Abstract
This paper describes the design, deployment, analysis, and evaluation of a learning scenario focused on exploring the educational potential of location-based games. Through its design and rationale, the scenario serves as an illustration of how students can learn through the collaborative design and playing of location-based games. It involves an exploration of the pedagogical potential of students as game designers, through a study of students designing location-based games for peers in order to learn history. This shows the potential of using both authoring tools to have students engage creatively with subject matter and as a focal point of collaborative learning activity. As the topic of the scenario revolved around learning about history, we also found that the ways they relate to this topic when using location-based games offers a new way of integrating curricula in learning activities, and that it is key to think beyond a single subject and look at cross-curricular elements and goals in such scenarios. We offer a very detailed description and analysis of the practical accomplishment of the learning activities involved in the collaborative design of location-based games.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
Barab, S., & Squire, K. (2004). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13(1), 1–14.
Bereiter, C., & Scardamalia, M. (2006). Education for the knowledge age. In P. A. Alexander & P. H. Winne (Eds.), Handbook of educational psychology (2nd ed., pp. 695–713). Mahwah, NJ: Lawrence Erlbaum.
Bennerstedt, U. & Linderoth, T. (2009). The spellbound ones: Illuminating everyday collaborative gaming practices in a MMORPG. In: C. O’Malley, D. Suthers, P. Reimann, & A. Dimitracopoulou (Eds.), Proceedings of the 9th international conference on Computer supported collaborative learning - Vol 1 (CSCL’09). International Society of the Learning Sciences, 1, 404–413.
Bonderup Dohn, N. (2009). Web 2.0: Inherent tensions and evident challenges for education. ijcscl, 4(3), 343–363.
Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. The Journal of the Learning Sciences, 2(2), 141–178.
Brown, A. (2015). 3D printing in instructional settings: Identifying a curricular hierarchy of activities. TechTrends, 59(5), 16–24.
Brown, B., & Juhlin, O. (2015). Enjoying machines. The MIT Press.
Bruns, A. (2007). Produsage. In Proceedings of the 6th ACM SIGCHI Conference on Creativity & Cognition - C&C ‘07 (p. 99–106). New York, New York, USA: ACM Press. https://doi.org/10.1145/1254960.1254975.
Chang, B., Wang, H.-Y., Chen, C.-S., & Liang, J.-K. (2009). Distributed weather net: Wireless sensor network supported by inquiry-based learning. In C. O'Malley, D. Suthers, P. Reimann, & A. Dimitracopoulou (Eds.), Computer Supported Collaborative Learning Practices: CSCL2009 Conference Proceedings (pp. 365–369). Rhodes, Greece. July 2009.
Cobb, P., Confrey, J., diSessa, A., Lehrer, R., & Schauble, L. (2016) Design experiments in educational research. Educational Researcher, 32(1), 9–13.
Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design research: Theoretical and methodological issues. The Journal of the Learning Sciences, 13(1), 15–42.
Corneli, J. (2014). Peer Produced Peer Learning. A Mathematics Case Study. PhD thesis. In The Open University http://oro.open.ac.uk/40775/.
Cross, N. (1982). Designerly ways of knowing. Design Studies, 3(4), 221–7.
Cross, N. (2011). Design thinking: Understanding how designers think and work. New York, NY: Berg Publishers.
Derry, S. J., Pea, R. D., Barron, B., Engle, R. A., Erickson, F., Goldman, R., Hall, R., Koschmann, T., Lemke, J. L., Sherin, M. G., & Sherin, B. L. (2010). Conducting video research in the learning sciences: Guidance on selection, analysis, technology and ethics. The Journal of the Learning Sciences, 19(1), 3–53.
Edfjeldt, C., Fjordevik, A., & Inose, H. (2006). Fan culture as informal learning environment. In Proceedings of the NGL 2012 Next Generation Learning Conference (pp. 105-113). February 21-23, 2012. Sweden: Falun.
El-Nasr, M. S., & Smith, B. K. (2006). Learning through game modding. Computers in Entertainment, 4(1), 1–20.
Enyedy, N., Danish, J. A., Delacruz, G., & Kumar, M. (2012). Learning physics through play in an augmented reality environment. ijcscl, 7(3), 347–378.
Enyedy, N., Danish, J. A., & DeLiema, D. (2015). Constructing liminal blends in a collaborative augmented-reality learning environment. International Journal of Computer-Supported Collaborative Learning, 10(1), 7–34.
Fischer, G. (2009). End-user development and meta-design : Foundations for cultures of participation. Lecture Notes in Computer Science, 5435, 3–14. https://doi.org/10.1007/978-3-642-00427-8.
Fischer, G. & Herrmann, T. (2015). Meta-Design: Transforming and Enriching the Design and Use of Socio-Technical Systems. In D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge, p. 79–109. Available at: http://l3d.cs.colorado.edu/ ~gerhard/papers/2014/EUSSET.pdf
FitzGerald, E. (2012). Creating user-generated content for location-based learning: An authoring framework. Journal of Computer Assisted Learning, 28(3), 195–207.
