I wrote this post back in 2014 but it gives an insight into the trials and tribulations experienced when working with different hardware. Enjoy!
The initial pilot in May 2012 saw me using the Nintendo WiiMote. My intention for this PhD was to build a low-cost game that used a gesture-based device to interact with mathematical activities in a three-dimensional environment.
The trials and tribulations of using a MicroSoft Windows 7 machine saw me buy several different Bluetooth devices and install several different drivers before eventually trying to overcome this incapability by using the PlayStation 3 itself and its own Software Development Kit on the Move.Me via the PlayStation Network. In plain terms, I needed a PlayStation to connect to my laptop where the game was being connected. I tried to use the PlayStation as part of two investigations in schools. This was sufficient to test the feasibility of using such a device. Unfortunately networking issues in the schools (not allowing me to view an IP Address to connect to the game) meant that I couldn't communicate with the game. For those technies out there, it meant that the TCP and UDP packets were not communicating via the PlayStation because of the network.
The solution to all of this meant the introduction of a stable computer, an apple MacBook. I've used one previously when testing the game. It worked the first time I used it and the Bluetooth 4.0 technology on apple devices is stable enough that there's no need to install any external devices or connect to other Bluetooth stacks. This also meant that I could connect the MacBook directly to the WiiMote via Bluetooth.
In conclusion, after trying several different versions of Bluetooth on Windows before adopting the PlayStation 3 itself, I reverted back to the original solution by connecting a laptop directly to the WiiMote.
As a member of the organising committee again this year, I said I'd post the call for submissions... get your abstracts in by April 10th 2015! Looking forward to seeing you all there! This is the link to the website too: https://igblconference.wordpress.com/call-for-submissions/
The 5th Irish Symposium on Game-Based-Learning (iGBL) will be a two-day event hosted at the Institute of Art, Design & Technology (IADT) in Dun Laoghaire on Thursday 4th June & Friday 5th June 2015.
Now in its fifth year, iGBL is an international conference that provides a forum for academics, students and practitioners to disseminate research, exchange ideas and best practice on the use of games and gamification for enhancing teaching and learning. The conference has always aimed to be as inclusive as possible, bringing together teachers, students, industry and researchers who share a common interest in using games for learning in education and industry. The conference offers the opportunity to present, discuss and network with other like-minded practitioners, as well as providing a great opportunity to learn more about the different developmental approaches, educational applications and organisational opportunities for games.
The iGBL2015 will present an energetic and compelling programme with a focus on new developments in games, game-based learning and serious games. The theme for iGBL2015 is “Boosting GBL through Creativity” with a focus on the creative influences that enrich the gamers’ experience. To complement this wider perspective, this conference is expanding beyond the use of games and gamification to embrace the broader gaming environment. This expanded theme incorporates the creative influences associated with gaming and learning, such as game design elements, narrative, animation, user interface, characters, etc. These creative aspects of the gamers’ experience contribute significantly to the appeal and effectiveness of game-based learning.
Holding fast to iGBL’s history of inclusiveness, contributions are welcome within a wide range of topics and areas with representatives from both industry and academia. Completed research projects, such as action research, case studies and work-in-progress/posters are also welcome. Research-based submissions may include theoretical and/or empirical studies employing qualitative or quantitative methods. Proposals for workshops and interactive posters are also invited.
New this year, iGBL 2015 is introducing a student presentation and/or demo session with industry sponsored prizes. . This student competition is open to any student or recent graduate who have a contribution to GBL. The students will present their ideas during a presentation and/or demosession at the conference.
All accepted abstracts will be included in the conference proceedings, with the possibility of future publication in a themed journal issue or book.
The IGBL 2014 sessions will be divided into three themes:
Theme Topics may include but are not limited to:
1. Pedagogy, Educational and Social issues· Pedagogical/learning theories for game based learning· Evaluation of game-based learning· Assessment in game-based learning
· Integrating games into the curriculum
· Social and collaborative aspects of game-based learning
· Gender/age/cultural issues
2. Creative Issues in Game Development· Designing games for learning· Best practices in game development· Alternative controls/ interfaces for games
· Technologies, tools and platforms for developing games for learning
· Technologies for mobile and multi-user games for learning
· Prototyping and/or playtesting
· User interface and User Experience in games
· Narrative/role-playing in game-based learning
· Developing Characters & animations for learning games
3. Gamification and Serious Games· Gamification in industry· Serious games· Organisational issues when implementing games
· Research Projects/ Case Studies
Prospective authors are invited to submit a proposal for one of the following four categories:
1. Presentations (20 minutes, 5 minutes questions)
Presentations should be no more than 15-20 minutes in length with 5-10 minutes for questions. These may be present research studies on a relevant theme, work-in-progress, or case studies of GBL in action.
