iBet uBet web content aggregator. Adding the entire web to your favor.
iBet uBet web content aggregator. Adding the entire web to your favor.



Link to original content: https://doi.org/10.1007/978-3-319-76270-8_53
Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games | SpringerLink
Skip to main content

Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games

  • Conference paper
  • First Online:
Advances in Computer Entertainment Technology (ACE 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10714))

Included in the following conference series:

Abstract

Educational location-based games provide a link between content and its real-life relevance in a physical environment. Location-based activities for authentic learning provide multiple opportunities, but educators still perceive technological and organisational barriers. There is a need for easy-to-use tools to facilitate the design of playful location-based mobile learning activities that can be integrated into larger curriculums. In this project a transdisciplinary team (educational experts in outdoor education, in nutrition and consumer education, computer scientists) co-created an online authoring system for location-based games, the MILE.designer. This authoring system provides several formats of tasks that can easily be adapted and located intuitively using a simple map interface. Several tasks can be combined into an educational geogame to be provided for a native smartphone app, the MILE.explorer. The theoretical background and the transdisciplinary development process are described, formative and summative evaluation results based on participatory observation and on focus group discussions are presented and further implications discussed.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 179.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 229.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    MILE is the name of a research project, funded by the Baden-Wuerttemberg State Ministry for Rural Areas and Consumer Protection (MLR). For more information on the project, visit www.mile-bw.de.

References

  1. MPFS, JIM-Studie: Jugend, Information, (Multi-) Media. Basisstudie zum Medienumgang 12-bis 19-Jähriger in Deutschland. Medienpädagogischer Forschungsverbund Südwest, Stuttgart (2016)

    Google Scholar 

  2. Dreblow, M., Schönheit, I.: Konsumkompetenz von Jugendlichen. Ein Überblick über Kernaussagen aus aktuellen Jugendstudien. Verbraucherzentrale Bundesverband e. V. (vzbv), Berlin (2010)

    Google Scholar 

  3. Benford, S., Magerkurth, C., Ljungstrand, P.: Bridging the physical and digital in pervasive gaming. Commun. ACM 48(3), 54–57 (2005)

    Article  Google Scholar 

  4. Montola, M., Stenros, J., Waern, A.: Pervasive Games: Theory and Design. Morgan Kaufmann, San Francisco (2009)

    Google Scholar 

  5. Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., Kirk, D.: Savannah: mobile gaming and learning? J. Comput. Assist. Learn. 20(6), 399–409 (2004)

    Article  Google Scholar 

  6. Klopfer, E.: Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, Cambridge (2011)

    Google Scholar 

  7. Chamberlin, B., Trespalacios, J., Gallagher, R.: Bridging research and game development: a learning games design model. Educ. Technol. Use Des. Improv. Learn. Oppor. 151–171 (2014)

    Google Scholar 

  8. Bartsch, S.: Jugendesskultur: Bedeutungen des Essens für Jugendliche im Kontext Familie und Peergroup. In: Bundeszentrale für gesundheitliche Aufklärung (BZgA) (Hrsg.), Reihe Forschung und Praxis der Gesundheitsförderung, Köln, vol. 30 (2008)

    Google Scholar 

  9. Erhel, S., Jamet, E.: Digital game-based learning: impact of instructions and feedback on motivation and learning effectiveness. Comput. Educ. 67, 156–167 (2013)

    Article  Google Scholar 

  10. Hsiao, H.-S., Lin, C.-C., Feng, R.-T., Li, K.J.: Location based services for outdoor ecological learning system: design and implementation. Educ. Technol. Soc. 13(4), 98–111 (2010)

    Google Scholar 

  11. Bartsch, S.: Subjektive Theorien von Studierenden zur Nachhaltigen Ernährung. Explorationsstudie. HiBiFo–Haushalt Bild. Forsch. 4(4), 78–92 (2015)

    Google Scholar 

  12. Lucas, P.L., Kok, M.T., Nilsson, M., Alkemade, R.: Integrating biodiversity and ecosystem services in the post-2015 development agenda: goal structure, target areas and means of implementation. Sustainability 6(1), 193–216 (2013)

