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Multimedia and Interaction
Strategies for e-Learning
José Bidarra | Universidade Aberta | Portugal
October 2018
1. Connected Learning (IoT, MOOCs, etc.)
2. Mobile Learning (anytime & anywhere)
3. Augmented Reality, Mixed Reality and Virtual Reality
4. Digital Storytelling, games and gamification
Main Topics
• 8 AM
• 12 AM
• 2 PM
• 4 PM
• 7 PM
“ICTs are not mere tools but rather environmental forces that are
increasingly affecting us. For instance blurring the distinction
between reality and virtuality, and between human, machine and
nature” (L. Floridi)
Multimedia and interaction strategies for e-learning
Classic Teaching Model
Current Teaching Model
Connected Learning
Anytime, Anywhere
Information
Transfer
DecentralizedCentralized
Skills Transfer
EmpoweredControlled
Knowledge
Creation
Exchange
Seamless Work
& Learning
Open up time and place for
learning
Data and analysis where
and when you need it
(Mauro Figueiredo)
Multimedia and interaction strategies for e-learning
Mobile Learning
• Basic model: messages with images & text (online)
• Responsive Web: accessible via browser (online)
• Educational Apps: installed in the device (offline)
• Educational eBooks: installed in the device (offline)
M-Learning Research
(Aberdour, 2013)
Moodle Mobile
Responsive Web vs. Native Apps
A current product design decision: just make a web product “friendly” for
mobile screens or invest in developing a mobile application
Responsive Web:
• Requires an Internet Connection;
• Poor Performance (Browser Limitations);
• Lack of Natural Navigation;
• Lack of Push Notifications;
• Lack of Other Functionality (QR codes, voice recognition, AR, …).
Responsive Web vs. Native Apps
Native Apps:
• Internet Connection Not Always Necessary;
• Better Performance;
• Increased Functionality;
• Enhanced Security for Users;
• Brand Awareness and Accessibility;
• High investment in time and money.
App & Web Platform
MILAGE - MathematIcs bLended Augmented GamE
Project reference: 2015-1-PT01-KA201-01292
More than 10 000 students in 2018
Hands on
Hands on
Multimedia and interaction strategies for e-learning
• Use gamification techniques to engage
students;
• Implement game mechanics involving students
and teachers;
• Use three different levels of problem complexity:
beginners, intermediate and advanced (colours);
• For each problem there are two levels of
exercise resolution: detailed and concise
(videos).
MILAGE - Specifications
MILAGE - Results
• Higher motivation to learn math;
• Sharp increase in autonomous study;
• Inclusion of low and high achievers;
• Self-assessment and peer-assessment;
• Collaboration and resource sharing.
Augmented Reality (AR)
Music Teaching (AR)
Microsoft Hololens (MR)
Virtual Reality (VR)
Digital Storytelling
Storytelling is based on a set of
four elements that are still valid in
the digital age, namely:
• A narrator
• A plot
• A setting
• Characters
There is usually a conflict of some
kind. Some common types of
conflict may include:
• Conflict between one person
and another or between groups;
• Conflict between a person and
the natural environment;
• Conflict between an individual
and the society.
What are digital stories?
Digital artifacts that include a compelling narration of a story;
Elements that provide a meaningful context for understanding
the story being told;
Titles, images and graphics that capture and/or expand upon
emotions found in the narrative;
Voice, music and sound effects that reinforce ideas;
Mechanisms that invite thoughtful reflection from the audience.
Storytelling Tips
1. Point of view (involves the communicator in making choices; a very
subjective exercise)
2. Dramatic question (creating conflict to be resolved later; e. g. how did I
survive the tsunami?)
3. Emotional content (challenge, frustration, humor, exhilaration, resignation,
etc.)
4. Narration (voice over information)
5. Soundtrack (music and sound effects)
6. Economy (time for the viewer to process, reducing the amount of
unnecessary elements)
7. Pacing (give your listener time to participate, to think, and to process your
story)
Facebook Timeline
Transmedia Storytelling
Games and Simulations
Sign Language Learning
Serious Game
Translation through an
Avatar
Dynamic recognition of gestures
Virtual Sign Game
1 - Finite Automata
2 - Algorithms for
Hierarchical
Classification
3 - Sequence
Alignment Algorithms
Saving Lake Wingra (ARIS)
AR Game Mechanics
Play on locationPlay on location
Play on
handheld
Play on
handheld
collect clues and
objectives
collect clues and
objectives
Trigger game
objects
Trigger game
objects
For a $3.5M 2005-2008 STAR Schools
grant with Harvard and MIT, my doctoral
research group made location-based
games using MITʼs Outdoor Augmented
Reality platform. It was prety cool stuff.
Saving Lake Wingra (ARIS)
ARIS game engine
20
ARIS uses GPS to
show you where to go
http://arisgames.org
Content Gamification
"the use of game design elements in non-game contexts" (Deterding
et al., 2011, p.1)
• Points: points are fantastic motivators and can be used to reward
users/students across multiple levels or dimensions of a gamified activity
• Levels: these are often defined as point thresholds, so the students (or
users) can use them to indicate a higher status and have access to bonus
content.
• Challenges, badges, achievements, and trophies: the introduction of
goals in an activity makes students (users) feel like they are working toward
a goal.
• Leader boards: in the context of gamification, high-score tables are used to
Online Course on ICT
Online Course on ICT
Online Course on ICT
Game Mechanics, Dynamics
and Emotions - MDE model
Badges Avatars
Votes
Leaderboards
Achievements
Boss Fights
Virtual GoodsGuilds Quests
Rewards
Progress Bars
Skill Trees
Experience Points
Stat Points
GameBook: text + images
GameBook: video + quiz
GameBook: Google Maps
GameBook: puzzle games
Support the emergence of learners that are:
• always connected,
• in constant interaction,
• accessing vast information,
• making fast decisions,
• integrating different media.
Future Guidelines
THANK YOU!
JOSE.BIDARRA@UAB.PT
UNIVERSIDADE ABERTA
OCTOBER 2018

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Multimedia and interaction strategies for e-learning

  • 1. Multimedia and Interaction Strategies for e-Learning José Bidarra | Universidade Aberta | Portugal October 2018
  • 2. 1. Connected Learning (IoT, MOOCs, etc.) 2. Mobile Learning (anytime & anywhere) 3. Augmented Reality, Mixed Reality and Virtual Reality 4. Digital Storytelling, games and gamification Main Topics
  • 3. • 8 AM • 12 AM • 2 PM • 4 PM • 7 PM “ICTs are not mere tools but rather environmental forces that are increasingly affecting us. For instance blurring the distinction between reality and virtuality, and between human, machine and nature” (L. Floridi)
  • 8. Anytime, Anywhere Information Transfer DecentralizedCentralized Skills Transfer EmpoweredControlled Knowledge Creation Exchange Seamless Work & Learning Open up time and place for learning Data and analysis where and when you need it (Mauro Figueiredo)
  • 10. Mobile Learning • Basic model: messages with images & text (online) • Responsive Web: accessible via browser (online) • Educational Apps: installed in the device (offline) • Educational eBooks: installed in the device (offline)
  • 13. Responsive Web vs. Native Apps A current product design decision: just make a web product “friendly” for mobile screens or invest in developing a mobile application Responsive Web: • Requires an Internet Connection; • Poor Performance (Browser Limitations); • Lack of Natural Navigation; • Lack of Push Notifications; • Lack of Other Functionality (QR codes, voice recognition, AR, …).
  • 14. Responsive Web vs. Native Apps Native Apps: • Internet Connection Not Always Necessary; • Better Performance; • Increased Functionality; • Enhanced Security for Users; • Brand Awareness and Accessibility; • High investment in time and money.
  • 15. App & Web Platform MILAGE - MathematIcs bLended Augmented GamE Project reference: 2015-1-PT01-KA201-01292
  • 16. More than 10 000 students in 2018
  • 20. • Use gamification techniques to engage students; • Implement game mechanics involving students and teachers; • Use three different levels of problem complexity: beginners, intermediate and advanced (colours); • For each problem there are two levels of exercise resolution: detailed and concise (videos). MILAGE - Specifications
  • 21. MILAGE - Results • Higher motivation to learn math; • Sharp increase in autonomous study; • Inclusion of low and high achievers; • Self-assessment and peer-assessment; • Collaboration and resource sharing.
  • 26. Digital Storytelling Storytelling is based on a set of four elements that are still valid in the digital age, namely: • A narrator • A plot • A setting • Characters There is usually a conflict of some kind. Some common types of conflict may include: • Conflict between one person and another or between groups; • Conflict between a person and the natural environment; • Conflict between an individual and the society.
  • 27. What are digital stories? Digital artifacts that include a compelling narration of a story; Elements that provide a meaningful context for understanding the story being told; Titles, images and graphics that capture and/or expand upon emotions found in the narrative; Voice, music and sound effects that reinforce ideas; Mechanisms that invite thoughtful reflection from the audience.
  • 28. Storytelling Tips 1. Point of view (involves the communicator in making choices; a very subjective exercise) 2. Dramatic question (creating conflict to be resolved later; e. g. how did I survive the tsunami?) 3. Emotional content (challenge, frustration, humor, exhilaration, resignation, etc.) 4. Narration (voice over information) 5. Soundtrack (music and sound effects) 6. Economy (time for the viewer to process, reducing the amount of unnecessary elements) 7. Pacing (give your listener time to participate, to think, and to process your story)
  • 33. Translation through an Avatar Dynamic recognition of gestures
  • 34. Virtual Sign Game 1 - Finite Automata 2 - Algorithms for Hierarchical Classification 3 - Sequence Alignment Algorithms
  • 35. Saving Lake Wingra (ARIS) AR Game Mechanics Play on locationPlay on location Play on handheld Play on handheld collect clues and objectives collect clues and objectives Trigger game objects Trigger game objects For a $3.5M 2005-2008 STAR Schools grant with Harvard and MIT, my doctoral research group made location-based games using MITʼs Outdoor Augmented Reality platform. It was prety cool stuff.
  • 37. ARIS game engine 20 ARIS uses GPS to show you where to go http://arisgames.org
  • 38. Content Gamification "the use of game design elements in non-game contexts" (Deterding et al., 2011, p.1) • Points: points are fantastic motivators and can be used to reward users/students across multiple levels or dimensions of a gamified activity • Levels: these are often defined as point thresholds, so the students (or users) can use them to indicate a higher status and have access to bonus content. • Challenges, badges, achievements, and trophies: the introduction of goals in an activity makes students (users) feel like they are working toward a goal. • Leader boards: in the context of gamification, high-score tables are used to
  • 42. Game Mechanics, Dynamics and Emotions - MDE model Badges Avatars Votes Leaderboards Achievements Boss Fights Virtual GoodsGuilds Quests Rewards Progress Bars Skill Trees Experience Points Stat Points
  • 47. Support the emergence of learners that are: • always connected, • in constant interaction, • accessing vast information, • making fast decisions, • integrating different media. Future Guidelines

Editor's Notes

  • #9: This chart shows the correlation between learner-control and levels of teaching (from information transfer to skills to knowledge creation to real work and learning).
  • #33: In order to progress in the game the players are encoraged to perform Gestures matching to certin words or frases. These gestures are recorded in real time using the Kinect and a pair of 5 DT Gloves. After being saved, the gesture is analysed, and the player performence is evaluated.
  • #34: 2nd phase: In order to translate the words into gestures we move to a dynamic recognition of the Gestures. In this phase there are some challenges we faced such as: _ The Sequential combination of movements and hands configurations, that we have to control. _ The Significant variations, in the performance of the gesture, and the speed of the hands and body position; _ And the difficulty of perceiving, or understand where, each word begins and where it ends.
  • #35: In PSL There are 54 (fifty four) possible hands configurations (states); A word is defined by a transition from an initial state to a final state; Each state transition has an associated movement; _ Words classification : we have 3 classifiers, that we have used: 1- Finite Automata 2- Algorithms for Hierarchical Classification 3- Sequence Alignment Algorithms