Forte, A. (2015). The new information literate: Open collaboration and information production in schools. International Journal of Computer-Supported Collaborative Learning, 10(1), 35–51. https://doi.org/10.1007/s11412-015-9210-6.
Gabrielson, C. (2013). Tinkering – Kids learn by making stuff. Maker Media. ISBN 978-1449361013.
Gerson, E. M., & Star, S. L. (1986). Analyzing due-process in the workplace. ACM Transactions on Office Information Systems, 4(3), 257–270.
Guribye, F. (2015). From artifacts to infrastructures in studies of learning practices. Mind, Culture, and Activity, 22, 184–198.
Guribye, F., Wake, J., & Wasson, B. (2014). The practical accomplishment of location-based game-play: Design and analysis of mobile collaborative gaming. International Journal of Mobile Human Computer Interaction, 6(3), 32–50.
Heath, C., & Luff, P. (2000). Technology in action. Cambridge: Cambridge University Press.
Heath, C., Hindmarsh, J., & Luff, P. (2010). Video in qualitative research. Analysing social interaction in everyday life. SAGE Publications Ltd..
Holmes, J., & Gee, E. (2016). A framework for understanding game-based teaching and learning. On the horizon, 24(1), 1–16.
Jefferson, G. (1984). Transcript notation. In J. M. Atkinson & J. Heritage (Eds.), Structures of social action: Studies in conversation analysis. Cambridge University press, Cambridge (pp. 9–16).
Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., & Robison, A. J. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago, IL: John D. and Catherine T. MacArthur Foundation.
Jordan, B., & Henderson, A. (1995). Interaction analysis: Foundations and practice. Journal of the Learning Sciences, 4(1), 39–103.
Kafai, Y. (2006). Playing and making games for learning. Instructionist and constructionist perspectives for game studies. Games and Culture, 1(1), 36–40.
Kafai, Y. B., & Resnick, M. (1996). Constructionism in practice: Designing, thinking, and learning in a digital world. Mawhaw, New Jersey: Lawrence Erlbaum.
Kang, M. J., & Glassman, M. (2011). The logic of wikis: The possibilities of the web 2.0 classroom. ijcscl, 6(1), 93–112.
Ke, F. (2007). Using Computer-based Math Games as an Anchor for Cooperative Learning. Proceedings of the 8th International Conference on Computer Supported Collaborative Learning, (pp. 354–356). New Brunswick, USA, 16–21 July, 2007.
Ke, F. (2008). Alternative goal structures for computer game-based learning. International Journal of Computer-Supported Collaborative Learning, 3(4), 429–445. https://doi.org/10.1007/s11412-008-9048-2.
Kim, B., Tan, L., & Bielaczyc, K. (2015). Learner-generated designs in participatory culture: What they are and how they are shaping learning. Interactive Learning Environments, 23(5), 545–555. https://doi.org/10.1080/10494820.2015.1067974.
Klopfer, E., Perry, J., Squire, K., Jan, M.-F., & Steinkuehler, C. (2005). Mystery at the museum: A collaborative game for museum education. Proceedings of the 2005 Conference on Computer Support for Collaborative Learning, (pp. 316–320). Taipei, Taiwan, May 30 –June 4, 2005.
Koschmann, T., Stahl, G., & Zemel, A. (2007). The video analyst's manifesto (or the implications of Garfinkel's policies for the development of a program of video analytic research within the learning sciences). In R. Goldman, R. Pea, B. Barron, & S. Derry (Eds.), Video research in the learning sciences (pp. 133–144). New York: Routledge.
Laurillard, D. (2009). The pedagogical challenges to collaborative technologies. International Journal of Computer-Supported Collaborative Learning, 4(1), 5–20.
Lim, C. P. (2008). Spirit of the game: Empowering students as designers in schools? British Journal of Educational Technology, 39(6), 996–1003.
Lyons, L. (2009). Designing opportunistic user interfaces to support a collaborative museum exhibit, In: C. O'Malley, D. Suthers, P. Reimann, & A. Dimitracopoulou (Eds.), Computer Supported Collaborative Learning Practices: CSCL2009 Conference Proceedings (pp. 375–384). Rhodes, Greece, July 2009.
Martinez, S., & Stager, G. S. (2014). The maker movement; a learning revolution. Learning and Leading with Technology, 41(7), 12–17.
Mills Kelly, T. (2013). Teaching History in the Digital Age. Ann Arbor, MI. University of Michigan Press.
Ministry of Knowledge (2012). Framework for basic competencies. Available from: http://www.udir.no/Upload/larerplaner/lareplangrupper/RAMMEVERK_grf_2012.pdf
Orvieto, I. (2012). Developing Educational Games. In: M.D. Kickmeier-Rust & D. Albert. (Eds.), An Aliens Guide to Multi-Adaptive Educational Computer Games, pp. 21–40. Santa Rosa, CA: Informing Science Press.
Papert, S. (1980). Mindstorms: Children, computers and powerful ideas. New York, USA: Basic Books Inc..
