AnswerTree – a hyperplace-based game for collaborative mobile learning
نویسندگان
چکیده
In this paper we present AnswerTree, a collaborative mobile location-based educational game designed to teach 8-12 year olds about trees and wildlife within the University of Nottingham campus. The activity is designed around collecting virtual cards (similar in nature to the popular Top Trumps games) containing graphics and information about notable trees. Each player begins by collecting one card from a game location, but then he or she can only collect further cards by answering questions – whose solutions are obtainable through sharing knowledge with other cardholders. This ostensibly allows each player to become a subject expert at the start of the game, encouraging collaborative interaction for the game to be successfully completed. In this initial paper we will outline the structure and background of this location based game. AnswerTree has been authored within the Hyperplace framework, and is a first implementation of a wider process to develop a flexible, multi-purpose platform for both individual and group location-based mobile learning. Author
منابع مشابه
Exploring the Potential of a Mobile Messaging Application for Self-Initiated Language Learning
With the rapid expansion of deploying mobile instant messaging applications such as Telegram for the purpose of language learning, it is quite apparent that language research in this regard is lagging behind the trend. This study addressed the matter by exploring how language learners utilize a Telegram group for the purpose of language learning. In this regard, the activities of a Telegram lan...
متن کاملThe Practical Accomplishment of Location-Based Game-Play: Design and Analysis of Mobile Collaborative Gaming
Location-based games are believed to be one promising way to exploit the educational potential of mobile technology. In such games, the physical and cultural surroundings become an integrate part of a game space and provide a way to tie content to a game activity and create immersive learning experiences. To explore the properties of such games, and how they are played out in practice we have d...
متن کاملEvaluating ELT Materials: A Comparison between Traditional Materials and Mobile Apps
This study attempted to evaluate and compare language learning apps and the related traditional books on the same subject. The apps included Murphy’s English Grammar and Cambridge Discovery Readers and the traditional materials were English Grammar in Use and Developing Reading Skills. The study, thus, aimed to do a comparative analysis between traditional ELT materials and the digital versions...
متن کاملEvaluating ELT Materials: A Comparison between Traditional Materials and Mobile Apps
This study attempted to evaluate and compare language learning apps and the related traditional books on the same subject. The apps included Murphy’s English Grammar and Cambridge Discovery Readers and the traditional materials were English Grammar in Use and Developing Reading Skills. The study, thus, aimed to do a comparative analysis between traditional ELT materials and the digital versions...
متن کاملToneWars: Connecting Language Learners and Native Speakers through Collaborative Mobile Games
In this paper, we present ToneWars, a collaborative mobile game for learning Chinese as a Second Language (CSL). ToneWars provides a learning experience that combines mastery learning, microlearning, and group-based interaction between CSL learners and native speakers. The game explores how unique input modalities, like touch gestures and speech recognition, can improve language acquisition tas...
متن کامل