    Article  Google Scholar 

  13. Rideout, V., Pai, S., Saphir, M.: The Common Sense Census: Media Use by Tweens and Teens (2015)

    Google Scholar 

  14. Specht, M., Ebner, M., Löcker, C.: Mobiles und ubiquitäres lernen-technologien und didaktische aspekte. Lehrb. Für Lern. Lehren Mit Technol. (2013)

    Google Scholar 

  15. Brown, E.: Introduction to location-based mobile learning. Learning Sciences Research Institute, University of Nottingham (2010)

    Google Scholar 

  16. Pachler, N., Bachmair, B., Cook, J.: Mobile Learning: Structures, Agency. Practices. Springer, London (2009). https://doi.org/10.1007/978-1-4419-0585-7

    Google Scholar 

  17. Frohberg, D., Göth, C., Schwabe, G.: Mobile learning projects–a critical analysis of the state of the art. J. Comput. Assist. Learn. 25(4), 307–331 (2009)

    Article  Google Scholar 

  18. Clough, G., Jones, A.C., McAndrew, P., Scanlon, E.: Informal learning with PDAs and smartphones. J. Comput. Assist. Learn. 24(5), 359–371 (2008)

    Article  Google Scholar 

  19. Harrison, S., Dourish, P.: Re-Place-ing space: the roles of place and space in collaborative systems. In: CSCW, Boston (1996)

    Google Scholar 

  20. Dourish, P.: Re-space-ing place: place and space ten years on. In: Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, pp. 299–308 (2006)

    Google Scholar 

  21. Ruchter, M., Klar, B., Geiger, W.: Comparing the effects of mobile computers and traditional approaches in environmental education. Comput. Educ. 54(4), 1054–1067 (2010)

    Article  Google Scholar 

  22. Chang, C.-S., Chen, T.-S., Hsu, W.-H.: The study on integrating WebQuest with mobile learning for environmental education. Comput. Educ. 57(1), 1228–1239 (2011)

    Article  Google Scholar 

  23. Huang, W.-H., Huang, W.-Y., Tschopp, J.: Sustaining iterative game playing processes in DGBL: the relationship between motivational processing and outcome processing. Comput. Educ. 55(2), 789–797 (2010)

    Article  Google Scholar 

  24. Shih, J.-L., Chuang, C.-W., Hwang, G.-J.: An inquiry-based mobile learning approach to enhancing social science learning effectiveness. J. Educ. Technol. Soc. 13(4), 50–60 (2010)

    Google Scholar 

  25. Heimonen, T., et al.: Seek‘N’Share: a platform for location-based collaborative mobile learning. In: Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia, p. 38 (2013)

    Google Scholar 

  26. Lai, C.-H., Yang, J.-C., Chen, F.-C., Ho, C.-W., Chan, T.-W.: Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices. J. Comput. Assist. Learn. 23(4), 326–337 (2007)

    Article  Google Scholar 

  27. Uzunboylu, H., Cavus, N., Ercag, E.: Using mobile learning to increase environmental awareness. Comput. Educ. 52(2), 381–389 (2009)

    Article  Google Scholar 

  28. Schaal, S., Grübmeyer, S., Matt, M.: Outdoors and online-inquiry with mobile devices in preservice science teacher education. World J. Educ. Technol. 4(2), 113–125 (2012)

    Google Scholar 

  29. Lave, J., Wenger, E.: Situated Learning: Legitimate Peripheral Participation. Cambridge University Press, Cambridge (1991)

    Book  Google Scholar 

  30. Vanderbilt, C.: Anchored instruction and situated cognition revisited. Educ. Technol. 33(3), 52–70 (1993)

    Google Scholar 

  31. Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68–78 (2000)

    Article  Google Scholar 

  32. Schlieder, C.: Geogames–Gestaltungsaufgaben und geoinformatische Lösungsansätze. Inform.-Spektrum 37(6), 567–574 (2014)

    Article  Google Scholar 

  33. von Borries, F., Walz, S.P., Böttger, M.: Space Time Play. Birkhäuser, Basel (2007)

    Google Scholar 

  34. de Souza e Silva, A., Sutko, D.M.: Digital Cityscapes: Merging Digital and Urban Playspaces. Peter Lang, New York (2009)

    Google Scholar 

  35. Hamari, J., Keronen, L., Alha, K.: Why do people play games? A review of studies on adoption and use. In: 48th Hawaii International Conference on System Sciences (HICSS), pp. 3559–3568 (2015)

