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D40.4.2 (Final) Streaming video Main author : Yishay Mor (IOE) Nature of the deliverable : Other Dissemination level : Public Planned delivery date : December 2006 No part of this document may be distributed outside the consortium / EC without written permission from the project co-ordinator Prepared for the European Commission, DG INFSO, under contract N°. IST 507838 as a deliverable from WP40 Submitted on 20-12-2006

D40.4.2 (Final) Streaming video

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Page 1: D40.4.2 (Final) Streaming video

D40.4.2 (Final)

Streaming video

Main author : Yishay Mor (IOE)

Nature of the deliverable : Other

Dissemination level : Public

Planned delivery date : December 2006

No part of this document may be distributed outside the consortium / EC without

written permission from the project co-ordinator

Prepared for the European Commission, DG INFSO, under contract N°. IST 507838

as a deliverable from WP40

Submitted on 20-12-2006

Page 2: D40.4.2 (Final) Streaming video

Summary

This document summarises the streaming video that ha sbeen made availble to the VDS and provides links to the video excerpts held

on the project website.

History

Filename Status Release Changes UploadedD40-04-02-F.pdf Final 1 20/12/2006D40-04-02-V1.pdf Draft 1 20/12/2006

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Kaleidoscope Deliverable D40.04.02-F 2006.12.11 12 pages

Deliverable Reference D40.04.02

Release version Final

Submission date 31st December, 2006

Number of pages 12

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Deliverable 4.2: Streaming Video

August 2006

This work is licensed under the Creative Commons Attribution-NonCommercial2.5 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/2.5/ or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, California, 94105, USA.

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1. Overview ............................................................................................................................................... 5

2. The Streaming Video .......................................................................................................................... 6 2.1 A pattern language for mathematical games ................................................................................... 6 2.2 The mGBL Workshop: Dave Pratt, a Design Research Primer ...................................................... 6 2.3 mGBL: Niall Winters, Introduction to Learning Patterns ............................................................... 7 2.4 mGBL: The GmX trail ................................................................................................................... 7 2.5 Fun 'n Games workshop: ChanceMaker case study ........................................................................ 8 2.6 Fun 'n Games: Juggler case study ................................................................................................... 8 2.7 Fun 'n Games: Cases Studies Summary .......................................................................................... 9 2.8 Fun 'n Games: overview of group work .......................................................................................... 9 2.9 Fun 'n Games: Rådgivarna case study ........................................................................................... 10 2.10 Fun 'n Games: The Rabbit Numberline case study ..................................................................... 10 2.11 Fun 'n Games: Accessible Collaborative Learning case study .................................................... 11 2.12 Fun 'n Games: Participant Reflections ........................................................................................ 11

Conclusions ............................................................................................................................................ 12

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Preface

Over the last few years we have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem.

In truth, the deliverable for this aspect of the project, dissemination, took place in the form of a series of workshops. Several of those workshops were videoed. We provide in this brief report a summary of the video which has been available through Kaleidoscope to the Virtual Doctoral School.

Further information can be found at:

http://lp.noe-kaleidoscope.org/

Dave PrattCo-director

Niall WintersCo-director

December, 2006

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1. OverviewThe most important facet of the learning pattern language is its potential as a framework for discussing and collaboratively refining design. In fact, this is precisely why it is called a pattern language, and not collection or set. This language grew through its use in various assemblies of designers, researchers and educators. Our workshops were structured around the language and the tools, and we have used them successfully to sustain effective communication among experts from varied backgrounds. It is true to say that the workshops became an integral part of our methodology stimulating ideas and helping the project to move on towards its goals. Most of the workshops were video-taped and the resulting video has been installed on the project website as streaming video. Thus, whereas D40-4-1summarises the workshops and provides pointers to more detail about those workshops, this deliverable summaries the video-tape itself and also provides pointers to more detail.

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2. The Streaming Video The project has generated much interest amongst a variety of communities, including developers and educationalists, including mathematics educationalists. Of the five workshops held during the course of the project, four were used to capture video. (Technical difficulties prevented us from capturing video at the ICMI conference in Hanoi.) The video from these four workshops has been organised into 12 excerpts to provide a coherent course. Below, we give a summary of each excerpt. The web page for each excerpt is linked from the screenshot. If you are online, you can access the full video by clicking or control-clicking on the screenshot for each excerpt On the web site, each excerpt is accompanied by links to relevant on-line materials and further readings, to make it a valuable learning resource'.

