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	<title>Innovatieregelingen 2011 &#187; Streetlearn</title>
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		<title>StreetLearn evaluation &#8211; reflection from a teacher&#8217;s point of view</title>
		<link>http://www.innovatieregeling.nl/streetlearn-evaluation-reflection-from-a-teachers-point-of-view/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=streetlearn-evaluation-reflection-from-a-teachers-point-of-view</link>
		<comments>http://www.innovatieregeling.nl/streetlearn-evaluation-reflection-from-a-teachers-point-of-view/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 16:49:49 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[evaluation]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>
		<category><![CDATA[Reflection]]></category>
		<category><![CDATA[Serious gaming]]></category>
		<category><![CDATA[Teacher view]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=5235</guid>
		<description><![CDATA[(contributed by Patricia van Ulzen) In September 2011 the Faculty of Cultural Sciences of the Dutch Open University initiated the development of a new cluster of courses in the field of cultural heritage. Three lecturers of the faculty have been involved in the set up of these courses, Toon Bosch (Ph.D. in history), Patricia van [...]]]></description>
			<content:encoded><![CDATA[<p>(contributed by Patricia van Ulzen)</p>
<p>In September 2011 the Faculty of Cultural Sciences of the Dutch Open University initiated the development of a new cluster of courses in the field of cultural heritage. Three lecturers of the faculty have been involved in the set up of these courses, Toon Bosch (Ph.D. in history), Patricia van Ulzen (Ph.D. in arts) and Leonieke Vermeer (Ph.D. in literature).  Of this cultural heritage-team, Toon Bosch and Patricia van Ulzen were responsible for the content of the <em>Streetlearn</em> game, whereas Van Ulzen cooperated with Roland Klemke of Celstec in constructing the test-version of <em>Streetlearn</em>.</p>
<p>Google Streetview seemed to be an interesting medium for teaching in the field of public cultural heritage, such as (groups of) buildings or urban areas. For this experiment we chose a site from the Unesco list of Dutch World Heritage (http://whc.unesco.org/en/list).  The most suitable heritage site from this list was the Amsterdam canal ring area, because of its 100% coverage by Google Streetview. Within this area we made a diverse selection of buildings and subjects that would play a role in the <em>Streetlearn </em>game. The buildings and subjects were, in alphabetical order: Amsterdams Peil (the level of the water in the canals); bookshop Schröder en Dupont (Keizersgracht 516, 1932); Felix Meritis (Keizersgracht 324, 18th century); Haarlemmerpoort (former gate, Haarlemmerplein, first building on this site 1618, the existing building is from 1840) Karthuizerhof (Karthuizerstraat 15th and 16th century); Prinsengrachtziekenhuis (Prinsengracht 769, 1854); Theater Tuschinski, (Reguliersbreestraat 26, 1921), interieurontwerp Jaap Gidding, ook interessant vanwege oprichter Tuschinski); Westerkerk, (Prinsengracht 281, 1620-1631). We (the cultural heritage-team) thought that the diversity of the selection would be attractive for students and would illustrate the rich history of the area.</p>
<p>The storyboard for the game was based on real historic events: the smuggling of marihuana in fishing boats from Libanon to the Netherlands in the early 1970s. The gamer is a police officer searching for the distributor of the marihuana and the stock.</p>
<p>There is no direct relation between the content and the story of the game, but the tension between Amsterdam as a public museum on the one hand and a lively city on the other hand, is part of the content. The reputation of Amsterdam as a lively, tolerant and progressive city goes back to the 17<sup>th</sup> century, but during the roaring 1960s and 1970s this reputation got stronger than ever before. This is why it seemed to be interesting to give the gamer some information about this period. The drugs-story seemed adequate, firstly because the legislation of soft drugs stems from this period, and secondly via this story some couleur locale of the Amsterdam 1960s and 1970s could be presented.</p>
<p>Confronted with the game, it became clear that the content was too complicated. The starting point of the game is the canal ring area, which is a 17<sup>th</sup> century construction. But then the selected buildings, except for the Westerkerk, date from other centuries. Also the relation between the drugs-story and the World Heritage-status of Amsterdam was not completely clear. The attempt to make the content diverse and refreshing, turned out into an unforeseen complexity.</p>
<p>The six students who tested the game, came to the same conclusion. In general, they were positive about the game, especially about: 1) the content (they even wanted more information and more multiple choice questions); 2) the diversity of the media, such as photos, texts, audiovisual material; 3) the use of streetview; 4) the fun of playing the game; 5) the connection of the content with the present time. Their major critical remarks about the content were the following: 1) the connection between the canal ring area and the drugs-story is not clear; 2) the drugs-story is distracting, childish and gives a too stereotypical image of Amsterdam; 3) the clues how to go on were too difficult.</p>
<p>For this specific educational purpose, teaching about buildings, their architecture and history, there is another aspect of Streetview that must be criticised here: the fact that in Streetview it is hard to focus on one specific building and see it completely, without distortions.</p>
<p>&nbsp;</p>
<p><strong>Conclusion</strong></p>