    Google Scholar 

  36. Kerres, M., Bormann, M.: Explizites Lernen in Serious Games: Zur Einbettung von Lernaufgaben in digitalen Spielwelten. Z. Für E-Learn. 4, 23–34 (2009)

    Google Scholar 

  37. Prensky, M.: Digital Game-Based Learning, Paragon House edn. Paragon House Publication, St. Paul (2008)

    Google Scholar 

  38. Schaal, S., Schaal, S., Lude, A.: Digital Geogames to foster local biodiversity. Int. J. Transform. Res. 2(2), 16–29 (2015)

    Article  Google Scholar 

  39. Marfisi-Schottman, I., George, S.: Supporting teachers to design and use mobile collaborative learning games. In: International Conference on Mobile Learning, pp. 3–10 (2014)

    Google Scholar 

  40. Ketelhut, D.J., Schifter, C.C.: Teachers and game-based learning: improving understanding of how to increase efficacy of adoption. Comput. Educ. 56(2), 539–546 (2011)

    Article  Google Scholar 

  41. Wright, S., Parchoma, G.: Technologies for learning? An actor-network theory critique of ‘affordances’ in research on mobile learning. Res. Learn. Technol. 19(3), 247–258 (2011)

    Article  Google Scholar 

  42. Pirker, J., Gütl, C., Weiner, P., Garcia-Barrios, V.M., Tomintz, M.: Location-based mobile application creator creating educational mobile scavenger hunts. In: 2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 160–164 (2014)

    Google Scholar 

  43. Chamberlin, B., Trespalacios, J., Gallagher, R.: The learning games design model: immersion, collaboration, and outcomes-driven development. Int. J. Game Based Learn. (IJGBL) 2(3), 87–110 (2012)

    Article  Google Scholar 

  44. Ardito, C., Sintoris, C., Raptis, D., Yiannoutsou, N., Avouris, N., Costabile, M.F.: Design guidelines for location-based mobile games for learning. In: International Conference on Social Applications for Lifelong Learning, pp. 96–100 (2010)

    Google Scholar 

  45. Hirumi, A., Appelman, B., Rieber, L., Eck, R.V.: Preparing instructional designers for game-based learning: Part III. Game design as a collaborative process. TechTrends 54(5), 38–45 (2010)

    Article  Google Scholar 

  46. Baggetun, R.: MOTEL: a mobile learning framework for geo-tagging and explorations of sites for learning. Res. Pract. Technol. Enhanc. Learn. 4(01), 83–107 (2009)

    Article  Google Scholar 

  47. McMahon, M., Ojeda, C.: A model of immersion to guide the design of serious games. In: E-learn: World Conference on E-learning in Corporate, Government, Healthcare, and Higher Education, pp. 1833–1842 (2008)

    Google Scholar 

  48. Kirkley, J., Kirkley, S., Heneghan, J.: Building bridges between serious game design and instructional design. Des. Use Simul. Comput. Games Educ. 2, 74 (2007)

    Google Scholar 

  49. Benford, S., et al.: Performance-led research in the wild. ACM Trans. Comput. Hum. Interact. 20(3), 14:1–14:22 (2013)

    Article  Google Scholar 

  50. Weal, M.J., et al.: Requirements for in-situ authoring of location based experiences. In: MobileHCI, Helsinki (2006)

    Google Scholar 

  51. Oppermann, L., Koleva, B., Benford, S., Jacobs, R., Watkins, M.: Fighting with jelly: user-centered development of a wireless infrastructure visualization tool for authoring location-aware experiences. In: Advances in Computer Entertainment Technology (ACE), Yokohama, pp. 322–329 (2008)

    Google Scholar 

  52. Oppermann, L., Broll, G., Capra, M., Benford, S.: Extending authoring tools for location-aware applications with an infrastructure visualization layer. In: Dourish, P., Friday, A. (eds.) UbiComp 2006. LNCS, vol. 4206, pp. 52–68. Springer, Heidelberg (2006). https://doi.org/10.1007/11853565_4

    Chapter  Google Scholar 

  53. Oppermann, L., Slussareff, M.: Pervasive games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds.) Entertainment Computing and Serious Games. LNCS, vol. 9970, pp. 475–520. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-46152-6_18

