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Engaging learners with everyday technology: A participatory simulation using mobile phones Peter Lonsdale, Chris Baber, Mike Sharples [email protected] University of Birmingham Birmingham B15 2TT, UK

Abstract. Mobile text messaging provides a novel opportunity to engage learners in collaborative learning experiences. This study describes the use of mobile text messaging to engage learners in an interactive role-playing game based on the water cycle. Learners were guided through their role in this participatory simulation using SMS messages sent to their mobile phones. Learners’ physical positions in the game triggered particular events and precluded others, thus enabling an interactive simulation that was more than just a series of messages sent out at fixed intervals. Results indicated that the learners’ understanding of the topic was at least as good as in a comparative conventional teaching condition, despite being given far less causal information. Furthermore, a set of learners who answered a test of water cycle knowledge without any teaching gave different responses to the SMS group, suggesting that the SMS game is at least a viable and entertaining alternative to lesson-based teaching for appropriate topics.

1 Introduction There is a growing level of interest in how we might use games to provide engaging and effective learning experiences. One focus of current attention is predominantly the educational use of computer or video games, but gaming is not restricted to play with or through the device. Interactive games can take the form of wider, distributed games that involve both face-to-face interaction and mobile devices such as PDAs and phones. Games where players take an active role and act out the game themselves in a real, physical environment are perhaps even more compelling and effective than games limited to the screen of a computer. For example, a game where learners are actually out in the field, following a pre-defined scenario, with mobile devices performing maintenance of that scenario, could be more compelling than learners playing a simulation at a desktop PC. The use of mobile devices to enable these kinds of interactions can be found in recent work such as the Ambient Wood project [5] and Savannah [3]. The current research aims to address the need for further study of the use of mobile devices to engage learners in participatory simulations (see [6]). Participatory simulations are learning games where players play an active role in the simulation of a system or process. Simulations of this type have recently come to

the attention of educators through the work of Colella [1]. In this study, participants used bespoke ‘Thinking Tags’ to observe the spread of a disease in a population. Learners became actively involved in the simulation, and were able to test out their hypotheses about the spread of the disease. The proliferation of mobile devices such as PDAs means that classrooms will increasingly have the means to run games of this type. However, these technologies are still relatively expensive, and require specific programming and configuration. There is another type of device that has already found its way into the classroom, which could also be used to play these kinds of games: the mobile phone. Mobile phones offer a novel, engaging, and easy way to engage learners in interactive learning games. Although the retrieval and display capabilities of typical phones are limited, we can still use them as effective facilitators for learning by embedding them in the larger system of a participatory simulation. The display capabilities of contemporary phones surpass those of the original Thinking Tags used in Colella’s study, and offer the means to engage the learner in a personal way. Whilst text messages may potentially be viewed as a private and personal means of communication, it is possible to harness this medium to enable people to communicate information relating to a specific topic via a mediating host [7]. It is hoped that utilizing this medium to facilitate learning will engage learners in a positive and personally engaging way. Although SMS has been used before now to engage learners in learning activities (such as question & answer, reminders, and informal chat) it has not been used to engage them in active and participatory learning. The advantages of learning in this way include: • engagement – learners are drawn in to the learning experience by having to play a role, react to instructions, and process information; • collaboration – playing the game means playing with other people, and finding out what they think about what is going on. Different game states are represented not on the screen by the actions of others, clearly visible in the physical world; • Learning through doing – The abstract becomes concrete: concepts that are not easily represented in text or even animations become clearer as players act out their roles, and see the causal relationships between themselves and other players; • real-world interaction – the learning experience involves interacting with the real-world, thus grounding the experience for the learner; • context awareness – the state of the game system is affected by the states of the players, meaning that the game is sensitive to context and players are able to observe changes in the game due to their actions and the actions of others. This study presents the use of mobile phones to enable a participatory simulation of the water cycle, sending out information and instructions to players via text messages, and tracking their location on a physical representation of the water cycle by means of real-time observation.

2 Implementation The topic chosen for this study was the watercycle. This is a set of relatively simple natural processes that school children learn about in the classroom. This topic was felt to be appropriate due to its cyclical nature. A simplified version of the water cycle was used for this study, focusing on evaporation of water from the ocean, condensation of water vapour into clouds, precipitation of water as rain, and surface run-off of water back into the ocean. All participants were undergraduate students at the University of Birmingham’s Department of Electrical, Electronic, and Computer Engineering. While the scenario is ultimately aimed at school-children, it was felt that these participants were appropriate for the proof-of-concept test that was performed at this stage of the development cycle. Participants were recruited to one of three conditions: Game condition: participants took part in the participatory simulation in groups of six (two groups, total n=12). The procedure for this condition is described in more detail below. Workshop condition: participants took part in a classroom based session (two groups, total n=17). A facilitator led the participants in a discussion of textual description of the water cycle, with reference to diagrams drawn on a white board as part of the session. Control condition: participants submitted individual responses via a web-based survey (n=17) without being given any information pertaining to the water cycle. For the game condition, all participants were asked to bring their own mobile phone with them to take part in the study. The game simulation ran under Java on a Windows laptop PC. Text messages were sent via a GSM mobile phone connected by data cable. The jSMSEngine library [2] was used to implement the communication between the Java simulation and the mobile phone. Learners played the role of water droplets in the water cycle and received information and instructions via text messages delivered to their mobile phone. The experimenter also acted as a facilitator for the game, observing the participants and providing cues when appropriate. Learners played the game on a floor mat (approximately 2m x 4m) showing the major physical features of the water cycle, i.e. the ocean, sky, and land. Players were instructed that these locations corresponded to the locations in the simulation being run on the laptop. The simulation of the water cycle (as detailed in [4]) was implemented as a set of ‘location’ objects in Java, each of which had an entry message that players were sent when they moved into that location, an exit message that players were sent when they moved out of that location, and an exit rule that specified when players should be sent an exit message. Exit messages were either sent at a specified rate (to one player per n cycles) or when the number of players in a certain location reached a specified trigger level (to all players at that location). For example, exit messages for ‘ocean’ were sent every 5 cycles (seconds), stating “The sun is very hot today - u get warmer & warmer until u EVAPORATE up into the sky. U are now water vapour, lighter than air” – a player receiving this message was then expected to move from the ‘ocean’ location up into the ‘clouds over ocean’ location. During each cycle, each location checked to see if its trigger values had been reached and if any exit messages needed to be sent.

