LEARNING THROUGH NFC-ENABLED URBAN ADVENTURE – User Experience Findings

Mari Ervasti, Minna Isomursu

Abstract

This paper presents a mobile context-sensitive learning concept called the Amazing NFC, and reports the findings and results of a field study where 228 students experienced the Amazing NFC urban adventure during spring 2008. The Amazing NFC concept is an Amazing Race -style survival game for teenagers for learning skills and knowledge essential to everyday life and familiarising them with their hometown. During the Amazing NFC lessons, students were guided through an urban adventure track with the help of NFC mobile phone, site-specific NFC tags located at eleven control points and related mobile internet content. Trial aimed to analyze touch-based interaction paradigm directed to specific users in a defined context as an implementation technique for mobile learning. User experiences and added value evoked by the service concept were investigated via a variety of data collection methods. Findings revealed that students experienced the NFC technology as easy and effortless to use. However, users hoped to see more challenges and activity in the track in the future. Our analysis indicates that one main benefit of the urban adventure concept was moving the learning experience from the traditional classroom to a novel context-sensitive learning environment that includes social interaction between students.

References

  1. Attewell, J., 2005. Mobile technologies and learning - A technology update and m-learning project summary. Technology Enhanced Learning Research Centre. Learning and Skills Development Agency.
  2. Avellis, G., Capurso, M., 1999. ERMES evaluation methodology to support teachers in skills development. In Proceedings of Conference on Communications and Networking in Education: Learning in a Networked Society, pp. 12-19. Springer.
  3. Avellis, G., Scaramuzzi, A., Finkelstein, A., 2003. Evaluating non-functional requirements in mobile learning contents and multimedia educational software. In Proceedings of European conference on Mobile Learning (MLEARN). University of Wolverhampton, UK.
  4. Becta, 2005. Introduction to user needs in designing elearning resources. Last access 09.12.2008. URL: industry.becta.org.uk/content_files/industry/resources/ Key%20docs/Content_developers/intro_userneedsdesi gn.doc
  5. Brown, J.S, Collins, A., Duguid, P., 1989. Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), pp. 32-41. SAGE Publications.
  6. Chang, A., Chang, M., Hsieh, A., 2006. A Treasure Hunting Learning Model for Students Studying History and Culture in the Field with Cellphone. In Proceedings of the Sixth International Conference on Advanced Learning Technologies (ICALT'06), pp. 106-109. IEEE Computer Society.
  7. Consolvo, S., Harrison, B., Smith, I., Chen, M.Y., Everitt, K., Froehlich, J., Landay, J.A., 2007. Conducting in situ evaluations for and with ubiquitous computing technologies. International Journal of HumanComputer Interaction, 22(1-2), pp. 103-118. Taylor & Francis.
  8. Dutton, D.G., Aron, A.P., 1974. Some evidence for heightened sexual attraction under conditions of high anxiety. Journal of Personality and Social Psychology, 30(4), pp. 510-517. American Psychological Association.
  9. Espoir Technologies, 2007. Scientific Reasoning in Plain English - Passion-based Learning. Last access 09.12.2008. URL: http://espoirtech.com/SR.pdf
  10. Falke, O., Rukzio, E., Dietz, U., Holleis, P., Schmidt, A., 2007. Mobile Services for Near Field Communication. Technical Report. University of Munich, Department of Computer Science, Media Informatics Group.
  11. Gilbert, D.T., Wilson, T.D., 2000. Miswanting: some problems in the forecasting of future affective states. Feeling and Thinking: The Role of Affect in Social Cognition. Cambridge University Press. Cambridge.
