WeBirdBased on a technology developed by Mark Berres (UW Madison) that is able to accurately determine the species of a recorded bird call, we are prototyping a locative data collection game. Veteran Birders as well as curious children will be able to submit geo-tagged bird sighting data to a database for scientific use, while engaging in the casual practice of birding. |
Plant KeyDeveloped from Catherine Woodward’s (UW Madison) binary WI plant species key, we are building an iPhone app based on ARIS to capture plant identifications for a distributed, peer reviewed geo-locative game. |
||
Our Minnesota Exhibit @ Minnesota Historical SocietyWe are currently consulting with the genius exhibit designers behind the Tornado Room and C-47 troop transport aircraft to create an entirely new kind of hybrid designed experience. |
Teaching With Primary Sources – Library of CongressWorking out of Lucianne Brown’s (Governor’s State University) passion for primary sources and place based learning, the ARIS team is consulting on how the two might be combined in creating k-12 learning activities. |
||
Design Studios @ Smithsonian and Field MuseumThe Pearson Foundation via the New Learning Institute is exploring new ways for youth to learn though doing design activities. We are testing and refining place based learning workshops that will be used at these institutions that allow visitors to become the storytellers and curators by creating mobile learning experiences themselves. |
Local Games in Albuquerque class – UNMChris Holden taught this course in the University Honors Program at UNM, using place-based, mobile game design as a lens through which to study the city. |
||
MentiraLaunched in July 2009, is the first mobile, place-based, augmented reality game explicitly oriented towards the development of language skills in Spanish. It is set in a Spanish-speaking neighborhood in Albuquerque, NM and plays out much like a historical novel in which fact and fiction combine to set the context and social conditions for meaningful interaction (in Spanish) with simulated characters, other players, and local citizens. |
UNM Self Guided TourJulie Do and Kaylyn Peters The UNM Self-Guided Tour is for prospective students and their parents. Learn about the entire UNM campus or just a part, the tour accommodates your personal preferences. The usefulness of a traditional tour plus a unique and fun view of the university not highlighted in traditional tours. |
ARIS: An open source platform for developing mobile learning experiences
David J. Gagnon Abstract: Inspired by mobile, Internet enabled computing and the maturing field of educational game design, the ARIS project has designed an open source tool for rapidly producing locative, interactive, narrative-centric, educational experiences. In addition to the software, the project contributes a global community of active designers and a growing set of compelling mechanics for learners in such designs. |
|
Mobile Learning Environments
David J. Gagnon Key Take Aways:
|
|
Leveraging Place Based Mobile Games for Language Learning
Christopher L. Holden & Julie M. Sykes Abstract: This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. We draw on our experiences with Mentira - |
|
Using a studio-based pedagogy to engage students in the design of mobile-based media
James Mathews Abstract: The article presents a brief overview of the Neighborhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (e.g., GPS enabled cell phones). It describes the three curricular components that defined the project, then highlights how a studio method was used to guide students’ design work and develop their design literacies. In particular, the article focuses on one of the main design activities students engaged in – collaboratively designing an Augmented Reality simulation – and explores how the embedded design practices align with a socio-cultural view of literacy (Gee, 2004; Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006; Lankshear and Knobel, 2007; Robison, 2009).
|