Resnick, M. (2007). Sowing the seeds for a more creative society. Learning and Leading with Technology, 18–22.
Resnick, M. (2012). Reviving Papert's dream. Educational Technology, 52(4), 42–46.
Resnick, M., & Ocko, S. (1991). LEGO/logo: Learning through and about design. In I. Harel & S. Papert (Eds.), Constructionism. Ablex Publishing.
Resnick, M., Ocko, S., & Papert, S. (1988). Lego, logo, and design. Children's Environments Quarterly, 5(4), 14–18.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B., & Kafai, Y. (2009). Scratch, programming for all. Communications of the ACM, 52(11), 404–428.
Roschelle, J., & Pea, R. (2002). A walk on the WILD side: How wireless handhelds may change computer-supported collaborative learning. International Journal of Cognition and Technology, 1(1), 145–168.
Roschelle, J., Rosas, R. & Nussbaum, M. (2005). Towards a design framework for mobile computer-supported collaborative learning. In: Proceedings of the 2005 Conference on Computer Support for Collaborative Learning: Learning 2005: The next 10 Years! Taipei, Taiwan.
Rosenbaum, E., Klopfer, E., Broughner, B., & Rosencheck, L. (2007). Engaging Students in Science Controversy Through an Augmented Reality Role-Playing Game. Proceedings of the 8th International Conference on Computer Supported Collaborative Learning, (pp. 608–612). New Brunswick, USA, 16–21 July, 2007.
Salen, K., & Zimmerman. (2004). Rules of play. Game design fundamentals. Cambridge, MA: The MIT Press.
Satwitcz, T., & Stevens, R. (2007). Tools of Play: Coordinating Games, Characters, and Actions While Learning to Play Video Games. Proceedings of the 8th International Conference on Computer Supported Collaborative Learning, (pp. 629–638). New Brunswick, USA, 16–21 July, 2007.
Schwarz, D. & Stoecker, M. (2012). Designing Learning Games. In: M.D. Kickmeier-Rust & D. Albert. (Eds.) An Aliens Guide to Multi-Adaptive Educational Computer Games, (pp. 5–19). Santa Rosa, CA: Informing Science Press.
Sengupta-Irving, T., & Enyedy, N. (2015). Why engaging in mathematical practices may explain stronger outcomes in affect and engagement: Comparing student-driven with highly guided inquiry. The Journal of the Learning Sciences, 24(4), 550–592.
Sharples, M., Arnedillo-Sánchez, I., Milrad, M., & Vavoula, G. (2009). Mobile learning. Small devices, big issues. In N. Balachaeff, S. Ludvigsen, T. de Jong, A. Lazonder, & S. Barnes (Eds.), Technology-enhanced learning: Principles and products (pp. 233–249). Milton Keynes: Springer.
Suchman, L. (2007). Human-machine reconfigurations. Plans and situated actions (2nd ed.). New York: Cambridge University Press.
Tan, T.-H., Liu, T.-Y., & Chang, C.-C. (2007). Development and evaluation of an RFID-based ubiquitous learning environment for outdoor learning. Interactive Learning Environments, 15(3), 253–269.
Wake, J. D. (2013). Mobile, location-based games for learning. Developing, deploying and evaluating mobile game technology in education. Doctoral thesis: University of Bergen.
Wake, J.D., Guribye, F. & Wasson, B. (2015). Students’ Design Decisions in Collaborative Design of Location-Based Games for Learning. In: O. Lindwall, P. Häkkinen, T. Koschmann, P. Tchounikine, & S. Ludvigsen (Eds): Exploring the Material Conditions of Learning: The Computer Supported Collaborative Learning (CSCL) Conference 2015, (324–331). June 7–11, 2015, Gothenburg, Sweden. International Society of the Learning Sciences (ISLS). ISBN 978-0-9903550-6-9.
Weilenmann, A., Säljö, R., & Engström, A. (2014). Mobile video literacy: Negotiating the use of a new visual technology. Journal of Personal and Ubiquitous Computing, 18(3), 737–752.
White, T. (2006). Code talk: Student discourse and participation with networked handhelds. International Journal of Computer-Supported Collaborative Learning, 1(3), 359–382.
Wilkinson, K., & Petrich, M. (2014). The Art of Tinkering. San Francisco. CA: Weldon Owen.
Woolgar, S. (1992). Configuring the user: The case of usability trials. In J. Law (Ed.), A sociology of monsters. Essays on power, technology and domination (pp. 58–99). London: Routledge.
Yatani, K., Onuma, M., Sugimoto, M., & Kusunoki, F. (2004). Musex: A system for supporting children’s collaborative learning in a museum with PDAs. Systems and Computers in Japan, 35(14), 54–63.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Wake, J.D., Guribye, F. & Wasson, B. Learning through collaborative design of location-based games. Intern. J. Comput.-Support. Collab. Learn 13, 167–187 (2018). https://doi.org/10.1007/s11412-018-9278-x
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11412-018-9278-x