocol (SFTP), file transfer protocol (FTP), web distributing authoring and versioning (WebDAV) and secure copy (SCP) client. A collaborative learning game for mobile devices The application is divided into two menus that are joined by a main screen, the teacher menu and the student menu. Teacher’s menu is parted from a password textbox and four buttons. • Students: Displays the students' list and selecting a student reveals the questions and answers asked and stored in the online database. • Teams: Displays the list of teams and team questions and answers that each team has given and is stored in the online database. • Delete a team: User can delete the answers given from each team. • Exit: User can close the application. A collaborative learning game for mobile devices The main menu Teacher main menu A collaborative learning game for mobile devices After selecting the student’s menu, user has to choose a team and fill the name and surname textbox. Afterwards, user can access the student’s menu, which contains six buttons. • Info: Contains information about the program and its operation. • Aurasma: The application opens the Google Play URL which is uploaded and gives the user the ability, at first, to download the Aurasma application and afterwards to open it. • Start: User can start playing the Quiz game. • Evaluation: Displays the rating of the teacher. This button is visible only after playing the game. • Correct Answers: User can find information about where to find the correct answers of the game in the schoolbook. This button is visible only after playing the game. • Exit: User can close the application. A collaborative learning game for mobile devices Group selection screen Students menu A collaborative learning game for mobile devices The Quiz game is considered to be the most important part of the application. After pressing the Start button and prior beginning the game, users will watch a short video related to ecology. Afterwards, another screen is loaded and the game begins. Basic structure: • Question_Label gets the content an element from the global Question_list component. • The same applies Multiple_choices. for the Answer_List View with the global • Global index variable is responsible for getting questions and multiple answers that match. • The answers are stored to another variable that has the form of a list. • Finally, answers are send to Web_update.Post.Text feature. an online server with the call A collaborative learning game for mobile devices Quiz programming A collaborative learning game for mobile devices To the first player of each team the questions, the multiple answers and a countdown clock are displayed. By choosing one of the possible correct answers appears a notice which shows the selected answer that contains a textbox where the player has to justify the answer. The answer and the justification are uploaded on the online server. A collaborative learning game for mobile devices After finishing with the game, user has now access to a new screen which contains two buttons, Correct Answers and Menu. A collaborative learning game for mobile devices For the next players in the same group, the process is the same, except that when the questions and answers are show it is also displayed a notification that the question has already been answered by one or more team members. At the same time, another button appears that enables the access to answers that other players have given, enhancing this way the collaboration between teammates. A collaborative learning game for mobile devices Each group is set to consist of four people. The forth member of each team has the most important role, and has to answer the questions really carefully, since these answers will be stored and finally evaluated from the teacher as the “team answers”. For this player the replying procedure is the same, but after finishing the game the next screen contains one more button, Send, which is for emailing to the teacher that this team has answered the questions and is available for evaluation. Conclusions The collaborative game application provides: • clustering of class, • comfort and convenience in handling, • potential justification of responses, • possibility of communication with the teacher, • visibility of score of each team, • additional incentives for exploring the book with the use of AR, • (for the teacher) the direct monitoring of test progress for each student or each team, at any time or place, • low cost. Conclusions Limitations: • the application has not yet been tested under real conditions, • there cannot be a solid statement upon its use. Further research: • explore the usability of the application with the conduction of a study, • incorporation of other features like: a) importing questions from the database to the application in order to be used as a weekly test, b) the ability to store, long-termly, results for comparing them at the end of each year and determine the progress and c) the extension of the method to other school courses. Conclusions The use of mobile devices combined with collaborative educational applications that interact with the learning material, allow for an education without the limitation of space or time, which manage to assist the students and especially students with learning difficulties or special needs. Q&A Thank you for your attention.
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