Conference PaperPDF Available

Designing Learning Experiences Outside of Classrooms with a Location-Based Game Avastusrada

Authors:

Abstract

Mobile technology with numerous affordances provides opportunities to take learning outside of classrooms, into authentic contexts. This paper presents a location-based tool – Avastusrada - which allows teachers to easily create learning tracks by developing different types of tasks connected to specific locations. The paper reports preliminary results of teachers’ experiences with the tool and their perceived affordances of the tool for various educational purposes. In addition, emerged shortcomings of the tool and further suggestions for improvements will be outlined. The first pilot study with K-12 school teachers and students demonstrated that the tool has a great potential to be used in outdoor formal learning contexts because of its ease of use and its potential to enhance numerous competencies outlined in the national curriculum.
Designing Learning Experiences Outside of Classrooms
with a Location-based Game Avastusrada
Terje Väljataga1, Ulla Moks1, Anne Tiits1, Tobias Ley1, Mihkel Kangur1, Jaanus
Terasmaa1
1Tallinn University, Narva road 25, 10120, Tallinn, Estonia
terje.valjataga, ulla.moks, anne.tiits, tobias.ley,
mihkel.kangur, jaanus.terasmaa@tlu.ee
Abstract. Mobile technology with numerous affordances provides opportuni-
ties to take learning outside of classrooms, into authentic contexts. This paper
presents a location-based tool Avastusrada - which allows teachers to easily
create learning tracks by developing different types of tasks connected to spe-
cific locations. The paper reports preliminary results of teachers’ experiences
with the tool and their perceived affordances of the tool for various educational
purposes. In addition, emerged shortcomings of the tool and further suggestions
for improvements will be outlined. The first pilot study with K-12 school teach-
ers and students demonstrated that the tool has a great potential to be used in
outdoor formal learning contexts because of its ease of use and its potential to
enhance numerous competencies outlined in the national curriculum.
Keywords: Outdoor learning, Location-based application
1. Introduction
The most important developments in the area of education in formal and informal
settings in Estonia is defined by The Estonian Lifelong Learning Strategy 2020,
which in addition to other aspects stresses the importance of achieving concordance
between learning content, objectives and learning outcomes outlined in curricula as
well as taking formal and informal learning activities outside of the school environ-
ments, into authentic settings to enrich learning processes. The strategy also empha-
sises the use of digital technology (including bring your own device concept) and
availability of digital learning resources as catalysts to make learning more engaging
and efficient. Numerous studies have demonstrated that learning scenarios and tools
with competitive and gamified components arouse learners’ interest and motivation to
engage in learning tasks [2; 4; 6; 7]. However, a variety of applications have been
developed mainly for classroom settings. Without a question taking learning outdoors
creates challenges for teachers on many different levels: orchestrating distributed
learning settings [1]; managing technology and BYOD; letting students to take hold
of their culture of learning and shaping it to be more participatory, communicative,
collaborative and digital [3]; designing learning scenarios in which knowledge build-
2
ing [5] happens through outdoor adventure tracks. The paper presents a location-
based tool, which provides teachers an option to easily and quickly design adventure
tracks outside of physical classrooms. The results from the first pilot study with
teachers and students will be reported.
2. Avastusrada - A Location-Based Tool
Avastusrada is a web-based tool, which allows creating location-based learning
tracks. Using it requires a smart-phone or a tablet, which has an Internet connection
(WiFi, 3G or 4G) that allows making use of the GPS location service (Fig. 1-a).
a) b)
Fig. 1-a, b. An example of a track in Avastusrada.
The tool offers a list of templates for creating different types of tasks, such as multiple
choice answers, free form answers, etc. In order to monitor what is going on in the
track and how students have progressed, the teacher can see submitted answers of
every location point by every student (or student groups) and provide feedback. The
tool also currently displays simple statistics (the number of players, location points,
time for completing the track etc.). The location points with tasks get activated when
students reach close enough to the particular location and will be turned to blue as
soon as the answer to the task has been submitted (Fig. 1-b). In that way the tool helps
to keep track on which points have been solved already. Depending on how the track
has been defined, the students can visit location points randomly or in a predefined
order.
3. Piloting Avastusrada with Teachers
The study presented here is the first phase of a more comprehensive research on
gamified learning and knowledge building on the move in authentic contexts with the
help of a simple, light-weight location-based tool. The overall research design follows
3
a design-based research approach with the emphasis on exploring the use cases and
possibilities for designing and implementing learning scenarios with mobile devices
in formal educational outdoor settings. 6 teachers of a K-12 school participated in the
pilot study. During the participatory design sessions 4 different tracks (physical edu-
cation, technology (materials), science and an integrated track encompassing various
subjects such as science, math, art and Estonian) were developed in the neighborhood
of the school territory and implemented in the lessons. Subsequently, the teachers’
experiences and ideas were collected through recorded semi-structured interviews.