2. Student Presentations or Gaming Demonstrations (5 minutes, 5 minute questions)
Undergraduate and postgraduate students are encouraged to share research projects, coursework, case studies and work-in-progress around GBL to gain feedback on their work/ideas-to-date.
Posters are a useful way of sharing information visually, such as research findings or innovative case studies of GBL in action. Submissions are invited for both traditional and electronic posters (for example using PowerPoint or Prezi). We ask that you submit a 300-500 word abstract describing your poster/electronic poster.
4. Workshops (0.5 – 1 hour)
Workshops involve active participation and discussion with the focus on participants developing skills and/or practical ideas for implementing games/gamification in their own settings.
Workshops may be computer-based (in a laboratory environment) or may be classroom-based. However ALL workshops must include a significant practical element, with participation among attendees. When writing your abstract, please give indicative timings to outline the structure of your workshop.
Instructions for Authors:
Authors are required to submit a 300-500 word abstract by 10th April 2015. Submissions must be made via the online form (Submit via this online form). Please ensure that all required fields are completed.
Abstracts must include the proposed title for the submission, the full names and affiliations of all authors, and the contact details of at least one author. In the case of multiple authors, please specify the author(s) who will be the presenting at the symposium.
All submissions will be peer-reviewed through a double blind process. This review process will take approximately four weeks and notifications will be sent to authors by 1st May 2015. After the presenting author has booked their place at the symposium, the presentation will be fully accepted for inclusion in the programme and book of abstracts.
This conference will be hosted by the Department of Technology & Psychology in association with the Department of Entrepreneurship.
The Department of Technology and Psychology is part of the IADT Faculty of Film, Art and Creative Technologies. It offers highly innovative programmes across a range of disciplines in psychology, applied computing and digital media including:
I had the privilege of presenting at the Computers in Education Society Ireland 2015 conference this year. I aimed the presentation at teachers who wished to adopt games into the mathematics classroom. The main focus was on classroom and student contexts and how these adapt how we can successfully implement these new game-based learning strategies for the teaching and learning of mathematics. Each of these contexts can impact on whether students enjoy mathematics, are confident doing mathematics, value mathematics and see the relevance of mathematics. Contexts can differ in terms of the ethos adopted within the school and therefore impact upon the classroom layout. Classroom contexts show the challenges of adopting game-based learning into the classroom in Ireland.
Without giving too much away, it is now time for Irish classrooms to look at how they wish to adopt game-based learning strategies including one of the main characteristics - collaboration. Classrooms still have a reminiscence of post-war Ireland where classroom desks are separated and no talking is encouraged. However, for the few that are championing different strategies in their classrooms, there are designated classrooms for the teaching and learning of mathematics as a place to encompass all things enjoyable about mathematics. I should hope this continues and becomes a growing trend across our schools.
Again without giving an entire synopsis regarding Trends in International Mathematics and Science Study (TIMSS) and Expectancy-Value Theory (EVT) with respect to student contexts, it's one small step that could possibly allow for greater game-based learning strategies to be adopted.
Now turning back to the conference - the keynote speaker, Tim Rylands, gave an inspiring talk about creative writing and getting students engaged in their own learning through the creation of imaginary animals. He gave great resources available where teachers can download free apps and use green grass to project animals and get students to talk and write about their adventures with these animals. His talk was inspiring to say the least and left the audience in aw at what could be done with a few simple, free and effective teaching and learning tools.
I then went to a workshop hosted by Camara Ireland in relation to Design Thinking. It was another inspiring workshop that showed the different stages in the Stanford Design Thinking process. From idea right through to testing, we can all benefit from design thinking in schools.
Following this and after a quick cup of tea, I went to the computational thinking presentation. This encompassed translating to students how computers decode letters and numbers through binary. There was a worksheet given that got us to write down 1s and 0s for different letters and numbers. The worksheets were definitely a different take on understanding computational thinking - getting us to colour in a teapot was the highlight of the 1s and 0s game. It was interesting and engaging to say the least.
I'd like to now just say a quick word about CESI 2015, it was inspiring and interesting looking at the new ideas being adopted across different countries and across schools in Ireland. Long may this conference continue to engage and inspire teachers to adopt different teaching strategies in their classrooms. Here's to CESI 2016!