32. 僚留凌劉
Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., & Kirk, D.
(2004). Savannah: mobile gaming and learning?. Journal
of Computer Assisted Learning, 20(6), 399-409.
http://www2.futurelab.org.uk/resources/documents/ext
ernal_publications/JCAL_Savannah_paper.pdf
Ghiani, G., Santoro, C., & Spano, L. D. (2009). UbiCicero:
A location-aware, multi-device museum
guide.油Interacting with Computers,油21(4), 288-303.
Malliou, E., Maounis, F., Miliarakis, A., Savvas, S., Sotiriou,
S., & Stratakis, M. (2004, August). The Motfal ProjectMobile Technologies for Ad-hoc learning. In油Advanced
Learning Technologies, 2004. Proceedings. IEEE
International Conference on油(pp. 910-911). IEEE.
33. 僚留凌劉 (僚劉竜旅留)
Herrington, Anthony, Jan Herrington, and Jessica
Mantei. "Design principles for mobile learning."
(2009): 129-138.
http://ro.uow.edu.au/cgi/viewcontent.cgi?
article=1089&context=edupapers
#23: Patient 0 - determines if the player starts with the virus
Gets Sick - determines if patient 0 every shows "SICK"
Multiple Meetings - allows players to meet other players more than once
Immune - determines if the player is immune to the virus
Immune Carriers - allows immune people to pass the virus along to others
Incubation Time - how long on average it takes from getting the virus to showing sick
Variation - how much (random) extra time it could take before showing sick
PO Additional Time - how many extra seconds it takes for Patient 0 to get sick
% transmit virus - the probability of passing the virus from an infected person to a healthy person
Recover time - time it takes to recover from being sick (0 means there is no recovery)
Immune after recovery- if people recover determines if they are immune afterwards
Game mode - which round the game is in
These simulations enable students to model and learn about scientific phenomena relating to decentralised systems.
#25: During the first phase the children could NOT kill or be killed and so could freely explore the virtual Savannah.
The children took two searches to fully explore the virtual Savannah outside.
After each search the children went back to the Den and discussed with the teacher what they had found.
The children used the flip chart paper to create a map of what they found
They used the interactive white board to revisit their movements
Examine where they had not searched and discuss how they could improve their search techniques
#26: In Challenge 2, the children were told by the teacher that they had to learn to survive in the Savannah.
In this challenge the children could both die (if for example they attacked the wrong animal alone..) and hunt, and their energy points would increase or decrease depending upon their actions.
After each phase the children went back in the Den and discussed with the teacher what had happened and what they could do differently in the next game.
At the end of the day the children had a discussion with the teacher about what they had learnt.
#27: 旅凌僚略旅留 留 隆旅留凌竜旅虜劉 留粒劉了竜 凌 劉竜旅 僚留 亮凌僚凌亮留流凌僚 慮留 亮竜流凌僚 凌僚 留旅慮亮 僚 留旅慮亮 僚 留僚旅略了僚 凌 旅僚 留凌留溜凌僚 留僚 慮留 亮凌僚 侶僚 亮凌僚凌亮留溜留 流 慮留 劉両凌僚. 竜 旅 劉 留侶粒旅虜劉 凌 隆竜溜虜侶 竜僚劉粒竜旅留 凌 了旅凌僚留旅凌 留僚竜硫留溜僚竜旅 虜留旅 亮竜 旅 了略慮凌 留亮侶了ホ塾砧.
However they also learnt certain rules about the games environment that in fact conflicted with lion behaviour
Hunting strategies were very simple in the Savannah game
There was an overemphasis on killing prey.
#29: Exploring and discovering
The children equipped with a PDA explored the habitat.
They could use the PDA to find out about growing processes, feeding behaviours and organisms dependencies.
The PDA gave information either in response to probes or triggered by the childrens location.
A periscope gave them information about hidden processes, such as the behaviour of insects
The aim was to provide abstracted information (visual and audio) of life cycles already present in the woodland.
Reflecting
Following the exploratory stage, the pairs of children were brought together and taken into a den (a makeshift outdoor classroom-like setting), where a large computer monitor and shared interactive display were provided
The aim was to provide a collaborative neutral environment that would allow them to report back to each other and reflect and consolidate their findings.
The goal was to enable the children to step back from the physical action and to think more explicitly and holistically about
The collection of readings they had collected in relation to the two habitats and the processes and relationships between the organisms within the habitats.
Experimentation
Following stage 2, the children were told that they were going back into the woodland to do some experimenting, and in particular to see what would happen if the two habitats were changed in some way.
A hypothetical scenario was presented to them initially to think about what would happen if an acorn was planted in the middle of each of the habitats.
This is something that they would be able to easily imagine in the context of what they had just experienced in the wood and already knew about habitats.
A key question for them to consider was whether it would thrive in the two different habitats and what effect it would have on the other organisms.