The main focus of the interviews was to explore: What are the perceived possibilities
of making use of Avastusrada in formal educational settings and integrating subjects
into coherent learning scenarios? What is the perceived added value of Avastusrada?
To what extent Avastusrada can support the achievement of learning goals? The fol-
lowing main themes emerged from the interview data: 1) Suitability for different
subjects. Being different subject teachers, they all confirmed that the tool could be
easily used to design learning activities outside of the classroom or even for integrat-
ing various subjects. The immediate use case of the tool was seen as a way to repeat
and revise the material covered during the semester, however, one teacher pointed out
Only the teacher’s fantasy and creativity are what set the limits”. 2) Competence
advancement. The tool supported the advancement of numerous general competen-
cies set out in the National Curriculum. Group work activities created an excellent
opportunity for students to share and apply their technological know-how related to
their devices, but also make use of their communication and social skills besides of
the subject related knowledge. The teachers noticed that the students were more eager
to work in groups and move as squads from one location to another one. 3) Per-
ceived additional benefits. Being something new and exciting for the students,
teachers noticed that they were eager to test the tool out with their own devices. Test-
ing the students’ knowledge and skills was somehow hidden in the overall learning
activity, thus reducing the pressure on students. Using the tool, it created an internal
desire for the students to outperform each other, creating a gamified experience. Two
of the teachers claimed that the tool takes far less preparation time for an outdoor les-
son, for instance in comparison to other similar initiatives. Yet another important as-
pect for the teachers was its option to receive immediate feedback from the students’
submissions. 4) Challenges. As expected, some common usability and technical is-
sues emerged as well, such as batteries running empty, not having data packages (in
our case, the school WIFI didn’t cover the whole area where the tracks had been
planned) or not knowing how to turn on geo-location services in one’s phone. In addi-
tion to teachers’ time concern, some of them acknowledged that they themselves were
the greatest obstacle because of their limited technological knowledge and rather
fixed mindset of what makes a good lesson design. 5) Suggestions for tool im-
provements. One of the teachers proposed: It would be nice to have a notification
appearing when arriving at the next location point”, another suggested that the tool
could form student groups automatically and enable to create more complicated prob-
lem-solving tasks. These suggestions have been forwarded to the developers and are
in consideration.
4
4. Conclusions and Future Steps
The first phase of the presented study shows promising results to continue with the
tool development for formal learning purposes. Being a subject-neutral tool, Avastus-
rada can be used to design meaningful learning experiences for different (integrated)
subjects on the move. Quite a lot depends here on teachers’ mindsets and what makes
up a good lesson design (accepting that learning can happen through gaming and fun
activities). The study showed the teachers and students’ curiosity and excitement,
however, there is a chance to be one time effect. We believe, that the wide range of
task types and the opportunity to change locations of the tracks should reduce this
concern tremendously. The second phase of the study will be focusing on a bigger
group of teachers attempting to create coherent meaningful learning tracks while inte-
grating different subjects. Another challenge we foresee is to design orchestration
tools that could provide teachers with data that help them to cope with 20 or 30 stu-
dents in distributed outdoor settings. Our ultimate goal is to design interventions that
intend to facilitate learner-generated design, i.e. to give students the role of the creator
and let them learn through designing their own learning experiences, i.e. choose loca-
tions, create tasks and turn them into tracks.
Acknowledgement: This project has received funding from the European Union’s Horizon
2020 research and innovation programme under grant agreement No. 669074
References
[1] Dillenbourg, P., & Jermann, P. (2007). Designing integrative scripts. In F. Fischer, H.
Mandl, J. Haake & I. Kollar (Eds.), Scripting Computer-Supported Collaborative Learning
Cognitive, Computational, and Educational Perspectives (pp. 275-301). ComputerSupported
Collaborative Learning Series, New York: Springer.
[2] Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an
online game-based learning environment. Computer in Human Behavior, 27(2), 694-704.
[3] Kim, B., Tan, L. & Bielaczyc, K. (2015). Learner-generated designs in participatory cul-
ture: What they are and how they are shaping learning. Interactive Learning Environments,
(23)5, 545-555.
[4] Papastergiou, M. (2009). Digital game-based learning in high school computer science edu-
cation: Impact on educational effectiveness and student motivation. Computers & Education,
52(1), 1-12.
[5] Scardamalia, M., & Bereiter, C. (2003). Knowledge Building. In Encyclopedia of Educa-
tion. (2nd ed., pp. 1370-1373). New York: Macmillan Reference, USA .