  12. Isomursu, M., Isomursu, P., Horneman-Komulainen, M., 2008. Touch to Access Mobile Internet. In Proceedings of OzCHI. ACM Press.
  13. Isomursu, M., Tähti, M., Väinämö, S., Kuutti, K., 2007. Experimental evaluation of five methods for collecting emotions in field settings with mobile applications. International Journal of Human Computer Studies, 65(4), pp. 404-418. Elsevier.
  14. Laroussi, M., 2004. New e-Learning Services based on Mobile and Ubiquitous Computing: UBI-Learn Project. In Proceedings of International Conference on Computer Aided Learning in Engineering Education (CALIE).
  15. Learn-Source, 2008. Forms of Learning. Last access 09.12.2008. URL: http://www.learnsource.com/education.html
  16. Malone, T.W., Lepper, M.R., 1987. Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In Aptitude, learning, and instruction: Cognitive and affective process analyses. Erlbaum. Hillsdale, NJ.
  17. O'Neill, E., Thompson, P., Garzonis, S., Warr, A., 2007. Reach Out and Touch: Using NFC and 2D Barcodes for Service Discovery and Interaction with Mobile Devices. In Proceedings of PERVASIVE 2007, pp. 19- 36. Springer-Verlag.
  18. Rukzio, E., Leichtenstern, K., Callaghan, V., Schmidt, A., Holleis, P., Chin, J., 2006. An experimental comparison of physical mobile interaction techniques: Touching, pointing and scanning. In Proceedings of The 8th International Conference on Ubiquitous Computing (Ubicomp 2006), pp. 87-104. Springer.
  19. Schooler, J.W., Engstler-Schooler, T.Y., 1990. Verbal overshadowing of visual memories: some things are better left unsaid. Cognitive Psychology, 22(1), pp. 36-71. Elsevier.
  20. Tétard, F., Patokorpi, E., Carlsson, J., 2008. A Conceptual Framework for Mobile Learning. Research Report 3/2008. Institute for Advanced Management Systems Research.
  21. Välkkynen, P., Niemelä, M., Tuomisto, T., 2006. Evaluating touching and pointing with a mobile terminal for physical browsing, In Proceedings of the 4th Nordic Conference on Human-Computer interaction: Changing Roles, pp. 28-37. ACM Press.
  22. Wilson, T.D., Wheatley, T., Meyers, J.M., Gilbert, D.T., Axsom, D., 2000. Focalism: a source of durability bias in affective forecasting. Journal of Personality and Social Psychology, 78(5), pp. 821-836. American Psychological Association.
  23. Wyeth, P., Smith, H., Ng, K.H., Fitzpatrick, G., Luckin, R., Walker, K., Good, J., Underwood, J., Benford, S., 2008. Learning through Treasure Hunting: the Role of Mobile Devices. In Proceeding of the IADIS International Conference Mobile Learning. IADIS.
  24. Yin, R.K., 2003. Case Study Research: Design and Methods, Sage Publications. London, 3rd edition.
Download


Paper Citation


in Harvard Style

Ervasti M. and Isomursu M. (2009). LEARNING THROUGH NFC-ENABLED URBAN ADVENTURE – User Experience Findings . In Proceedings of the First International Conference on Computer Supported Education - Volume 1: CSEDU, ISBN 978-989-8111-82-1, pages 55-64. DOI: 10.5220/0001973400550064


in Bibtex Style

@conference{csedu09,
author={Mari Ervasti and Minna Isomursu},
title={LEARNING THROUGH NFC-ENABLED URBAN ADVENTURE – User Experience Findings},
booktitle={Proceedings of the First International Conference on Computer Supported Education - Volume 1: CSEDU,},
year={2009},
pages={55-64},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0001973400550064},
isbn={978-989-8111-82-1},
}


in EndNote Style

TY - CONF
JO - Proceedings of the First International Conference on Computer Supported Education - Volume 1: CSEDU,
TI - LEARNING THROUGH NFC-ENABLED URBAN ADVENTURE – User Experience Findings
SN - 978-989-8111-82-1
AU - Ervasti M.
AU - Isomursu M.
PY - 2009
SP - 55
EP - 64
DO - 10.5220/0001973400550064