    Chapter  Google Scholar 

  54. Hull, R., Clayton, B., Melamed, T.: Rapid authoring of mediascapes. In: Davies, N., Mynatt, E.D., Siio, I. (eds.) UbiComp 2004. LNCS, vol. 3205, pp. 125–142. Springer, Heidelberg (2004). https://doi.org/10.1007/978-3-540-30119-6_8

    Chapter  Google Scholar 

  55. Wetzel, R., Blum, L., Jurgelionis, A., Oppermann, L.: Shapes, marbles and pebbles: template-based content creation for location-based games. In: IADIS International Conference Game and Entertainment Technologies, Lisbon (2012)

    Google Scholar 

  56. Wetzel, R., Blum, L., Feng, F., Oppermann, L., Straeubig, M.: Tidy city: a location-based game for city exploration based on usercreated content. In: Mensch & Computer, Chemnitz, pp. 487–496 (2011)

    Google Scholar 

  57. Schröder, T.: Zwergenwelten. Fraunhofer-Mag. 4, 32–34 (2013)

    Google Scholar 

  58. Rojas, S.L., Oppermann, L., Blum, L., Wolpers, M.: Natural Europe educational games suite: using structured museum-data for creating mobile educational games. In: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, Funchal, pp. 6:1–6:6 (2014)

    Google Scholar 

  59. Schaal, S., Lude, A.: Using mobile devices in environmental education and education for sustainable development—comparing theory and practice in a nation wide survey. Sustainability 7(8), 10153–10170 (2015)

    Article  Google Scholar 

  60. Roczen, N., Kaiser, F.G., Bogner, F.X., Wilson, M.: A competence model for environmental education. Environ. Behav. 46(8), 972–992 (2014)

    Article  Google Scholar 

  61. Schaal, S., Bartsch, S.: Jugend im Web 2.0 - Spielorientiertes Lern- und Informationsangebot zur Herkunft unserer Nahrung im Projekt MILE. In: Dr.-Rainer-Wild-Stiftung (Hg.), Jugend und Ernährung - zwischen Fremd- und Selbstbestimmung, Heidelberg, pp. 147–164 (2015)

    Google Scholar 

  62. Bartsch, S., Methfessel, B.: Der subjektive Faktor. Bild. Einem Leb. Fach Haushalt Bild. Forsch. 3, 3–32 (2014)

    Article  Google Scholar 

  63. Foxall, G.R., Yani-de-Soriano, M.M.: Situational influences on consumers’ attitudes and behavior. J. Bus. Res. 58(4), 518–525 (2005)

    Article  Google Scholar 

  64. Li, M.-C., Tsai, C.-C.: Game-based learning in science education: a review of relevant research. J. Sci. Educ. Technol. 22(6), 877–898 (2013)

    Article  Google Scholar 

  65. Allen, L.K., Crossley, S.A., Snow, E.L., McNamara, D.S.: L2 writing practice: game enjoyment as a key to engagement. Lang. Learn. Technol. 18(2), 124–150 (2014)

    Google Scholar 

  66. Ke, F.: A qualitative meta-analysis of computer games as learning tools. Handb. Res. Eff. Electron. Gaming Educ. 1, 1–32 (2009)

    Google Scholar 

  67. Tamborini, R., Bowman, N.D., Eden, A., Grizzard, M., Organ, A.: Defining media enjoyment as the satisfaction of intrinsic needs. J. Commun. 60(4), 758–777 (2010)

    Article  Google Scholar 

  68. Collins, A.: Toward a design science of education. In: Scanlon, E., O’Shea, T. (eds.) New Directions in Educational Technology. NATO ASI Series (Series F: Computer and Systems Sciences), vol. 96, pp. 15–22. Springer, Heidelberg (1992). https://doi.org/10.1007/978-3-642-77750-9_2

    Chapter  Google Scholar 

  69. Design-Based Research Collective: Design-based research: an emerging paradigm for educational inquiry. Educ. Res. 5–8 (2003)

    Google Scholar 

  70. Barab, S., Squire, K.: Design-based research: putting a stake in the ground. J. Learn. Sci. 13(1), 1–14 (2004)

    Article  Google Scholar 

  71. McKenney, S.: Conducting Educational Design Research. Routledge, New York (2012)

    Google Scholar 

  72. Kawulich, B.B.: Participant observation as a data collection method. In: Forum Qualitative Sozialforschung/Forum: Qualitative Social Research, vol. 6 (2005)

