What property students may learn from playing games

Steven Boyd, University of the Sunshine Coast Part of CW12

Learning in property programs may be enhanced through gameplay.  Games are, by their nature, fun problem solving activities enabling students to gain skills and build knowledge through participation.  With property education the problem with gameplay lies with the lack of alignment between what an individual student may learn from playing a game and the intended learning outcomes of a university program.

This research will investigate the opportunities for enhancing learning through playing content situated property games.  As an emergent research field only SimCity has been empirically tested leaving Monopoly variants and other popular property games free from pedagogical assessment.

This presentation presents a review of literature into game enhanced learning as it may apply to property studies, followed by an analysis of existing property games, and observations from situated gameplay.  The experiential learning approach utilises a rubric to assess the gameplay alignment with the skills and attributes sought after by stakeholders in property education.  It will identify gameplay attributes inherent in existing property games which may enhance the learning experience for university students studying property.

  3.4 MB

Research findings -Tpack iPads in Schools Project (TIPS)

Jennifer Lane, Edith Cowan University Part of CW12

This presentation will report on the findings and lessons learnt in the TPACK iPads in Schools Project.  This project undertaken in 2012 has 5 phases and uses qualitative and quantitive research to gather data on how mobile learning devices were introduced in educational institutions in WA.

Key features to be discussed will be;

  • transforming pedagogy with mobile devices and online tools
  • the use of iPads to promote deep learning
  • the use of digital video as a research tool
  • the use of social networks to form online communities of practice.

A range of resources developed in the project will be shared.


Hop around with Lester – Education with Fun integrating QR, AR & AV Foundation

Desmond Koh, Queensland University of Technology Part of CW12

This presentation discusses the developmental journey of, and reflects on the experiences gained from, the design and development of “The Secret SLQ” app developed for The State Library of Queensland (http://secret.slq.qld.gov.au).
The Secret SLQ app is an interactive scavenger hunt that incorporates camera (Quick Respond (QR) & Augmented Reality (AR)) and sound technology (AVFoundation) to arouse school-aged students between 8 -12 years to explore the library. The app is designed in collaboration with the digital agency Reading Room (www.readingroom.com.au).
This presentation will teach you how to use and integrate some key features in this app into you own apps. In particular we will cover.

• How to integrate Quick Respond (QR) codes into our app that allow users to scan QR codes to answer questions.

• How to add Augmented Reality (AR) to augment images over to AR codes.

• The usage of Apple AVFoundation to detect sound level changes and some simple image processing, such as screen capturing and image manipulation.

• Finally the presentation will reflect on which iOS features worked well for the project, what challenges we had to work around to overcome during the development process and some useful tips and advise.

The presentation is particularly useful and beneficial for teachers, librarians and developers, as it could be used for university building and tours.

 

  12.9 MB

The Peripatetic Learner: harnessing the mobility of people and knowledge

Judit Klein, Auckland University of Technology Part of CW12

In an age defined by mobility of people and knowledge, mobile technologies offer us new ways of interacting with each other and with content to enable more collaborative and dynamic ways of learning. To be peripatetic is to learn across contexts, a notion originating from Aristotelian philosophy which can be reframed to describe how mobile technologies have bought about a new way of thinking about education.

Many institutions around have embraced the use of iPads as the ‘magical’ tool that will reinvent education. There is of course criticism and scepticism around whether the iPad is just another tool that is forced upon teachers as just another way to do the same thing that will soon become obsolete.

This presentation looked at going beyond the simple ‘logistical’ value of the iPad. Apple Distinguished Educator Dr. William Rankin identified the three key affordances of the iPhone are that it brings together rich media, connectivity and access to the internet, all in a mobile platform.

There are some apps that begin to tap into the intersection of these affordances but current applications of the iPad in tertiary education are only just scratching the surface. Informed by iOS development (creating apps for iPhone and iPad), see the behind the glass screen to the underutilised features of the underlying platform and the implications of a programmed pedagogy. The talk is aimed at both staff and students to explore ways to harness the new ways of working with emerging technologies and practices.


Designing iOS applications for New Zealand’s National Parks

Grant Baxter, University of Otago Part of CW12

This presentation will focus on how design ideation, visualisation, prototyping, and production tools and techniques can be used to produce better iOS applications. Description below:

With the growing adoption and importance of iPhones and iPads, multiple opportunities exist for these devices to enhance people’s experiences in New Zealand’s national parks. While there are a reasonable number of existing applications that could be considered useful to national park visitors, many are poorly conceived or executed and many fail to take advantage of modern iOS device capabilities.

This presentation will describe a series of studies that applied various ideation, prototyping, and production techniques to create a wide range of outcomes. These outcomes included a large number of iPhone application concepts, rapid prototypes, semi-developed iPhone applications, and fully functional iOS applications. All of these outputs were informed by wide ranging IDEO ideation, design, and production techniques, including: Activity analysis, Character Profiles, Extreme User Interviews, Fly on the wall, Paper Prototyping, Quick and Dirty prototyping, Scenarios, Try it yourself, and multiple site visits.