Movement of the players in the simulation was tracked manually by the experimenter by moving representations of each user on a graphical interface. The experimenter could also monitor the state of each location and see which messages were being sent out. All participants were asked to complete a post-task questionnaire asking them what they thought would happen to levels of rainfall, cloud cover, sea water storage and land water storage in the event that the climate became warmer. Responses were restricted for each item to ‘Less’, ‘Stay the same’, and ‘More’. The most important item on the questionnaire was rainfall – according to the model presented in the workshop and game conditions, the amount of rainfall would increase if the climate became warmer. This answer is counter-intuitive (warmer weather suggests less rainfall, but according to the model warmer weather leads to increased evaporation and hence more precipitation) and so differences in responses to this item were expected to vary between conditions.

3 Results Table 1: post-task responses from all conditions Condition

Response

Question Rain n

less Game

Workshop

Control

Cloud

% 2

n

Sea %

n

Land

%

16.67

2

16.67

5

n

%

41.67

5

41.67

same

0

0

2

16.67

0

0

4

33.33

more

10

83.33

8

66.67

7

58.33

3

25.00

less

6

35.29

3

17.65

11

64.71

14

82.35

same

1

5.88

4

23.53

0

0

0

0

more

10

58.82

10

58.82

6

35.29

3

17.65

less

3

17.65

1

5.88

8

47.06

11

64.71

same

4

23.53

5

29.41

1

5.88

1

5.88

more

10

58.82

11

64.71

8

47.06

5

29.41

The results from the post-task questionnaire are presented in Table 1. Learning outcomes varied according to condition. Participants in the game condition gave different responses. More learners in the game condition gave the answer “more” to the question about how much rainfall there would be if the climate was warmer. This answer is the one best supported by the model presented to the participants, and the higher number of ‘correct’ responses from the game condition suggest that there were gains from experiencing the water cycle through the participatory simulation. In both

the control and workshop conditions, responses to the rainfall question are more spread over the three possible answers.

4 Discussion This study demonstrated a novel use of SMS text messages for the purposes of engaging learners in a participatory learning experience. The results suggest that the game players successfully learned the rules of the water cycle from playing the game, and comparison to the control condition indicates that their success was not due to prior knowledge. Specific topics to be addressed in subsequent studies include: • Augmented powers for role-playing: the use of mobile devices can allow players to make use of abilities they do not normally have • Pedagogical support – mobile learning games should not used be isolation, their role is as part of a wider system of education • Role of the facilitator – there is still a place a facilitator and guide • Physical mediation of the game through interactions with the world: games could exploit the rich set of interactions that would be enabled by having the game respond to changes in the environment and vice versa. The present study is preliminary work for a PhD focusing on the use of mobile technologies to enable new ways of learning through wide-area games. The potential for mobile devices to enable new and engaging forms of learning has only just begun to be tapped. Everyday technologies can enable new and exciting forms of learning by tapping into learners’ imaginations and letting them play together.

References 1. Colella, V. (2000). Participatory simulations: building collaborative understanding through immersive dynamic modeling. Journal of the Learning Sciences, 9(4): 471-500. 2. Delenikas, T. (2004). jSMSEngine, available at http://jsmsengine.sourceforge.net/. 3. Facer, K., Stanton, D., Joiner, R., Reid, J., Hull, R., and Kirk, D. (in preparation). Savannah: a mobile gaming experience to support the development of children' s understanding of animal behaviour. To appear in Journal of Computer Assisted Learning. 4. Gaddis, C., Kurose, A., and Tillotson, J. (2004). Water: a never ending story, http://wwwk12.atmos.washington.edu/k12/pilot/water_cycle/index.html, accessed May 2004. 5. Price, S., Rogers, Y., Scaife, M., Stanton, D., and Neale, H. (2003). Using ' tangibles'to promote novel forms of playful learning. Interacting with Computers, 15(2): 169-185. 6. Roschelle, J. (2003). Unlocking the learning value of wireless mobile devices. Journal of Computer Assisted Learning, 19(3): 260-272. 7. Sillence, E. and Baber, C. (2004). Integrated digital communities: combining web-based interaction with text messaging to develop a system for encouraging group communication and competition. Interacting with Computers, 16(1): 93-113.