Acec2014 RALfieProject
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Transcript of Acec2014 RALfieProject
Digital Futures Collaborative Research Network University of Southern Queensland
RALfie: Remote Access Labs for fun, innovation and education
Peer to peer
RALfie: A game where Maker Faire meets Hackerthon
Gamified
Imagine...a learning experience
Where you’re given a
in which you create an
experiment
Then you connect it to the Internet
RALfieBox
So that other kids across the country or the world can
use it!
And when you need help, you can
ask a whole community of
people!
Makers Guild
That’s RALfieRemote Access Labs for fun, innovation and education
To the users…
To teachers and parents…
Behind the scenes…
Why RALfie? Some challenges facing STEM education:
Graduation RAL Teacher Rates Specific Knowledge
More STEM graduates needed to meet demand in Australia.
Little collaboration & communication between students using existing online experiments. To use RAL,
teachers need Technical Knowledge; Pedagogical Knowledge; and Content Knowledge.
The pathway ends for many by the end of primary school.
No standard technical solution suitable for RAL.
TPACK
The RALfie Project’s Goal
is to lead in the development
of an online makerspace
to support engagement in STEM learning
accessible to youth and families in all communities
through a scalable, open online system,
professional development,
dissemination of resources,
and a robust community of practice.
RALfie as an environment for Science and Technology learning.
RALfie as a culture for learning by making.
What we create
Maker Approach: An Epic Classroom Flip
The
RA
Lfie
Te
am:
Engi
ne
eri
ng
& E
du
cati
on Dr Andrew Maxwell
Ms Wu Ting
Dr Lindy Orwin
Professor Peter
Albion
Mr Ananda
Maiti
What’s missing from RAL?
What’s missing from RAL?
Where is the communication and collaboration?
The Integrative Learning Design FrameworkBrenda Bannan
Use gamification to increase communication & collaboration around the use of RAL
You are here
Source: Gamification MOOC
Octalysis Gamification Framework:8 core drives for
7. Unpredictability & Curiosity
8. Loss & Avoidance
6. Scarcity & Impatience
5. Social Influence & Relatedness
4. Ownership & Possession
3. Empowerment of Creativity &
Feedback
2. Development &
Accomplishment
1. Epic Meaning
and Calling
Yu-kai Chou
Octalysis Gamification FrameworkYu-kai Chou
Octalysis Gamification FrameworkYu-kai Chou
Use
r Ty
pes
Andrzej Marczewski
Amy Jo Kim
Player
RALfie Website (prototype)
RALfie Website (prototype)Gamification elements
1
2
3 45
6
• Context• Challenge• Reason to collaborate• Reason to share• Reason to communicate
• Community• Forums – help & sharing
• Document repository• Peer to peer
• Distributed expertise
Game Elements & Roles
• Points
• Badges
• Leader boards
• Extrinsic Reward
• Context – broad story that binds the elements together
• Intrinsic motivation
• Engagement
• Fun (many types)
• Reasons to collaborate
• Reasons to communicate
Narrative Achievements
GuildsQuests
Flipped Assessment
Level upLevel upLevel upLevel up
Ach
ieve
men
t Sy
stem
Ach
ieve
men
t Sy
stem
Iter
atio
n 1
.0
Badges
Achievements
Awards
ExperiencePoints
Status Bar
Trailing but unsuitable for project due to
“one class” model
Qu
ests
XP available
Average time taken
Ratings from other users
Quest lists
Quest Information
Bar
Quest in 3D GameLab
Images
Scenario
Control systemexplained
Link to the experiment
House
Mouse (Marble)
EntranceControls
Help needed to develop & document
August 2013
Bench Test
October 2013
Controlled Lab Conditions
April –Nov 2014
Pre-service Teachers
December 2014
Home Users
2015
Limited Schools
Impact: Lifelong STEM enthusiasts
The research outcomes: Demonstrate the pedagogical and practical advantages of RAL-based experiments to prepare Australian
children for their digital future. Engage teachers & parents & children in using RAL for active learning in STEM. Design, develop and implement an infrastructure and technological solution for making and sharing
community-developed, remotely accessible scientific & technological experiments. Engage children in experiential learning in STEM through a process of design, make, share, use and
reflect employing a ‘Maker Community’ approach.
Research partnersTeachersYouthMakersLearners
Join us…
Dr Lindy Orwin Postdoctoral Research Fellow
Digital Futures Collaborative Research Network
University of Southern Queensland
m. 0478 039 322
Twitter & Skype Lindymac
Sign up to get announcements at
http://tinyurl.com/ralfie-eoi
This project is supported through the Australian Government's Collaborative Research Networks (CRN) program.