The presentation will then describe the development of four applications, and will go on to give a live demonstration of the applications. The four applications are:
(1)NZ Birds – an advanced prototype application with a corresponding web application visualisation tool
and (3) Arthur’s Pass Which Activity and Bird Identifier Game – two iPad applications used in Arthur’s Pass National Park over the 2011/2012 holiday period
(4) The Denniston application – an application co-designed with the Department of Conservation and available for download from the iTunes application store.

The presentation will end with a discussion of the co-design process used to develop the Denniston application with/for the Department of Conservation and how this process can result in better designed iOS applications.

  67.5 MB

Using Digital Resources for Teaching and Learning

Ro Bairstow, Auckland University of Technology Part of CW12

I will share ways in which the students use their iPads, the Apps of value and
experiences gained in rolling out a BYOD iPad programme for students.
I will talk about my experiences with the creation of educational Apps and iBooks. I will also cover running e-learning courses, including delivering “live” online lesson with Blackboard Collaborate.

  3.9 MB

Moving stills. An exploration of time lapse photography and digital narrative.

Mark Galer, Royal Melbourne Institute of Technology Part of CW12

The presentation will outline how students can quickly and easily create time lapse and stop motion sequences. The workshop will move from basic through intermediate to professional workflows. It will showcase student examples using basic editing workflows (budget stills cameras, a tripod and iMovie) and outline the common difficulties and technical problems students typically encounter when making their first time lapse sequence.

The workshop should inspire photography and media arts educators to think beyond the still image.

The workshop will conclude by showing how time lapse can be integrated with real-time video and slow motion video in the same project to extend the creative possibilities of the story teller.


New music on iPads – the graphic score

Cat Hope & Aaron Wyatt, Edith Cowan University Part of CW12

This presentation looks at the work Western Australian group Decibel new music ensemble have been doing with ipads as graphic music score readers in performance. With investment from an industry partner, Decibel have been working toward the realisation a number of scores on networked ipads, some of which they premiered in their September concert at the Perth Institute of Contemporary Arts. An ‘app’ has been developed, that allows any score to be inserted into and put in motion inside a ‘reader’.

In addition, they commissioned new works for the reader, and adapted others – such as the complete John Cage Variations scores. The most recent adoption is a work for 2 concert organs and string orchestra for the International SpaceTimeConcerto competition, where the readers connect with five different orchestras/countries over the Internet. The features of the reader, and the processes of its development will be examined and demonstrated in this presentation.


The ‘little r’ in Artistic Research

Prof Paul Draper & Dr Kim Cunio, Griffith University Part of CW12

This presentation is proposed as both ‘presentation’ and ‘performance, comprising a scholarly paper and exemplification though short performances and recorded excerpts:

‘Artistic research’ (AR) is increasingly expanding in the academy, most recently exemplified in the establishment of the EU-funded Journal for Artistic Research. One of the characteristics of AR is that it accepts subjectivity (aka ‘little r’ research) as opposed to traditional scientific methods (or ‘big R’ research). As such, it is similar to the social sciences in using qualitative research and intersubjectivity as tools to apply measurement and critical analysis. AR investigates and tests with the purpose of gaining knowledge within and for artistic disciplines, and through presented documentation and artworks, the insights gained are placed in a context where the research aims to enhance knowledge and understanding in that discipline.

This presentation will present two interwoven components: i) a scholarly research paper complete with artistic research questions, method, analysis and conclusions; and ii) live music performance components that will feature the voice, acoustic instruments and digital arts technologies. This juxtaposition aims to present both highly familiar and unfamiliar thinking about musical practices to answer the following questions: How may musical thinking and preparation be considered ‘research’? In what ways can both the music and the text best serve to answer these questions? In particular, the presentation and performance components will focus on three aspects of this process: in relation to musical improvisation (the beginning of a new work); the formalization of structure, form and repetition (in the composition of the piece); and finally, in the technical production, capture and representation of a ‘final’ work as audio-visual recording.

  3.6 MB

Virtual Cooperative Sculpture

Thomas Verbeek, University of Otago Part of CW12

“The Octagon” is both an exhibit and an experiment in cooperation and user interface design. Eight computers provide eight ‘artists’ with a view into a shared virtual room. In the center of the room is a platform on which sculpture may be built. Each participant can add to the sculpture using a very intuitive interface. It ‘feels’ as though you just draw what you want and it appears in 3D. Most users need no instruction. Each user’s 2D view is inherently ambiguous, yet artists do not seem to ask how their 2D gestures are translated. They discover the rules by experimentation and usually don’t even realize that there are rules.

The Octagon can be presented in various forms. The simplest is to set up eight computers in a ring so they surround a real space. But it is possible to put the computers anywhere. Activity can be shared across the room or across the world.
The application was developed in Graphics Research Group at the University of Otago in New Zealand. It was featured in the “Emerging Technologies” exhibition at SIGGRAPH ASIA 2011 Hong Kong.