<p>Two important conclusions can be drawn from this experiment. First: when using Google Streetview ánd a game for teaching, the content and the story should not be too complex. There is already enough distraction in Streetview as such and presenting the content in the form of a game splits the information in fragments. This way of presenting content is refreshing, but if the content in itself is too diverse, the gamer gets confused. Second: the selection of buildings should not only be based on the (art)historical importance, but also on the quality of the photographic image of the site in Streetview. Because of the difficulty to focus on one building, maybe one should take groups of building or, in this case, a whole canal.</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>StreetLearn: Technical instructions</title>
		<link>http://www.innovatieregeling.nl/streetlearn-technical-instructions/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=streetlearn-technical-instructions</link>
		<comments>http://www.innovatieregeling.nl/streetlearn-technical-instructions/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 13:07:00 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=4891</guid>
		<description><![CDATA[Welcome to the StreetLearn technical documentation. This documentation is intended for developers who want to run their own StreetLearn installation or who want to extend the existing tools. Preparation: Install Java EE, Eclipse, Google Appengine SDK for Java (http://code.google.com/appengine/downloads.html) Project Sources: Do a SVN checkout available from: http://code.google.com/p/arlearn/ Project organisation: The project is organised in [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to the StreetLearn technical documentation. This documentation is intended for developers who want to run their own StreetLearn installation or who want to extend the existing tools.</p>
<p><strong>Preparation:</strong></p>
<p>Install Java EE, Eclipse, Google Appengine SDK for Java (http://code.google.com/appengine/downloads.html)</p>
<p><strong>Project Sources:</strong></p>
<p>Do a SVN checkout available from: http://code.google.com/p/arlearn/</p>
<p><strong>Project organisation:</strong></p>
<p>The project is organised in several subprojects:</p>
<ul>
<li>ARLearn2Library: core backend project resources</li>
<li>streetlearn: streetview client resources</li>
</ul>
<p>To get started with streetlearn you need to do the following:</p>
<ul>
<li>create an AppEngine project with the streetlearn subfolder as root.</li>
<li>symlink the src directory of Arlearn2Library as additional src (e.g. /src-lib) into streetlearn</li>
<li>add jars to the war/WEB-INF/lib folder (for some newer versions will be available, many of them are already included in the appengine resources): <em>appengine-api-1.0-sdk-1.5.2.jar, jackson-core-asl-1.5.5.jarappengine-api-labs-1.5.2.jar, jackson-jaxrs-1.5.5.jarappengine-jsr107cache-1.5.2.jar, jackson-mapper-asl-1.5.5.jarasm-3.1.jar, jackson-xc-1.5.5.jarcommons-fileupload-1.2.jar, jdo2-api-2.3-eb.jardatanucleus-appengine-1.0.9.final.jar, jersey-client-1.5.jardatanucleus-core-1.1.5.jar, jersey-core-1.5.jardatanucleus-jpa-1.1.5.jar, jersey-json-1.5.jargdata-client-1.0.jar, jersey-server-1.5.jargdata-client-meta-1.0.jar, jettison-1.1.jargdata-core-1.0.jar, jsr107cache-1.1.jargdata-media-1.0.jar, jsr305.jargeronimo-jpa_3.0_spec-1.1.1.jar, jsr311-api-1.1.1.jargeronimo-jta_1.1_spec-1.1.1.jar, standard.jargoogle-collect-1.0-rc1.jar</em></li>
<li>compile the project</li>
</ul>
<p>Once you have the project ready to launch, you can start to create a game scenario. What you need to do is the following:</p>
<ul>
<li>register a gmail account (if not existing yet)</li>
<li>on linux based systems, run a series of curl-scripts (please adapt where necessary: port numbers, account data, on Windows-based systems you need to install curl first and probably adapt the scripts):</li>
</ul>
<ol>
<li>Login/Authenticationcurl \ -H &#8220;Content-Type:text/plain&#8221; -H &#8220;Accept:application/json&#8221; \ -d &#8216;&lt;username&gt;&lt;password&gt;&#8217; \ http://localhost:9999/rest/login</li>
<li>export GOOGLE_AUTH=&lt;return authcode from login script&gt;</li>
<li>In the Arlearn2Library project, you find a number of curl-scripts in the curl-subfolder. Especially there is a subfolder &#8216;amsterdamCase&#8217; with a script called grachtengordel.sh. This one initialises a whole game. Please adapt this script to replace the players section at the end with your gmail accounts.</li>
<li>After this script has run, you should be able to login to the streetLearn game and also be able to select the amsterdam game.</li>
</ol>
<p>Now you should be ready to run and play StreetLearn, enjoy!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Evaluation of StreetLearn prototype took place</title>
		<link>http://www.innovatieregeling.nl/evaluation-of-streetlearn-prototype-took-place/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=evaluation-of-streetlearn-prototype-took-place</link>
		<comments>http://www.innovatieregeling.nl/evaluation-of-streetlearn-prototype-took-place/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 12:26:51 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[Game Concept]]></category>
		<category><![CDATA[Gameplay scenario]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>
		<category><![CDATA[user interface]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=4879</guid>
		<description><![CDATA[On 14.11.11. a half day evaluation with 6 students and one tutor of the faculty of cultural science took place. Approach We gave a short introductory presentation to the participants and then asked them to play the game. During the game we gave some support to participants and could answer questions. After the game session, [...]]]></description>
			<content:encoded><![CDATA[<p>On 14.11.11. a half day evaluation with 6 students and one tutor of the faculty of cultural science took place.</p>