2.1 A pattern language for mathematical games

Date: 19 October 2006.Venue: London Knowledge Lab Host workshop: A seminar at the London Knowledge LabDuration: 90 minutesAbstract: This presentation outlines the theoretical background of the project and walks through two trails (case studies): the 3 C's and beginning the design process.

2.2 The mGBL Workshop: Dave Pratt, a Design Research Primer

Date: 14 September 2006.Venue: Ruskin University, Chelmsford, England.Host workshop: mGBL workshop, UltraLabDuration: 13 minutesAbstract: Dave Pratt presents the paradigm of Design Research, as a theoretical foundation for our work.

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2.3 mGBL: Niall Winters, Introduction to Learning Patterns

Date: 14 September 2006.Venue: Ruskin University, Chelmsford, England.Host workshop: mGBL workshop, UltraLabDuration: 11 minutesAbstract: Niall Winters presents the Learning Patterns approach.

2.4 mGBL: The GmX trail Date: 14 September 2006.Venue: Ruskin University, Chelmsford, England.Host workshop: mGBL workshop, UltraLabDuration: 60 minutesAbstract: Trails are designed to provide accessible paths into our resources, tools and methodology. A trail is not a structured resource in itself, but rather a guided tour through a partial set of our outcomes, from which the newcomer can get a sense of our approach, and venture on to independent explorations. This trail passes through several case studies and their derived patterns.

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2.5 Fun 'n Games workshop: ChanceMaker case study

Date: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 50 minutesAbstract: We demonstrated the project methodology and supporting resources in action by analysing several case studies from our own experiences. For each case study, we begin with a narrative of the game and its development process. We then map it to the typologies in order to establish a common perspective. Finally, by reference to other examples, we extract some patterns which can be applied in a broader context.

2.6 Fun 'n Games: Juggler case studyDate: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 34 minutesAbstract: The juggler game is a game built on e-slate environment. This is a game with no specific rules where users can either play the game or change the parameters of it and see what happens.

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2.7 Fun 'n Games: Cases Studies Summary

Date: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 4 minutesAbstract: Concluding remarks on the plenary case studies, and on to the group work.

2.8 Fun 'n Games: overview of group workDate: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 4 minutesAbstract: After the initial presentations, we broke up into groups. Each group discussed a case study presented by one of the delegates, then mapped it to the typologies and extracted learning patterns from it.

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2.9 Fun 'n Games: Rådgivarna case studyDate: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 25 minutesAbstract: Two of the groups discussed the Rådgivarna (The Advisers) case study, contributed by Carl Heath and Karl Alfredsson. Several patterns emerged from this discussion, such as: A Key Question and Dilemmarama. When these were presented to the workshop assembly, participants identified potential applications in broad range of fields.

2.10 Fun 'n Games: The Rabbit Numberline case studyDate: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 20 minutesAbstract: One group explored the Rabbit Numberline case study, contributed by Michael Rumbelow. Several patterns emerged from this discussion, such as Encouraged Retrial and After Action Report by Expert.

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2.11 Fun 'n Games: Accessible Collaborative Learning case study

Date: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 14 minutesAbstract: One group explored the Accessible Collaborative Learning case study, contributed by Matthew T. Atkinson. The main pattern we identified here was Abilities based task assignment. Discussing this pattern led us to surprising insights regarding the notion of abilities, and helped us spot gaps in our typologies.

2.12 Fun 'n Games: Participant Reflections

Date: 26 June 2006.Venue: Preston, EnglandHost workshop: 1st World Conference for “Fun n Games”Duration: 22 minutesAbstract: We asked the workshop participants how their experience would be relevant to their work.

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ConclusionsThe workshops proved to be a very important part of the project evolution. They provided the opportunity for people from various communities to feedback on the ideas developed at that stage. More importantly, they allowed new patterns to be identified and we were able to find inconsistencies in the typographies and the hierarchies of the emergent map of learning patterns. As the project draws to a conclusion, we hope that the video streaming will provide inspiration to future researchers in this field by giving them a taste of the methodology used within this project.

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