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A case study of augmented reality location-based game
for learning conceptual biological models
Tuomas Aivelo, University of Helsinki@aiveloERIDOB, 8.9.2016, Karlstad, Sweden
IntroductionDesing and m
ethodsResults and discussion
ConclusionsAivelo, T., & Uitto, A. (2016). Digital gaming for evolutionary biology learning: The case study of parasite race, an augmented reality location-based game. LUMAT, 4(1), 1-25http://www.luma.fi/lumat-en/4542
LUMA CENTER FINLAND
IntroductionDesing and m
ethodsResults and discussion
Conclusions
• Researchers create models to study these natural phenomena• Many biological concepts (e.g., ”gene”,
”competition”) are processes between objects• Games are explicitly programmed as models
Problem: Students have regularly problems to grasp and understand conceptual models
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Games are interesting
Micro-level
Narrative-level
Meta-level
Breuer & Bente, 2010
Predictions based on certain context
Specific research questions and results
”Biological laws”
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Augmented Reality gaming• Augmented reality (AR): the supplementation of real-
world environment by any computer-generated output Milgram & Kishino, 1994
• Widely used in informal education (zoos, museums) or in outdoor education• Learning situation is concrete and conceptual
knowledge can be correlated to actual location
Hagustin / Wikimedia CommonsJean-Pierre Dalbéra / Wikimedia Commons
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Anchorage, USARoger Lew /Wikimedia Commons
Gävle, SwedenAlewi /Wikimedia Commons
Düsseldorg, GermanyKürschner /Wikimedia Commons
Bern, SwitzerlandFred Schaerli/Wikimedia Commons
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Research questions
How do the teachers succeed in playing a novel AR game and deducing the rules of the game?
Could teachers perceive the game as a conceptual model of parasitism?
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Parasite RaceBuilt with TaleBlazer: http://taleblazer.org/gamePage/962
Requires Taleblazer app: http://taleblazer.org/Support/mobiledownload
Can be found within app with
Game Code: gcvanga
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Players can choose from three parasites and two scenarios.
IntroductionDesing and m
ethodsResults and discussion
Conclusions
IntroductionDesing and m
ethodsResults and discussion
Conclusions
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Testing Parasite Race• Workshop of primary and secondary
school teachers (n = 14)• Online questionnaire prior to workshop
and group interviews after playing the game• Analysis of gameplay from game logs
LUMA CENTER FINLAND
IntroductionDesing and m
ethodsResults and discussion
ConclusionsProgressions in the game
• Five players finished game in 45 minutes – these players exhibited understanding of metalevel in interviews• Initially, all players did non-beneficial choices, but the
succesful players quickly adapted their gameplay(Succesful players 33%, unsuccesful 28%, W13 = 23, p = 0.943)
• Succesful players had more total actions(Msuccessful = 7.25, SDsuccessful= 2.33, Munsuccessful = 4.2, SDunsuccessful = 1.21, W13 = 7, p = 0.030)
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Feedback from players
• Positive attitude towards the game – ”something different”• Programming could be used as a
teaching method• Not necessarily useful for all students
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Understanding game as a model• Reflection on refining the model induced
better understanding of the model• Players seemed to understand the game as
something they just needed to go and do• Understanding meta-level of game is not
enough to understand biological concept
IntroductionDesing and m
ethodsResults and discussion
Conclusions
Possibilities to take up games in schools• Using games for teaching models requires well-
planned activities before and after gaming• Teachers did not feel competent to program games,
but thought some of their students could do that• Possibilities for programming to facilitate conceptual
concept learning? (George et al., 2012, Kafai, 2006)
References• Breuer, J., & Bente, G. (2010). Why so serious ? On the Relation of Serious
Games and Learning. Eludamos. Journal for Computer Game Culture, 4, 7–24.
• George, S., Lavoué, É., & Monterrat, B. (2012). An environment to support collaborative learning by modding. In Proceedings of the 8th European Conference on Technology Enhanced Learning (pp. 111–124). Paphos, Cyprus.
• Kafai, Y. B. (2006). Playing and making games for learning: instructionist and constructionist perspectives for game studies. Games and Culture, 1, 36–40.
• Milgram, O., & Kishino, A. F. (1994). Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems, E77-D, 1321–1329.