<p><strong>Approach</strong></p>
<p>We gave a short introductory presentation to the participants and then asked them to play the game. During the game we gave some support to participants and could answer questions. After the game session, we asked participants to fill out a questionnaire and we additionally collected some feedback in a wrap-up discussion.</p>
<p><strong>Participants</strong></p>
<p>Four of the students where female, two where male. Any two of the participants where in age groups 36-50, 52-65, above 65. Their previous experience with technology enhanced learning, computer games and serious games was rather low (avg. 2.5 on a scale from 1 to 6, where 6 is &#8220;I fully agree&#8221;).</p>
<p><strong>Concept</strong></p>
<p>The rated the use of serious games for education as helpful (avg. 5/6) and the idea behind streetlearn as interesting (avg. 5/6). However, some of them claimed, that learners should concentrate on learning rather than gaming (avg. 3.3/6)</p>
<p><strong>User Interface</strong></p>
<p>Participants were asked to rate the user interface of the StreetLearn prototype (on scales of 1 to 5, where 5 is &#8220;I fully agree&#8221;). They rated it to be appealing (avg. 3.5/5), partly easy to use (2.5/5), and useful for the game (3.5/5), only  partly they think, the UI is obstructing (2.5/5), too complex (2/5), or confusing (2/5).<br />
Learning contentThe learning content about the amsterdam grachtengordel was rated as interesting (4.2/5), relevant (4/5), understandable (4.2/5), nicely presented (3.8/5), comprehensive (3.5/5). Only few participants rated the content as too complex (2.2/5).</p>
<p><strong>Game story</strong></p>
<p>The game story in the amsterdam drug milieu was perceived to be well connected to the learning content (4/5). However, opinions on the usefulness of the game story where not clear: the story was rated only by half of the participants as interesting (2.8/5), motivating (2.7/5), helpful (2.7/5). It was also by half of the participants rated as confusing (2.8/5), distracting (2.8/5), or too simple (2.7/5).</p>
<p><a rel="attachment wp-att-4880" href="http://www.innovatieregeling.nl/evaluation-of-streetlearn-prototype-took-place/bildschirmfoto-2011-11-17-um-13-04-01/"><img class="alignnone size-large wp-image-4880" src="http://www.innovatieregeling.nl/wp-content/uploads/2011/11/Bildschirmfoto-2011-11-17-um-13.04.01-1024x643.png" alt="" width="614" height="386" /></a></p>
<p><strong>Comments</strong></p>
<p>We received further input from the participants about different aspects of the prototype. See below an excerpt of the comments received.<br />
Overall- you don&#8217;t get bored, time flies- fun, enjoy, kept me occupied- information is helpful- good mixture of text, movie, game elements- connection of past/present elements is good (e.g. today&#8217;s function of westerkerk as gay symbol)</p>
<p>User Interface:</p>
<ul>
<li>it is sometimes unclear what to do next</li>
<li>sometimes items are a bit hidden</li>
</ul>
<p>Learning Content</p>
<ul>
<li>relation grachtengordel / drug story weak</li>
<li>more information- more test questions</li>
<li>more own content (no wikipedia etc.)</li>
</ul>
<p>Game story</p>
<ul>
<li>the police story is a bit distracting from the learning content. Maybe a historical figure/scene would link content and story better.</li>
<li>Too busy with game, too distracted from learning</li>
</ul>
<p>&nbsp;</p>
<p><strong>Summary</strong></p>
<p>Overall we are satisfied with the outcome of the evaluation. Participants where highly interested and motivated. We received very positive feedback for concept and idea behind StreetLearn and some critical remarks about its current prototypical status. The feedback given is very helpful for further improvements to the system.</p>
]]></content:encoded>
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		<item>
		<title>Gameplay scenario for StreetLearn designed: Grachtengordel Amsterdam</title>
		<link>http://www.innovatieregeling.nl/gameplay-scenario-for-streetlearn-designed-grachtengordel-amsterdam/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gameplay-scenario-for-streetlearn-designed-grachtengordel-amsterdam</link>
		<comments>http://www.innovatieregeling.nl/gameplay-scenario-for-streetlearn-designed-grachtengordel-amsterdam/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 15:40:12 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Gameplay scenario]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>
		<category><![CDATA[Serious gaming]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=4397</guid>
		<description><![CDATA[The gameplay for the StreetLearn prototype takes place in the famous Amsterdam Grachtengordel, that has received the world cultural heritage status recently. The game starts by introducing game scenario, learning objectives and the content scenario as described below. Game scenario The story involves police officer Ada Jobse investigating in Amsterdam&#8217;s drug milieu in the late sixties. [...]]]></description>
			<content:encoded><![CDATA[<p>The gameplay for the StreetLearn prototype takes place in the famous Amsterdam Grachtengordel, that has received the world cultural heritage status recently.</p>
<p>The game starts by introducing game scenario, learning objectives and the content scenario as described below.</p>
<p><span style="text-decoration: underline;">Game scenario</span></p>
<p>The story involves police officer Ada Jobse investigating in Amsterdam&#8217;s drug milieu in the late sixties. Her investigations take her around important cultural sites in the Grachtengordel, while tracking down drug smugglers and dealers.</p>
<p><a rel="attachment wp-att-4401" href="http://www.innovatieregeling.nl/gameplay-scenario-for-streetlearn-designed-grachtengordel-amsterdam/bildschirmfoto-2011-10-07-um-12-04-32/"><img class="alignnone size-full wp-image-4401" src="http://www.innovatieregeling.nl/wp-content/uploads/2011/10/Bildschirmfoto-2011-10-07-um-12.04.32-e1319816362633.png" alt="" width="552" height="415" /></a></p>
<p>The player takes the role of Ada and has to move her around Amsterdam to interact with colleagues, drug users, dealers and smugglers to solve the case. On her way through Amsterdam, Ada gets to know many famous places and their historic meaning.</p>
<p><span style="text-decoration: underline;">Learning objectives</span></p>
<ul>
<li>understand why the Amsterdam canal ring area is inscribed on the World Heritage List of Unesco</li>
<li>understand that the world heritage status of the canal ring implies a tension between this Amsterdam area as heritage (meaning conservation, protection and stagnation) and as a living environment (meaning change, adaptation and dynamics)</li>
<li>kennis verwerven over de aanbouw van de grachtengordel / obtain knowledge on the construction of the canal ring area</li>
<li>obtain knowledge on the history of some buildings within the canal ring area from different periods</li>
<li>understand the historic roots of Amsterdam’s reputation as a tolerant, progressive city</li>
<li>understand that especially in a lively city as Amsterdam the world heritage status can lead to conflicts with the present and the future of the urban climate</li>
</ul>
<p><span style="text-decoration: underline;">Introduction</span></p>
<p><span style="text-decoration: underline;"> </span></p>
<p><span style="text-decoration: underline;">Why is the Amsterdam canal ring inscribed as World Heritage?</span></p>
<p>Unesco distinguishes three types of heritage: firstly cultural heritage, secondly natural heritage, and thirdly a mix of both. The Amsterdam canal ring is, of course, an example of the first type, cultural heritage.</p>
<p>Now why is this Amsterdam canal ring inscribed on Unesco’s World Heritage List? The pivotal Unesco criterion for inscription is: ‘outstanding universal value’. This ‘outstanding universal value’ is based on ten criteria. Apart from this list of criteria, an extra criterium is added: ‘The protection, management, authenticity and integrity of properties are also important considerations.’ (http://whc.unesco.org/archive/opguide08-en.pdf)</p>
<p>&nbsp;</p>
<p>According to Unesco the Amsterdam canal ring area meets the first, second and fourth criterion:</p>
<p><strong> </strong></p>
<p><strong>c</strong><strong>riterion (i): </strong>The Amsterdam Canal District is the design at the end of the 16th century and the construction in the 17th century of a new and entirely artificial ‘port city.’ It is a masterpiece of hydraulic engineering, town planning, and a rational programme of construction and bourgeois architecture. It is a unique and innovative, large-scale but homogeneous urban ensemble.</p>
<p><strong>criterion (ii):</strong> The Amsterdam Canal District bears witness to an exchange of considerable influences over almost two centuries, in terms not only of civil engineering, town planning, and architecture, but also of a series of technical, maritime, and cultural fields. In the 17th century Amsterdam was a crucial centre for international commercial trade and intellectual exchange, for the formation and the dissemination of humanist thought; it was the capital of the world-economy in its day.</p>
<p><strong>criterion (iv): </strong>The Amsterdam Canal District represents an outstanding example of a built urban ensemble that required and illustrates expertise in hydraulics, civil engineering, town planning, construction and architectural knowhow. In the 17th century, it established the model for the entirely artificial ‘port city’ as well as the type of Dutch single dwelling with its variety of façades and gables. The city is testimony, at the highest level, to a significant period in the history of the modern world.</p>
<p>(Source: http://whc.unesco.org/en/list/1349/)</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<item>
		<title>Prototype of StreetLearn application in place</title>
		<link>http://www.innovatieregeling.nl/prototype-of-streetlearn-application-in-place/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=prototype-of-streetlearn-application-in-place</link>
		<comments>http://www.innovatieregeling.nl/prototype-of-streetlearn-application-in-place/#comments</comments>
		<pubDate>Fri, 28 Oct 2011 15:24:33 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[Serious gaming]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=4385</guid>
		<description><![CDATA[The prototype of StreetLearn is in place. After an internal review of the first implementation at CELSTEC, the prototype is ready to be evaluated with a real game case scenario. Technically, the prototype is build on google&#8217;s appengine technology as application server environemnt and as backend storage technology. This freely available technology offers high scalability [...]]]></description>
			<content:encoded><![CDATA[<p>The prototype of StreetLearn is in place. After an internal review of the first implementation at CELSTEC, the prototype is ready to be evaluated with a real game case scenario.</p>
<p>Technically, the prototype is build on google&#8217;s appengine technology as application server environemnt and as backend storage technology. This freely available technology offers high scalability at low setup cost.</p>
<p>The user interface of StreetLearn is realised with Google&#8217;s StreetView technology, that offers intuitive navigation and visualisation facilities and an open API for technical enhancements. The StreetView user interface is extended in StreetLearn with additional control &amp; status elements (game controls) and visualisations of interactive game elements embedded in the 3D environment.</p>
<p><a rel="attachment wp-att-4386" href="http://www.innovatieregeling.nl/prototype-of-streetlearn-application-in-place/bildschirmfoto-2011-10-07-um-12-06-09/"><img src="http://www.innovatieregeling.nl/wp-content/uploads/2011/10/Bildschirmfoto-2011-10-07-um-12.06.09-e1319815119441.png" alt="" width="554" height="417" /></a></p>
<p>To the user, StreetLearn offers a multi-user, team-enabled game play environment that allows to create game scenarios embedded in the real world. Game designers can use the StreetLearn infrastructure to create learning games, that involve:</p>
<ul>
<li>game scenarios in real world locations with overlayed game elements</li>
<li>multiple players organised in teams</li>
<li>locations with information and interactive elements including multimedia</li>
<li>interactive questions</li>
<li>items that can be picked, carried around and brought to destinations</li>
<li>flexible scoring and progress parameters</li>
<li>flexible story lines due to dependency/event modelling</li>
</ul>
<p>The players of the games find themselves in a virtual environment that gives them the impression, to actually be at the location where the gameplay takes place. Depending on the game scenario, they will have to solve different challenges during their gameplay involving retrieving things, solving quests, answering questions, finding clues.</p>
<p><a rel="attachment wp-att-4389" href="http://www.innovatieregeling.nl/prototype-of-streetlearn-application-in-place/bildschirmfoto-2011-10-07-um-12-09-53/"><img class="alignnone size-full wp-image-4389" src="http://www.innovatieregeling.nl/wp-content/uploads/2011/10/Bildschirmfoto-2011-10-07-um-12.09.53-e1319815353352.png" alt="" width="553" height="416" /></a></p>
<p>&nbsp;</p>
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		<title>StreetLearn &#8211; Game Concept: Serious learning games using Google StreetView</title>
		<link>http://www.innovatieregeling.nl/streetlearn-game-concept-serious-learning-games-using-google-streetview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=streetlearn-game-concept-serious-learning-games-using-google-streetview</link>
		<comments>http://www.innovatieregeling.nl/streetlearn-game-concept-serious-learning-games-using-google-streetview/#comments</comments>
		<pubDate>Tue, 14 Jun 2011 15:09:27 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[Game Architecture]]></category>
		<category><![CDATA[Game Concept]]></category>
		<category><![CDATA[Game Requirements]]></category>
		<category><![CDATA[Game Scenario]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>
		<category><![CDATA[Serious gaming]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=1553</guid>
		<description><![CDATA[Let op: deze post kan ook gedownload worden als pdf-bestand. Introduction Modelling 3D environments for realizing educational scenarios is cost intense and involves high effort for the initial creation of the world to perform the educational scenario in. Only after the environment has been designed and modeled, the educational scenario can be realized within. Google [...]]]></description>
			<content:encoded><![CDATA[<p>Let op: deze post kan ook gedownload worden als <a href="http://www.innovatieregeling.nl/wp-content/uploads/2011/09/post-Streatlearn-game-concept.pdf" target="_blank">pdf-bestand</a>.</p>
<div>
<h1>Introduction</h1>
<p>Modelling 3D environments for realizing educational scenarios is cost intense and involves high effort for the initial creation of the world to perform the educational scenario in. Only after the environment has been designed and modeled, the educational scenario can be realized within.</p>
<p>Google StreetView is a navigable (pseudo-)3D environment using real map data. It is available for free as an add-on of Google maps and provides an open API for developer to build services on top of it.  StreetView can be used as an embeddable web widget, that can be deployed into any web-based portal or site.</p>
<p>Using StreetView as the environment, the initial modeling phase can be abandoned and we can concentrate on the realization of the educational scenario within. It is the goal of this research, to explore the possibilities and shortcomings of StreetView as modeling environment</p>
<h1>Scenario</h1>
<p>The scenario described here involves authors, teachers, and students. Authors can prepare and publish educational scenarios as maps. Students can select and play these maps. Teachers can include selected maps into their teaching.</p>
<p>Within the StreetLearn project we focus on realisation and evaluation of the student view due to resource limitations. However for conceptual completeness of the document, we include authoring side and teacher&#8217;s dashboard into the concept.</p>
<h2>Student view</h2>
<p>A student can chose among published maps / scenarios. The student starts at the specified start location visualized in the StreetLearn user interface using StreetView as front end widget. The student can read the basic game instructions displayed. Depending on the setting, the student has to find objects, change locations, answer questions, follow hints etc. To change locations, the student can navigate through the interactive 3D user interface. At every location, the student receives a visualization of interesting/interactive items in her surrounding as an overlay over the StreetView 3D display.</p>
<p>In addition to the 3D widget of StreetView, the student gets game status information visualized in a game dashboard. This information comprises the score, the items collected, the tasks solved and possibly information about co-players online (see section &#8220;Status&#8221; for a first visualization of the StreetLearn UI&#8221;).</p>
<p>For each task solved, the student may receive points. Additionally, the time may be constrained. According to the game progress, students subsequently explore more locations, gather information, solve tasks, and gain knowledge. Depending on the nature of the map scenario prepared, students may have to draw conclusions, combine hints or solve tasks.</p>
<h2>Multi-Player version</h2>
<p>Though communication enabled, the game setting described above is mainly single-user oriented.</p>
<p>In the optional multi-player version, students may see, which other students are currently on the same map and may be able to communicate with them. Other players might even be visualised within streetmap (avatar picture placed at current location).</p>
<p>In a multi-player version, objects might be only pickable by the first visitor, questions might only be answered by the first student (unless wrongly answered), students might be allowed to exchange items. Also collaborative/competitive team modes can be considered</p>
<h2>Authoring view</h2>
<p>An author can use a streetview authoring widget to create learning games.<br />
She can identify hotspots in streetview. At a specific location she can place objects (text, picture, web-links, geo-links, videos, task descriptions, assessments).</p>
<p>Additionally, the author can define:</p>
<ul>
<li>(a number of) start locations,</li>
<li>time constraints,</li>
<li>score constraints, and</li>
<li>a basic game description</li>
</ul>
<p>These objects can be permanent, process-based, or pickable<br />
Optionally, the author is able to define additional events: time-based, action-based, location-based.</p>
<p>Through placing objects, the author creates an object inventory and can review/change all locations and objects. Finally, the author can publish the game/map.<br />
The authoring view will be based mainly on Google Maps / Google StreetView widgets enhanced with StreetLearn specific functionalities and visualisations for adding and manipulating objects and items on the map.</p>
<h2>Teacher view</h2>
<p>The teacher has access to a teacher dashboard wich displays</p>
<ul>
<li>players online/offline</li>
<li>individual game progress and score</li>
<li>individual locations</li>
</ul>
<p>Optionally, the teacher may be online together with students and participate in the online game. She could be available for communication. The teacher might also be able to force students to go to certain locations and explain something there.</p>
<p>The teacher view is mainly based on a Google Maps widget, that allows to visualise the whole map in an overview state. Additionally, the teacher view contains a dashboard with visualisations for online players and their state.</p>
<h1>Didactical Scenarios</h1>
<p>StreetLearn can be used to support a range of different didactical scenarios: It can be used as a replacement for an excursion, to prepare an excursion, to evaluate an excursion, or to prepare student exchange programs.</p>
<h2>Excursion replacement</h2>
<p>This scenario enhances traditional classroom learning with technology support. Students should receive a realistic impression of the site they are studying. In this scenario, students usually start from a pre-defined location and explore the map while solving tasks.</p>
<p>The following characteristics describe the scenario:</p>
<ul>
<li>the participants can play the scenario using the streetview web frontend.</li>
<li>the game play is embedded in the classroom setting and enhances classical teaching approaches.</li>
<li>information items can be located, pickups can be taken (and dropped at drop zones), tasks can be solved.</li>
</ul>
<p>Learning assumption: the students get a first impression of the region they learn about. Through explicit information and tasks to solve, many details will be learned and the game setting increases student&#8217;s motivation to engage with the topic.</p>
<h2>Excursion preparation</h2>
<p>In this scenario, students use StreetLearn to prepare a trip that they actually plan to perform physically. Like in the previous scenario, they explore a map from a defined starting location and solve tasks. In addition to the previous scenario, students can start to collect information about their destination and review this information when they really travel to the site.<br />
The following characteristics describe the scenario:</p>
<ul>
<li>the participants can play the scenario using the streetview web frontend before the actual visit takes place.</li>
<li>information items can be located, pickups can be taken (and dropped at drop zones), tasks can be solved.</li>
</ul>
<p>Learning assumption: the visiting group gets a first impression of the region they visit and of the special highlights that are available. Through explicit information and tasks to solve, many details will be learned before the visit which may later be recognised on-site.</p>
<h2>Excursion evaluation</h2>
<p>In this scenario the physical trip preceeds the use of StreetLearn. Consequently, StreetLearn is used to refresh student&#8217;s memory and reflect on learned facts. Like in the previous scenarios, students explore a map from a defined starting location and solve tasks. However, task descriptions can be defined in a more open manner, as it can be assumed, that students already have some local knowledge.<br />
The following characteristics describe the scenario:</p>
<ul>
<li>the group can (re-)play the scenario using the streetview web frontend after the actual excursion took place.</li>
<li>information items can be located, pickups can be taken (and dropped at drop zones), tasks can be solved.</li>
</ul>
<p>Learning assumption: the visiting group can virtually revisit locations at the remote site. They can recall memories from the remote site and re-experience locations and information gathered.</p>
<h2>Student exchange</h2>
<p>In this scenario StreetLearn can be used to support student exchange programs. Groups of students visiting each other can use StreetLearn to prepare maps for each other. These maps can be used to inform the visiting group of highights. Additionally, the visited group reflects on their home region while preparing the map for the visitors.<br />
The following characteristics describe the scenario:</p>
<ul>
<li>here we assume that a group of students visits another group. StreetLearn could support this scenario using slightly modified roles: the visited students could prepare a map scenario for the visitors, thus being in the role of authors.</li>
<li>the visited group (alternatively a teacher) can prepare a scenario for the visiting group. The scenario will usually be around a specific topic (e.g. history, architecture, arts, culture, geography, industrial or economic specialities). The scenario should (without limitations of creativity) have a strong regional connection.</li>
<li>the scenario includes
<ul>
<li>information locations: these are locations, where students can find information about things/events/artefacts/locations</li>
<li>task locations: these are locations, where students can get task descriptions (and eventually solve some tasks directly, while other tasks involve actions to be taken)</li>
<li>pickups and drop zones: these are locations, where students can find items to carry away. Items may have to used at drop zones. Bringing items to the correct drop zone may solve a task</li>
</ul>
</li>
<li>the prepared scenario can, after finalisation, be published to the visiting group</li>
</ul>
<p>Learning assumption: the preparing group learns a lot about their own region while identifying interesting locations and creating tasks. The supervision of their teacher ensures guidance and correctness of information / task descriptions.</p>
<h1>Requirements</h1>
<p>As StreetLearn aims to support the broad range of didactical scenarios as described above, the scenarios offered to students should be able to support different kinds of tasks and activities.</p>
<p>Tasks and actvities to be supported by StreetLearn</p>
<ul>
<li>find certain locations and retrieve prepared information</li>
<li>find certain locations and solve tasks there (e.g. answer questions)</li>
<li>find locations and find objects to take with you</li>
<li>find locations, where you can use these objects</li>
<li>objects can have multiple states, e.g. could it be possible to construct a building in subsequent phases</li>
<li>[Optional: Time constraints for solving tasks may be defined]</li>
<li>[Optional: Events that occur at certain points in time or depending on certain other occasions may be defined]</li>
<li>[Optional: locate other users on the map]</li>
</ul>
<h1>Object Model</h1>
<p>To be able to meet the previously described requirements, we defined an object model, that copes with the requirements to define maps and with the runtime requirements for gameplays.<br />
Different objects can be distinguished:<br />
The first set of objects defines the playground (aka map) that comprises all items that can be retrieved, used, carried, dropped. These objects are defined at modelling time.</p>
<ul>
<li>Map: defines the playground and is a container for all other objects that can be placed on maps.</li>
<li>MapItem: Base class for all other objects on a Map, defines a location-based object with an identifier.</li>
<li>PoiInfo: description of a specific location, no further functionality</li>
<li>PickupItem: object that can be picked up by a user (e.g. a key), carried around and dropped at specific locations</li>
<li>DropZone: place, where pick-up items can be put (e.g. a door to open with a key)</li>
<li>GeoTestTask: a test that is placed at a specific location (e.g. a multiple choice question). GeoTestTasks are usually tasks that can be solved at the location where they are found. It may of course be required to use knowledge/information gathered at other places / locations</li>
<li>GeoTransportTask: a task to find a certain pickup item and bring it to a specific drop zone. GeoTransportTasks are thus connected to a drop zone and a pickup item. The GeoTransportTask may add a task description to these, however the task may also be implicit (depending on the game setting).</li>
</ul>
<p>The second set of objects defines runtime objects, that are relevant when a game is actually played:</p>
<ul>
<li>Gameplay: a gameplay is the representation of a game that actually takes place. It is associated with a map.</li>
<li>Player: represents an individual participant within a game.</li>
<li>Team: represents a group of players playing together.</li>
</ul>
</div>
<div>Object Model:</div>
<div id="attachment_1557" class="wp-caption aligncenter" style="width: 569px"><a rel="attachment wp-att-1557" href="http://www.innovatieregeling.nl/streetlearn-game-concept-serious-learning-games-using-google-streetview/arbeitsflache-1/"><img class="size-full wp-image-1557 " src="http://www.innovatieregeling.nl/wp-content/uploads/2011/06/Arbeitsfläche-1.jpg" alt="" width="559" height="783" /></a><p class="wp-caption-text">StreetLearn Object Model</p></div>
<p>&nbsp;</p>
<div>
<h1 id="internal-source-marker_0.8599730548448861">Architecture</h1>
<p>The following figure depicts the envisioned architecture of the streetview game to support:</p>
<ul>
<li>web-based delivery of the game plus optional authoring and dashboard</li>
<li>multi-player support</li>
<li>explicit representation of game logic in application server</li>
</ul>
</div>
<div id="attachment_1558" class="wp-caption aligncenter" style="width: 569px"><a rel="attachment wp-att-1558" href="http://www.innovatieregeling.nl/streetlearn-game-concept-serious-learning-games-using-google-streetview/arbeitsflache-3/"><img class="size-full wp-image-1558 " src="http://www.innovatieregeling.nl/wp-content/uploads/2011/06/Arbeitsfläche-3.jpg" alt="" width="559" height="783" /></a><p class="wp-caption-text">StreetLearn Architecture</p></div>
<p>&nbsp;</p>
<div>
<p>Fig. Streetview Architecture</p>
<h1>Status</h1>
<p>A first version of a demonstrator has been realised. This version loads a location in New York, adds three pints of interest (POIs). It also adds three hidden items, which a player can retrieve and pickup.</p>
<p>The user can:</p>
<ul>
<li>walk along the map and see POIs and Items (if close enough)</li>
<li>click on POIs and Items to get additional information</li>
<li>goto POIs</li>
<li>pickup Items</li>
<li>drop Items</li>
<li>create new POIs at current position</li>
<li>create new Items at current position</li>
</ul>
<p>The street view api is used in two directions:</p>
<ul>
<li>interaction within streetview can chage the state of the environment
<ul>
<li>an item picked up is displayed in the inventory</li>
<li>a position change triggers updated display of visible POIs and Items</li>
</ul>
</li>
<li>interaction in the environment can cage the streetview map state
<ul>
<li>items dropped from inventory appear in the map</li>
<li>items/POIs created appear in the map</li>
<li>info/goto links change map orientation/position</li>
</ul>
</li>
</ul>
</div>
<div><a rel="attachment wp-att-1559" href="http://www.innovatieregeling.nl/streetlearn-game-concept-serious-learning-games-using-google-streetview/streetview-screen/"><img class="size-full wp-image-1559" src="http://www.innovatieregeling.nl/wp-content/uploads/2011/06/streetview-screen.png" alt="" width="500" height="304" /></a></div>
<div>
<div>
<h1 id="internal-source-marker_0.8599730548448861">Optional enhancements and future work</h1>
<p>We aim to develop StreetLearn with an open, extensible, service-based architecture. This way it should later be possible to add mobile clients to StreeLearn which support combinations of mobile/remote scenarios.</p>
<ul>
<li>mobile trip support: explore map markers in real life
<ul>
<li>when the actual trip takes place, location-aware mobile smartphones can be used to play a mobile variant of the map.</li>
<li>In this scenario, the students have to actually go to the locations indicated on the maps to find information / items / drop zones / tasks.</li>
<li>students can separate in small groups, that solve parts of the scenario. These small groups can communicate with each other and exchange items found or information retrieved. Alternatively, the small groups can compete on the tasks.</li>
<li>Learning assumption: with guidance and support of a location-aware device, students can explore their surrounding (systematically) and get a good impression of the learning topic and the relation to the location they are visiting. The optional group splitting and item sharing feature fosters communication and collaboration skills.</li>
</ul>
</li>
</ul>
</div>
</div>
<p>&nbsp;</p>
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		<title>First Feedback for StreetLearn User Interface</title>
		<link>http://www.innovatieregeling.nl/first-feedback-for-streetlearn-user-interface/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=first-feedback-for-streetlearn-user-interface</link>
		<comments>http://www.innovatieregeling.nl/first-feedback-for-streetlearn-user-interface/#comments</comments>
		<pubDate>Thu, 26 May 2011 13:02:43 +0000</pubDate>
		<dc:creator>OpenUniversiteit</dc:creator>
				<category><![CDATA[Nieuwe videotoepassingen]]></category>
		<category><![CDATA[Streetlearn]]></category>
		<category><![CDATA[WO]]></category>
		<category><![CDATA[Authoring]]></category>
		<category><![CDATA[onderzoek]]></category>
		<category><![CDATA[Open Universiteit - CELSTEC]]></category>

		<guid isPermaLink="false">http://www.innovatieregeling.nl/?p=1308</guid>
		<description><![CDATA[With our StreetLearn prototype we aim to address teachers and their students: teachers should be enabled to create their own StreetLearn scenarios without too high technical barriers, while students should find an attractive and motivating learning environment. In a first feedback session, we interviewed teachers and researchers about their impression of the first mock-up user [...]]]></description>
			<content:encoded><![CDATA[<p>With our StreetLearn prototype we aim to address teachers and their students: teachers should be enabled to create their own StreetLearn scenarios without too high technical barriers, while students should find an attractive and motivating learning environment.</p>
<p>In a first feedback session, we interviewed teachers and researchers about their impression of the first mock-up user interface for StreetLearn. We asked them about their general impression, their interest to use StreetLearn, their foreseen ability (and willingness) to use the teacher tool to create a scenario on their own, and their expectation towards student’s acceptance and benefit of using StreetLearn.<br />
Participants confirmed that the tool was useful and that they would like to use it for teaching. The user interface was stated to be understandable. However, they expressed their doubt, that they would be able to create a complex scenario on their own due to lack of experience and the effort involved. They requested  additional tools and templates (e.g., predefined object types such as keys, phones, notebooks) that would simplify their work. Additionally, they request for trackability of learning results (such as the inclusion of assessments and the visualisation of a teacher’s dashboard with scores and results). Another issue mentioned was that due to Google StreetView’s limited regional availability, some scenarios cannot be realised with StreetLearn.</p>
<p>Regarding the student side, the interviewees expected their students to be interested in using StreetLearn. About the benefit for students, participants were indifferent. Both teachers we interviewed are considering to create their own scenario and to include a group of students into an evaluation pilot of StreetLearn.<br />
We aim to take this feedback into account in our further developments.</p>
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