[6] Woo, J.-C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive
Success, and Performance Outcomes. Educational Technology & Society, 17 (3), 291307.
[7] Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games
for developing students’ problem solving and learning motivation. Computers & Education,
59(2), 365-377.
... In these games, it is assessed that it is particularly important that the physical and virtual have a strong interplay to support learning. There are though a range of examples, where the relation between location-based interaction and learning goal is more arbitrary and the goal seems to be to solely get students out of the classroom ( [22]; [31]). Väljataga and colleagues [31] describe a typical example of this kind of game, where teachers can create tasks for students (usually questions to be answered) at random locations on a predefined map. ...
... There are though a range of examples, where the relation between location-based interaction and learning goal is more arbitrary and the goal seems to be to solely get students out of the classroom ( [22]; [31]). Väljataga and colleagues [31] describe a typical example of this kind of game, where teachers can create tasks for students (usually questions to be answered) at random locations on a predefined map. ...
Article
Full-text available
Location-based games entertain players usually by interactions at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities between POIs. The paper presents riddle solving as a navigational method for a location-based game. 10 families with 2-6 persons and at least one child in the age range 9- 11 years old participated in the evaluation. Results show that riddle solving as a navigational method is more enjoyable than a 2D digital map. Additional findings from video recordings, field notes, questionnaires, logging and semi-structured interviews revealed that riddle solving has potential for engaging users in learning activities.
... DT-tool allows educators to easily create learning trails by developing different tasks connected to specific locations (Väljataga et al. 2017). DT-tool is developed by Tallinn University and allows the integration of the subjects of natural sciences and other disciplines taught in schools through practical activities surrounded by the real environment and inquiry learning. ...
Article
When teaching about complex phenomena (e.g. concepts related to the natural environment), good quality questioning could lead to a more profound conceptual change. However, asking questions that help students to construct new knowledge is a challenge for many educators. To help promote better questioning, we analyzed the kind of questions (N = 3168) educators used in "trails" in a digital outdoor learning tool "Discovery Trail" designed for supporting the environmental education field. For analysis we used a model distinguishing cognitively lower-order from higher-order open-ended questions and then categorized the higher order questions by their degree of complexity. Results show that trails created for educational purposes have more cognitively complex questions compared to non-educational trails. Still, only 20% of all the questions used in trails with educational purposes were cognitively complex. Moreover, 60% of all educational trails did not have any cognitively complex open-ended questions, indicating that educators tend not to use the tool for supporting conceptual change. Simple recall questions were mainly used through educational trails. Digital outdoor learning tool creators and users could benefit by considering how to more effectively construct questions that promote conceptual change as this is crucial to support the understanding about complex environmental topics.
... Setting up game activities in Seppo is similar to previous examples with teacher led content creation, dashboard settings, shared content repositories and reporting tools. Avastusrada that is partly a research spin-off (See [43]) consists of tracks created by schools and other organizations covering all Estonia yet focused around the capital city Tallinn. Compared to other games, Avastusrada is an open game platform with virtual tours, quizzes and information linked to environmental education and historical sites aiming to gamify outdoor learning in general. ...
Chapter
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-based gaming has drawn interest in education. Schools may well pose a feasible context for the further mainstream use of location-based games aimed for educational purposes. We present conceptual work with location-based gaming in education and mobile learning literature together with in-use examples of location-based games to highlight the ongoing tendency in schools to adopt these games for pedagogic activities. Implications are provided for further research, practice and game design.
Article
Full-text available
With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of 2010 to October of 2020, and from 127 records screened, 26 articles were analysed in full-text form. This analysis allowed us to answer the following six predefined research questions: Who are the target audiences for location-based games? In which subjects are location-based games most used? Which strategies are implemented with mobile devices to improve the student’s learning process? What are the main impacts of location-based games on students’ learning? What are the main challenges to the development of location-based games for education? What future tendencies and research opportunities can be identified from the analysis of the current state of the art?
Article
Full-text available
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and learning motivation simultaneously influence performance. To provide efficient management of learning effectiveness by understanding the latent relationship among cognitive load, motivation, and performance, this study investigated 63 university students using an online game entitled "Operating a Small Factory in Computer-Aided Manufacturing" for 8 weeks. We collected data based using an instructional materials motivation survey, a cognitive load scale, and performance (skill and cognitive) scales. The data analysis results showed that motivation and cognitive load exhibited a significant canonical correlation with performance. This preliminary finding suggests that when designing DGBL, designers should increase motivation and germane cognitive load to enhance learning effectiveness. In addition, the attention component must be compromised. However, relevance, satisfaction, and confidence do not conflict. This study proposes an application of game characteristics to the attention, relevance, satisfaction, and confidence model, and integrated multimedia effects in using DGBL design methods. © International Forum of Educational Technology & Society (IFETS).
