Abstract

Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to built a first model of a dynamic book that may function as an educational game for “Environmental Studies”, aimed at children in the 4th grade, mostly 9–10 years old, in Portuguese schools. This paper presents the design and features of this interactive book titled “Adventures in the Guadiana River”, developed using the Apple iBook format, and especially set for the iPad retina. Because this is a proprietary format we also built a prototype following the EPUB3 standard and developed new ways to interact with content within this universal format. Preliminary tests with our prototypes revealed very good usability and promising pedagogical potential in the proposed models.

Highlights

  • We are presently witnessing a new era in which the classic "passive receiver" of the communication is assuming, apparently, a role as an active interlocutor able to intervene and to express a critical opinion. This perspective takes shape if we look at various blogs and social websites, like YouTube or Facebook

  • We are talking about innovations that result in the development of a networked society, in constant interaction, where individuals take quick decisions, are globally informed, and make the integration of various digital media

  • It is important to note that this is a generation of digital natives; these students are the generation of digital games and social networks

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Summary

INTRODUCTION

We are presently witnessing a new era in which the classic "passive receiver" of the communication is assuming, apparently, a role as an active interlocutor able to intervene and to express a critical opinion. The development of educational activities for students, that combine learning resources from the real world with those from the digital world, has become an important and challenging research topic This may be accomplished, for example, through the use of mobile communication and wireless technologies, which can be moved to any place, allowing for scientific experimentation, augmented reality, image collection, resource sharing, and communication with colleagues. We understand that there are clear pedagogical benefits in the development of an innovation that combines a book with a game – let’s call it a gamebook - with potential in various learning contexts (formal, informal or non-formal) It is this new possibility that we pursue in our investigation, evaluating the potential of the technology in terms of tools and interfaces. Ongoing research involves the evaluation of three major components, clearly distinguishable: (1) assess the potential of the current ebook technology, (2) study the role of narratives in games, and (3) determine the potential of gamebooks for certain educational applications

DESIGNING MOBILE LEARNING
INTRODUCING GAMES IN MOBILE LEARNING
EBOOK AUTHORING
A PROTOTYPE FOR THE IPAD
EXPERIMENTING WITH EPUB3
CONCLUSION
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