    Google Scholar 

  73. Bartsch, S., Müller, H., Oppermann, L., Schaal, S.: Using smartphones for tracing local food – location-based games on mobile devices in consumer and nutrition education. In: Bartsch, S., Lysaght, P. (eds.) Places of Food Production. Origin, Identity, Imagination, Frankfurt am Main, pp. 235–249 (2017)

    Google Scholar 

  74. Brosda, C., Bartsch, S., Oppermann, L., Schaal, S.: On the use of audio in the educational location based game platform MILE. In: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, Florence, pp. 1049–1054 (2016)

    Google Scholar 

  75. Schaal, S., Bogner, F.X., Girwidz, R.: Concept mapping assessment of media assisted learning in interdisciplinary science education. Res. Sci. Educ. 40(3), 339–352 (2010)

    Article  Google Scholar 

  76. Ryan, R.M., Koestner, R., Deci, E.L.: Ego-involved persistence: when free-choice behavior is not intrinsically motivated. Motiv. Emot. 15(3), 185–205 (1991)

    Article  Google Scholar 

  77. Iten, N., Petko, D.: Learning with serious games: is fun playing the game a predictor of learning success? Br. J. Educ. Technol. 47(1), 151–163 (2016)

    Article  Google Scholar 

  78. Anderson, M.: Perfect ICT Every Lesson. Independent Thinking Press, an imprint of Crown House Publishing (2013)

    Google Scholar 

  79. Sardone, N.B., Devlin-Scherer, R.: Teacher candidate responses to digital games: 21st-century skills development. J. Res. Technol. Educ. 42(4), 409–425 (2010)

    Article  Google Scholar 

  80. Beetham, H., Sharpe, R.: Rethinking Pedagogy for a Digital Age: Designing for 21st Century Learning. Routledge, New York (2013)

    Google Scholar 

  81. Bartsch, S., Schaal, S., Oppermann, L., Lapschansky, L., Müller, H., Eisenhardt, M.: Mit dem Smartphone auf der Spur unseres Essens: Handbuch zur Erstellung mobiler, ortsbezogner Spielemissionen für die Ernährungs- und Verbraucherbildung. RabenStück Verlag (2017)

    Google Scholar 

  82. Anderson, T., Shattuck, J.: Design-based research: a decade of progress in education research? Educ. Res. 41(1), 16–25 (2012)

    Article  Google Scholar 

  83. Dede, C., Jass Ketelhut, D., Whitehouse, P., Breit, L., McCloskey, E.M.: A research agenda for online teacher professional development. J. Teach. Educ. 60(1), 8–19 (2009)

    Article  Google Scholar 

  84. The digital native is a myth (editorial). Nat. News, 547(7664), 380 (2017)

    Google Scholar 

  85. Kirschner, P.A., De Bruyckere, P.: The myths of the digital native and the multitasker. Teach. Teach. Educ. 67, 135–142 (2017)

    Article  Google Scholar 

  86. Jones, C., Shao, B.: The net generation and digital natives: implications for higher education, 26 June 2011. https://www.heacademy.ac.uk/knowledge-hub/net-generation-and-digital-natives-implications-higher-education. Accessed 23 Oct 2017

Download references

Acknowledgments

We are grateful to all participating educators, students and educational multipliers participating in this study. Thanks must go to Andreas Taske for implementing the Android app and for tech support. Special thanks go to Lena Lapschansky for supporting this study and for collaboration in the research project. The project is funded by the Baden-Wuerttemberg State Ministry for Rural Areas and Consumer Protection (MLR) within the grant “Jugendliche und digitale Medien” from 12/2012–11/2016.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Leif Oppermann .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Oppermann, L., Schaal, S., Eisenhardt, M., Brosda, C., Müller, H., Bartsch, S. (2018). Move, Interact, Learn, Eat – A Toolbox for Educational Location-Based Games. In: Cheok, A., Inami, M., Romão, T. (eds) Advances in Computer Entertainment Technology. ACE 2017. Lecture Notes in Computer Science(), vol 10714. Springer, Cham. https://doi.org/10.1007/978-3-319-76270-8_53

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-76270-8_53

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-76269-2

  • Online ISBN: 978-3-319-76270-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics