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THE URBAN GAME MOBIGEO: STUDENTS PERCEPTIONS ON POTENTIAL AND CONSTRAINTS OF AN MOBILE OUTDOOR EDUCATION

机译:城市游戏的移动性:学生对移动户外教育的潜力和约束的看法

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Mobile technologies are increasingly rooted in society and, therefore, intuitively, teachers begin to take advantage of devices that students carry with them daily in a logic of 1:1 bring your own device (BYOD). In fact, it becomes crucial to use this media to promote/increase new pedagogical activities to motivate and challenge students to acquire and discover knowledge. Our research is based in the emergence of a new paradigm for learning, the Mobile Learning that bring to education the advantages of "just in time" and "anywhere", breaking the classroom barriers and extending the process of teaching and learning to a custom context where the virtual and real worlds merge. This was the inspiration to create the MobiGeo, an Urban Game, for Geography teaching, that arose from a partnership between the Basic School ("Agrupamento de Escolas de Vila Verde") and the Knowledge House of Vila Verde (Casa do Conhecimento de Vila Verde). In this Urban Game participated all classes of the 7* grade of the Public Basic School, a total of 173 students (82 boys and 91 girls), with ages between 12 and 15 years. Each school class was divided in four teams - GeoFronteirs, PDA, Support and Wallpaper - and the geographical area was bounded between the school and the Central Square of Vila Verde a space with wireless system (Digital Plaza). Mobile phones were also available for each of the teams to communicate and receive instructions of the path to go (GPS) and the tasks were associated with QR codes. In the end of the route, the team that concluded all the points and performed all the tasks had to raise the European Union flag as a symbol of victory. The theoretical background of the Urban Game designed in our research is based in four pillars: Constructivism (the student takes an active role in the production/construction of knowledge), the Situated Learning (authentic context is a sponsor of knowledge); Connectivism (which puts mobile devices as a source of connections available for the acquisition of knowledge) and Conversation Theory. The research question that guided the project was to understand whether the implementation of an urban game -Mobigeo - that enhanced collaboration and interaction among peers could influence the process of learning geography in an outdoor education context. After reviewing emerging research on mobile learning, this article presents the results of two open questions of the survey to the participants in the activity. To assess students' perceptions on the MobiGeo the researchers developed and validated a questionnaire based on the motivational model of Kirkpatrick (leveM) and embraces three major dimensions: Motivation/Interest, Interaction and Perceived Learning. Data obtained allow us to conclude that Urban Games, like MobiGeo are potential agents of motivation and interaction that predispose students to learn geography in informal learning environments. Mobile technologies offer a range of learning experiences that may involve and effectively involve students in learner-centred activities. We can also say that the success of Urban Game MobiGeo was due to the challenge of finding out what is hidden in the georeferenced location using mobile phones to uncover the information needed to conclude the game. In fact, students said that "the use of mobile phone motivated the commitment of the group" also assumed the strengths of MobiGeo, "the points are located at the GPS", 'the use of QR codes" and "have used wireless internet". So, we suggest that the roles of teacher and student should not be abandoned but recycled and adapted to this new reality that requires more personalized and diverse activities of learning.
机译:移动技术越来越多地植根于社会,因此,从直观上讲,教师开始利用学生每天随身携带的设备以1:1的比例带上自己的设备(BYOD)。实际上,使用这种媒体来促进/增加新的教学活动以激励和挑战学生获取和发现知识变得至关重要。我们的研究基于一种新的学习范式的出现,即移动学习,它为教育带来了“及时”和“随处”的优势,突破了课堂障碍,将教学过程扩展到了自定义环境虚拟世界和现实世界融合的地方。这是创建MobiGeo(一种用于地理教学的城市游戏)的灵感,该游戏源于基础学校(“ Agrupamento de Escolas de Vila Verde”)和Vila Verde知识之家(Casa do Conhecimento de Vila Verde)之间的合作伙伴关系)。在这个城市游戏中,参加了公立基础学校7 *年级的所有班级,共有173名学生(82名男孩和91名女孩),年龄在12至15岁之间。每个学校班级分为四个小组-GeoFronteirs,PDA,支持和墙纸-地理区域位于学校和维拉维尔德中央广场之间,该广场是一个带有无线系统的空间(数字广场)。每个团队还可以使用移动电话来交流和接收前进路线(GPS)的指令,并且将任务与QR码相关联。在这条路线的尽头,总结了所有要点并完成所有任务的团队不得不举起欧盟旗帜,这是胜利的象征。在我们的研究中设计的城市博弈的理论背景基于四个支柱:建构主义(学生在知识的生产/构建中发挥积极作用),情境学习(真实的情境是知识的赞助者);连接主义(将移动设备作为获取知识的可用连接源)和对话理论。指导该项目的研究问题是了解实施城市游戏-Mobigeo-增强同龄人之间的协作和互动是否会影响户外教育背景下的地理学习过程。在回顾了有关移动学习的新兴研究之后,本文向该活动的参与者介绍了该调查的两个开放性问题的结果。为了评估学生对MobiGeo的看法,研究人员根据Kirkpatrick(leveM)的动机模型开发并验证了问卷,该问卷包含三个主要方面:动机/兴趣,互动和感知学习。所获得的数据使我们得出结论,像MobiGeo这样的城市运动会是动机和互动的潜在推动力,使学生容易在非正式的学习环境中学习地理。移动技术提供了一系列的学习体验,可能使学生有效地参与以学习者为中心的活动。我们也可以说,Urban Game MobiGeo的成功归因于挑战,即使用手机找出地理参考位置中隐藏的内容以发现完成游戏所需的信息。实际上,学生们说“使用移动电话激发了小组的投入”也发挥了MobiGeo的优势,“这些点位于GPS上”,“使用QR码”和“已经使用了无线互联网”因此,我们建议教师和学生的角色不应该被抛弃,而应该被重新利用并适应这种新的现实,即需要更多个性化和多样化的学习活动。

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