Article
Full-text available
This paper discusses the special issue on learner-generated designs in participatory culture. We suggest that learner-generated designs represented as artifacts in the making, identity negotiation, and mediated discourse point strongly to social identification. People learn tacitly not only from their environment across different contexts of learning, but also from the social interactions that support learning and are shaped by the practices in which they are situated in. The individual and collectives transform each other in the interactions they participate in.
Article
This study investigates the effectiveness digital game-based learning (DGBL) on students’ problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a total of 44 students (15–16 years old), were randomly assigned to one of two conditions: an experimental group (incorporating DGBL) and a comparison group (taught using traditional instruction). Two-way mixed ANOVA was employed to evaluate changes in problem solving ability and compare the effectiveness the two strategies, while ANCOVA was used to analyze the effects on learning motivation and academic achievement. The results of this study are summarized as follows: (1) The DGBL strategy was clearly effective in promoting students’ problem solving skills, while the control group showed no improvement. Additionally, data from the mid-test and post-test demonstrate that, as a higher order thinking skill, problem-solving requires a full semester to develop. (2). DGBL resulted in better learning motivation for students in the experimental group as compared to learners receiving TI. (3) Contrary to some suggestions that digital games could inhibit academic achievement, no statistically significant difference was found between the two groups. Most importantly, the quantitative improvement in problem-solving and learning motivation suggest that DGBL can be exploited as a useful and productive tool to support students in effective learning while enhancing the classroom atmosphere. Future research in DGBL should emphasize the evaluation of other higher order elements of the cognitive domain in terms of academic achievement outcomes and skills, such as critical and creative thinking.
Chapter
Scripts structure the collaborative learning process by constraining interactions, defining a sequence of activities and specifying individual roles. Scripts aim at increasing the probability that collaboration triggers knowledge generative interactions such as conflict resolution, explanation or mutual regulation. Integrative scripts are not bound to collaboration in small groups but include individual activities and class-wide activities. These pre- and post-structuring activities form the didactic envelope of the script. In many cases, the core part of the script is based on one among a few schemata: Jigsaw, conflict, reciprocal. We propose a model for designing this core component. This model postulates that learning results from the interactions that students engage in to build a shared understanding of a task despite the fact that it is distributed. Hence, the way the task is distributed among group members determines the interactions they will engage in. Interactions are viewed as the mechanisms for overcoming task splits. A large variety of scripts can be built from a small number of schemata, embedded within activities that occur across multiple social planes, activities which are integrated with each other by few generic operators.
Article
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. The study also investigated potential gender differences in the game’s learning effectiveness and motivational appeal. The sample was 88 students, who were randomly assigned to two groups, one of which used the gaming application (Group A, N = 47) and the other one the non-gaming one (Group B, N = 41). A Computer Memory Knowledge Test (CMKT) was used as the pretest and posttest. Students were also observed during the interventions. Furthermore, after the interventions, students’ views on the application they had used were elicited through a feedback questionnaire. Data analyses showed that the gaming approach was both more effective in promoting students’ knowledge of computer memory concepts and more motivational than the non-gaming approach. Despite boys’ greater involvement with, liking of and experience in computer gaming, and their greater initial computer memory knowledge, the learning gains that boys and girls achieved through the use of the game did not differ significantly, and the game was found to be equally motivational for boys and girls. The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students’ gender.
Article
This paper describes the process and results of an evaluation on an online game-based learning environment (GBLE) by focusing on learners’ motivational processing and cognitive processing. The goal is to explore how online GBLE might initiate and support learners’ goal-setting activities and impact learners’ cognitive loads. The study surveyed 144 undergraduate students after their autonomous participation in the online game available at the Nobel Prize Foundation website teaching the Heckscher–Ohlin Theory on international trade. Grounded in the integrative theory of motivation, volition, and performance (MVP), the evaluation indicated that participants felt significantly confident in learning the subject. The perceived satisfaction, however, was lower than the rest of motivational components possibly due to heavy cognitive processing. The finding of cognitive load reported that learners perceived a significantly higher level of intrinsic load than the germane load due to the novelty of the subject matter. Data analysis further indicated a significant canonical correlation between learners’ motivational and cognitive processing. This particular finding could inform future research to investigate specific motivational processing components’ effects on learners’ cognitive load levels in online GBLEs.
Knowledge Building. In Encyclopedia of Education
  • M Scardamalia
  • C Bereiter
Scardamalia, M., & Bereiter, C. (2003). Knowledge Building. In Encyclopedia of Education. (2 nd ed., pp. 1370-1373). New York: Macmillan Reference, USA.