Abstract
Several research efforts suggest that collaborative participatory simulations improve teaching and learning, increasing motivation inside the classroom. Currently, it has been mainly applied with students of primary and secondary educational levels, leaving higher level students aside. This paper presents a platform for implementing participatory simulations, where social interactions and motivational effects are the main facilitators. An instance of this platform was implemented for medicine school undergraduate students. Its implementation is simple, lightweight, fully based on pen-based interaction, and designed to work with handhelds and tablet-PC over an ad-hoc wireless network. The platform is able to support any kind of application implementing participatory simulation based on the exchange of artifacts among the learners. Keywords: Techniques, methods and tools for CSCW in design. Other Keywords: Handhelds. Collaborative Learning. Participatory Simulation. Learning Motivation. Gestures. Sketches. Freehand-input based.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Campbell, A., Pargas, R.: Laptops in the classroom. In: Proceedings of the 34th SIGCSE technical symposium on Computer science education, Reno, Navada, pp. 98–102 (2003)
Colella, V.: Participatory simulations: Building collaborative understanding through immersive dynamic modeling. The Journal of the Learning Sciences 9, 471–500 (2000)
Colella, V., Borovoy, R., Resnick, M.: Participatory simulations: Using computational objects to learn about dynamic Systems. In: Conference on Human Factors in Computing Systems, pp. 9–10 (1998)
Dai, G., Wang, H.: Physical Object Icons Buttons Gesture (PIBG): A new Interaction Paradigm with Pen. In: Shen, W.-m., Lin, Z., Barthès, J.-P.A., Li, T. (eds.) CSCWD 2004. LNCS, vol. 3168, pp. 11–20. Springer, Heidelberg (2005)
Hinckley, K., Baudisch, P., Ramos, G., Guimbretiere, F.: Design and Analysis of Delimiters for Selection-Action Pen Gesture Phrases in Scriboli. In: Proceeding of CHI 2005, pp. 451–460. ACM Press, New York (2005)
Klopfer, E., Perry, J., Squire, K., Jan, M.: Collaborative learning through augmented reality role playing. In: Proceeding of Computer support for collaborative learning, Taipei, Taiwan, pp. 311–315. ACM Press, New York (2005)
Klopfer, E., Yoon, S., Perry, J.: Using Palm Technology in Participatory Simulations of Complex Systems: A New Take on Ubiquitous and Accessible Mobile Computing. Journal of Science Education and Technology 14(3), 285–297 (2005)
Klopfer, E., Yoon, S., Rivas, L.: Comparative analysis of Palm and wearable computers for Participatory Simulations. Journal of Computer Assisted Learning 20, 347–359 (2004)
Kopf, S., Scheele, N., Winschel, L., Effelsberg, W.: Improving Activity and Motivation of Students with Innovative Teaching and Learning Technologies. In: ICMTL 2005. International Conference on Methods and Technologies for Learning, WIT press (2005)
Landay, J., Myers, B.: Sketching interfaces: Toward more human interface design. IEEE Computer 34(3), 56–64 (2001)
Long, A., Landay, J., Rowe, L.: PDA and gesture Use in Practice: Insights for Designers of Pen-based User Interfaces. Retrieved on (December 2006), from http://bmrc.berkeley.edu/research/publications/1997/142/clong.html
Moher, T., Wiley, J.: Technology Support for Learning Scientific Control as a Whole Class. In: Paper presented at the Annual Conference of the American Education Research Association, San Diego, CA (2004)
Swan, K., Cook, D., Kratcoski, A., Lin, Y., Schenker, J., van tHooft, M.: Ubiquitous computing: rethinking teaching, learning and technology integration. In: Tettegah, S., Hunter, R. (eds.) Education and technology: Issues and applications, policy, and administration, pp. 231–252. Elsevier, New York (2006)
Roschelle, J.: Keynote paper: Unlocking the learning value of wireless mobile devices. Journal of Computer Assisted Learning 19(3), 260–272 (2003)
Soloway, E., Norris, C., Blumenfeld, P., Fishman, R., Marx, R.: Devices are Ready-at-Hand. Communications of the ACM 44(6), 15–20 (2001)
Stor, M., Briggs, W.: Dice and disease in the classroom. The Mathematics Teacher 91(6), 464–468 (1998)
Tomlinson, B.: A heterogeneous animated platform for educational participatory simulations. In: Proceedings of Computer support for collaborative learning, Taipei, Taiwan, pp. 677–681 (2005)
Vahey, P., Crawford, V.: Palm Education Pioneers Program: Final Evaluation Report. SRI International, Menlo Park, CA (2002)
Wilensky, U., Stroup, W.: Learning through participatory simulations: Network-based design for systems learning in Classrooms. In: Hoadley, C., Roschelle, J. (eds.) CSCL’99. Proceedings of the Computer Supported Collaborative Learning Conference, pp. 667–676. Erlbaum Associates, Mahwah, NJ (1999)
Zurita, G., Baloian, N., Baytelman, F., Antunes, P.: A Framework like a tool for specify motivating Collaborative Learning Participatory Simulations. In: Proceedings of the CSCWD Conference, Melbourne, Australia (May 2007)
Author information
Authors and Affiliations
Editor information
Rights and permissions
Copyright information
© 2007 Springer Berlin Heidelberg
About this paper
Cite this paper
Zurita, G., Baloian, N., Baytelman, F., Farias, A. (2007). A Platform for Motivating Collaborative Learning Using Participatory Simulation Applications. In: Hui, Kc., et al. Technologies for E-Learning and Digital Entertainment. Edutainment 2007. Lecture Notes in Computer Science, vol 4469. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73011-8_92
Download citation
DOI: https://doi.org/10.1007/978-3-540-73011-8_92
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-73010-1
Online ISBN: 978-3-540-73011-8
eBook Packages: Computer ScienceComputer Science (R0)