The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.04 - October-December (2010 vol.3)
pp: 294-306
Teemu H. Laine , University of Eastern Finland, Joensuu
Carolina A. Islas Sedano , University of Eastern Finland, Joensuu
Mike Joy , University of Warwick, Coventry
Erkki Sutinen , University of Eastern Finland, Joensuu
ABSTRACT
Pervasive learning is a branch of mobile learning with an emphasis on context-awareness. Pervasive learning spaces (PLSs) create bridges from the real world to the virtual world, allowing the context-sensitive utilization of real-world objects and information in the learning process. Thus far, no model of technology integration for PLSs exists. We present a three-year process during which several game-based PLSs were developed. Based on the development experiences and a series of literature analyses, we present a technology integration model for game-based PLSs. The model meets the requirements of context, pedagogy, and game-design with technology. From these requirements, we derive three critical factors for technology integration in PLSs: 1) context-awareness, 2) available resources, and 3) unobtrusiveness of the technology. The model is discussed and evaluated through applying the model to the development process of LieksaMyst, a game-based PLS for a museum. User perceptions and usability of our games are also evaluated. The model can be utilized by PLS designers and developers for determining which requirements must be considered when integrating technology into a PLS. While the foundations of a technology integration model are now laid, work remains to be done in identifying development and evaluation methods based on the model.
INDEX TERMS
Pervasive learning, technology integration, context-awareness, pervasive learning space, game-based learning.
CITATION
Teemu H. Laine, Carolina A. Islas Sedano, Mike Joy, Erkki Sutinen, "Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces", IEEE Transactions on Learning Technologies, vol.3, no. 4, pp. 294-306, October-December 2010, doi:10.1109/TLT.2010.16
REFERENCES
[1] P. Ertmer, "Addressing First- and Second-Order Barriers to Change: Strategies for Technology Integration," Educational Technology Research and Development, vol. 47, no. 4, pp. 47-61, 1999.
[2] C. Islas Sedano, E. Sutinen, J. Pawlowski, and T.H. Laine, "Games Rooted in the Player's Context: An Introduction to Hypercontextualized Game Design," to be published.
[3] A. Kohn, The Schools Our Children Deserve: Moving Beyond Traditional Classrooms and "Tougher Standards." Houghton Mifflin, 2000.
[4] S. Papert and I. Harel, Constructionism. Ablex, 1991.
[5] L.S. Vygotsky, Mind and Society: The Development of Higher Psychological Processes. Harvard Univ. Press, 1978.
[6] M. Csikszentmihalyi and K. Hermanson, "Intrinsic Motivation in Museums: Why Does One Want to Learn?" Public Institutions for Personal Learning: Establishing a Research Agenda, J. Falk and L.D. Dierking, eds., pp. 67-77, Am. Assoc. of Museums, 1995.
[7] J. Hundebol and N.H. Helms, "Pervasive Learning Environments," Proc. Soc. for Information Technology and Teacher Education Int'l Conf., pp. 2226-2231, 2006.
[8] H. Ogata and Y. Yano, "Context-Aware Support for Computer-Supported Ubiquitous Learning," Proc. IEEE CS Int'l Workshop Wireless and Mobile Technologies in Education, pp. 27-34, 2004.
[9] K. Lyytinen and Y. Yoo, "Issues and Challenges in Ubiquitous Computing," Comm. ACM, vol. 45, no. 12, pp. 62-65, 2002.
[10] A. Syvänen, R. Beale, M. Sharples, M. Ahonen, and M. Lonsdale, "Supporting Pervasive Learning Environments: Adaptability and Context Awareness in Mobile Learning," Proc. IEEE Int'l Workshop Wireless and Mobile Technologies in Education, pp. 251-253, 2005.
[11] E. Syukur and S.W. Loke, "MHS Learning Services for Pervasive Campus Environment," Proc. Fifth Int'l Workshop Pervasive E-Learning, pp. 204-210, 2007.
[12] H. Ogata, C. Yin, and Y. Yano, "JAMIOLAS: Supporting Japanese Mimicry and Onomatopoeia Learning with Sensors," Proc. Fourth IEEE Int'l Workshop Wireless, Mobile and Ubiquitous Technologies in Education, pp. 111-115, 2006.
[13] P. Holleis, M. Kranz, A. Winter, and A. Schmidt, "Playing with the Real World," Proc. Int'l Workshop Pervasive Gaming Applications (PerGames '05), pp. 43-50, 2005.
[14] V. Paelke and C. Reimann, "Vision-Based Interaction—A First Glance at Plazing MR GAmes in the Real-World Around Us," Proc. Int'l Workshop Pervasive Gaming Applications (PerGames '05), pp. 92-97, 2005.
[15] S. Alessi and S.R. Trollip, Multimedia for Learning Methods and Development, third ed. Allyn and Bacon, 2000.
[16] M. Chalmers, L. Barkhuus, M. Bell, B. Brown, M. Hall, S. Sherwood, and P. Tennent, "Gaming on the Edge: Seams in Pervasive Games," Proc. Int'l Workshop Pervasive Gaming Applications (PerGames '05), pp. 11-18, 2005.
[17] C. Islas Sedano and C. Kampf, "Designing Games as a Vehicle for Passing on Cultural Knowledge: A Case Study of Finnish Seniors in the Digital Age," Proc. Sixth Int'l Conf. Cultural Attitudes Towards Technology and Comm., 2008.
[18] J. Huizinga, Homo Ludens: A Study of the Play-Element in Culture. Beacon Press, 1955.
[19] IPerG Project Website, http://iperg.sics.seindex.php, 2010.
[20] M. Csikszentmihalyi, Finding Flow: The Psychology of Engagement with Everyday Life. Basic Books, 1998.
[21] T.W. Malone, "Toward a Theory of Intrinsically Motivating Instruction," Cognitive Science, vol. 5, no. 4, pp. 333-369, 1981.
[22] T.H. Laine and M. Joy, "Survey on Context-Aware Pervasive Learning Environments," Int'l J. Interactive Mobile Learning (I-JIM), vol. 3, no. 1, 2008.
[23] D. Ramduny-Ellis, A. Dix, P. Rayson, V. Onditi, I. Sommerville, and J. Ransom, "Artefacts as Designed, Artefacts as Used: Resources for Uncovering Activity Dynamics," Cognition, Technology and Work, vol. 7, no. 2, pp. 76-87, 2005.
[24] O. Holsti, Content Analysis for the Social Sciences and Humanities. Addison-Wesley, 1969.
[25] T.H. Laine, C. Islas Sedano, M. Vinni, and M. Joy, "Characteristics of Pervasive Learning Environments in Museum Contexts," Proc. World Conf. Mobile and Contextual Learning (MLearn '09), pp. 26-34, 2009.
[26] R.E. Grinter, P.M. Aoki, A. Hurst, M.H. Szymanski, J.D. Thornton, and A. Woodruff, "Revisiting the Visit: Understanding How Technology Can Shape the Museum Visit," Proc. ACM Conf. Computer Supported Cooperative Work, pp. 146-155, 2002.
[27] L. Bannon, S. Benford, J. Bowers, and C. Heath, "Hybrid Design Creates Innovative Museum Experiences," Comm. ACM, vol. 48, no. 3, pp. 62-65, 2005.
[28] J.H. Falk and L.D. Dierking, Learning from Museums: Visitor Experiences and the Making of Meaning. AltaMira, 2000.
[29] L. Ciolfi and L. Bannon, "Designing Interactive Museum Exhibits: Enhancing Visitor Curiosity through Augmented Artefacts," Proc. European Conf. Cognitive Ergonomics, pp. 62-65, 2002.
[30] G. Vavoula, M. Sharples, P. Lonsdale, P. Rudman, and J. Meek, "Learning Bridges: A Role for Mobile Technologies in Education," Educational Technology Magazine: The Magazine for Managers of Change in Education, vol. 47, no. 3, pp. 33-37, 2007.
[31] A. Dix, T. Rodden, N. Davies, J. Trevor, A. Friday, and K. Palfreyman, "Exploiting Space and Location as a Design Framework for Interactive Mobile Systems," ACM Trans. Computer-Human Interaction, vol. 7, no. 3, pp. 285-321, 2000.
[32] D. Raptis, N. Tselios, and N. Avouris, "Context-Based Design of Mobile Applications for Museums: A Survey of Existing Practices," Proc. Seventh Int'l Conf. Human Computer Interaction with Mobile Devices and Services, pp. 153-160, 2005.
[33] Univ. of Eastern Finland, "SciFest Home Page," http://www. scifest.fihome, 2010.
[34] C. Islas Sedano, T.H. Laine, M. Vinni, and E. Sutinen, "Where Is the Answer?—The Importance of Curiosity in Pervasive Mobile Games," Proc. FuturePlay Conf., pp. 46-53, 2007.
[35] T.H. Laine, C. Islas Sedano, M. Vinni, and E. Sutinen, "Engagement, Motivation and Inspiration: The SciMyst Framework in Museums," Proc. Fourth Int'l Conf. New Exploratory Technologies, 2007.
[36] T.H. Laine, M. Vinni, C. Islas Sedano, and M. Joy, "On Designing a Pervasive Mobile Learning Platform," ALT-J: Research in Learning Technology, vol. 18, no. 1, pp. 3-17, 2010.
[37] T.H. Laine, C. Islas Sedano, M. Vinni, and E. Sutinen, "Uncovering the Richness of an Authentic Living Museum through Pervasive Learning Environment," Proc. Ninth IEEE Intl. Conf. Advanced Learning Technologies, pp. 655-657, 2009.
[38] E. Turtiainen, S. Blignaut, C. Els, T.H. Laine, and E. Sutinen, "Story-Based UFractions Mobile Game in South Africa: Contextualization Process and Multidimensional Playing Experiences," Proc. Second Workshop Story Telling and Educational Games, 2009.
[39] T.H. Laine, C. Islas Sedano, E. Sutinen, K.-T. Yong, H.-J. Woo, C.-W. Lee, and T. Jaakkola, "Heroes of Koskenniska and Self: Application of Body and Exercise Monitoring to a Pervasive Educational Game," Proc. Third Int'l Symp. Learning and Teaching of Motor Skills, Poster Session, 2009.
6 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool