Connect Wisconsin MOOC!

I’d like to see a Connect Wisconsin! MOOC that leverages the already-EI-funded mobile research tool with a campaign of quests led by UW-Madison student researchers (essentially undergraduate course leaders), where some quests are seeded, and some are solicited and chosen by popular vote (Reddit-style), and then citizens across the state use our new mobile research platform to collect data and document the issues (and potential solutions). Results are tagged, geo-coded, and given peer feedback. Essentially, this would be an exercise in sharing with Continue reading

Situating Mobile Learning

Presentation/workshop for EDUCAUSE Connect Chicago, March 18, 2014. Abstract: Educators know that learning happens best when learners are motivated and supported, so how can we support learning activities where students use the technology at their disposal? Our faculty used mobile and web technologies to create interactive tours and collaborative field research for students to engage with content situated in authentic contexts. Building on this experience, the Mobile Learning Incubator has been evaluating the integration of game elements into newer field research Continue reading

New Article Published

Our TechTrends article is now online — soon to be in better newsstands and libraries across the globe! Sadly, the title isn’t quite what it should be. What it should be is: Participatory Scaling of Augmented Reality Learning through Local Games Authors: John Martin, Seann Dikkers, Kurt Squire, David Gagnon Abstract: The proliferation of broadband mobile devices, which many students bring to school with them as mobile phones, makes the widespread adoption of AR pedagogies a possibility, but pedagogical, distribution, and training models Continue reading (Cool Stuff I’m working on)

SIFTR.ORG You may have heard of, or used ARIS, the iOS place-based activity platform. I would like to introduce its simpler sibling — — a cross-platform, web-based, mobile and desktop, interactive crowd-sourcing map that the Mobile Learning Incubator built for the Year of Innovation. One of my personal goals in pursuing the opportunity to build it was to create a place-based education tool that instructors can employ to harness creativity, collaboration, and peer-to-peer knowledge construction by all of their Continue reading

ARIS: Video Training

Folks from AERA were asking how to get started with ARIS. While we’ll be running a workshop at GLS, there are easier ways. For example, there videos on YouTube, made by awesome people, that can demo the platform and step new users through the process of making a game, as well as videos that showcase some implementations and ideas for it. Here’s a YouTube Playlist of them: What’s in the playlist? Authoring Basic ARIS Objects (note: new address for editor: Continue reading

ARIS at AERA: Scaling Augmented Reality Education Through Local Games

I just got back from the 2013 AERA (American Educational Research Association) conference, where I got to present papers about Augmented Reality (and ARIS) in two sessions. The first, hosted by Chris Dede (Harvard), featured Eric Klopfer (MIT), Matt Dunleavy (Radford), Amy Kamarainen (Harvard), and Kurt Squire (Madison), with Chris Holden (UNM) and myself. Eric talked about MIT’s very cool Taleblazer platform. Matt discussed the development of the gorgeous Fresh AiR platform, and Amy detailed one cool case of how EcoMobile was using it. Then Continue reading

Place-based Learning in Environmental Studies

In summer and Fall of 2012, I was thrilled to be involved in the Situated Learning Award by the Engage program at UW–Madison. I got to assist three instructors in creating and implementing mobile-based Situated Learning activities for their courses. This post examines a case in Environmental Studies, where the instructor and her two graduate students built an elaborate three-role collaborative interactive tour of six buildings on campus where six issues in sustainability that the course covered throughout the semester: electricity, carbon, LEED, Continue reading

Place-based Learning in Folklore

In summer and Fall of 2012, I was thrilled to be involved in the Situated Learning Award by the Engage program at UW–Madison. I got to assist three instructors in creating and implementing mobile-based Situated Learning activities for their courses. This post examines a case where the instructor (Tim Frandy) used the ARIS platform (ARIS, 2012) on mobile devices and light augmented reality to supplement in-class activities and investigate place. The activity was designed for the third and fourth week Continue reading

ARIS in one page

I recently created a one-page document (443k pdf) describing what ARIS is, and how it can be used for teaching and learning. Here’s the blog version of it: ARIS is not a game, but a free and open-source game authoring platform. It consists of a web-based game authoring tool, an iOS client app for players to interact with games, and a server running in a cloud-based environment. Players can look for games near their current location, by popularity, or by Continue reading

Share stories of mobile-enhanced place-based learning

Please share your stories of mobile-enhanced place-based learning with us for our second book! Many format styles for different levels of sharing/participation. Edited by Chris Holden, Seann Dikkers, John Martin, and Breanne Litts We’re writing another book… In the previous volume of MML, we explored a broad variety of mobile learning activities, a variety of tools and methods across the globe. In this installment, we are hoping to make experimentation with mobile in educational settings feel like something anyone can Continue reading

2013 ARIS Summit at Playful Learning

The Games + Learning + Society group is hosting the GLS 9.0 conference on June 12-14. The day before the main conference (Tuesday, June 11), there will be a day-long GLS Playful Learning Summit (formerly known as GLSES) for educators: The Games+Learning+Society 9.0 Conference begins Tuesday, June 11, 2013 at the University of Wisconsin-Madison’s Memorial Union with the Playful Learning programming featuring innovation, inquiry, and imagination in games-based learning. This inaugural Playful Learning Summit promotes professional development opportunities to celebrate Continue reading

Place-based Learning presentation

I presented this session on Place-Based Learning at the 2011 Educause Midwest Regional Conference on 3-15-11. Description: Educational trends point to a growing need for flexible learning tools that support anyplace, anytime learning. Recent advances in mobile computing present potential avenues for addressing this. Having explored current trends in location-based mobile learning, we will share three projects built on an easy-to-use, open-source augmented reality storytelling platform. The ARIS platform is a mobile application that layers multimedia onto physical locations, using a Continue reading

An app to promote good studenting

Just read an article in Slate called Digital Jiminy Crickets about apps that help you be more ethical, do what you  need to do — all those things that we mean  to do, but need a nudge to actually do. Capitalizing on three inter-related movements—nudging, the quantified self, and gamification—the good-behavior layer pinpoints our mental and emotional weaknesses and steers us away from temptations that compromise long-term success. One example, they give is Gym-Pact, which “rewards” you with cash that you and other users Continue reading

Getting Started with Mobile Learning

I’m stealing this directly from my colleague, Jim Mathews, published on the Macarthur Spotlight blog. 4.20.12 | Guest author Jim Mathews is a teacher at Middleton Alternative Senior High School in Middleton, Wisc., and a UW graduate student. Mathews is one of the designers of Augmented Reality and Interactive Storytelling (ARIS), a new augmented reality platform for the iPhone. The following is excerpted from a chapter he co-authored with Mark Wagler, “Up River: Place, Ethnography, and Design in the St. Continue reading

Mobile and High Impact Practices

Mobile and High Impact Practices Many of LEAP’s high impact practices overlap with the essential learning outcomes, and mobile can address them in similar fashion. A mobile tour of the campus can orient new students, but a collaborative game-based mobile activity can provide students with both orientation and exploratory adventures (Common Intellectual Experiences) that connect them to both the campus and others in their cohort. First-Year Seminars and Experiences that incorporate multiple mobile field trips can greatly enhance student connection Continue reading

Mobile and Essential Learning Outcomes

Mobile and Essential Learning Outcomes. I’ve been thinking about AAC&U’s Essential Learning Outcomes, and how mobile might address them. Knowledge of Human Cultures and the Physical and Natural World: Mobile devices allow engagement with content beyond the classroom. With devices in their pockets, they can explore their local communities in order to address issues that affect the global world. They can collect scientific and cultural data that affects their local communities, and work with that very authentic, very situated data, in Continue reading

Educational Innovations and Mobile

Mobile and Educational Innovation A teaching and learning strategy that leverages students’ own existing devices and practices would cost the university less in terms of providing equipment (they already have it) and training (they already know how to use it). Students currently effectively need a desktop — and increasingly a laptop — computer to “do college” because there is little support for learning on their less-expensive mobile devices. If students had, for example, lower cost, lightweight, tablet computers that had Continue reading