{"title":"以Carnuntum场景为例的移动学习","authors":"Manfred Lohr","doi":"10.1109/INCOS.2009.26","DOIUrl":null,"url":null,"abstract":"This paper describes the pedagogical and technological approach to the design of learning activities that can be conducted outside the classroom by using mobile devices. The concept was realized by a role-play applied in the collaborative and mobile learning platform COLLAGE, which was developed in the framework of an EU project. The Collage project was co-financed by the European Commission within the framework of eLearning. The game-like scenario enriches the field experience during outdoor excursions in the Archaeological site of Carnuntum. In order to demonstrate that mobile technology games can generate high degrees of engagement and enthusiasm in children the outcomes of the implementation conducted with three classes consisting of 13-year old children, 16-year old pupils and 17-year old students are described.","PeriodicalId":145328,"journal":{"name":"2009 International Conference on Intelligent Networking and Collaborative Systems","volume":"1593 ","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Mobile Learning by the Example of the Carnuntum Scenario\",\"authors\":\"Manfred Lohr\",\"doi\":\"10.1109/INCOS.2009.26\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes the pedagogical and technological approach to the design of learning activities that can be conducted outside the classroom by using mobile devices. The concept was realized by a role-play applied in the collaborative and mobile learning platform COLLAGE, which was developed in the framework of an EU project. The Collage project was co-financed by the European Commission within the framework of eLearning. The game-like scenario enriches the field experience during outdoor excursions in the Archaeological site of Carnuntum. In order to demonstrate that mobile technology games can generate high degrees of engagement and enthusiasm in children the outcomes of the implementation conducted with three classes consisting of 13-year old children, 16-year old pupils and 17-year old students are described.\",\"PeriodicalId\":145328,\"journal\":{\"name\":\"2009 International Conference on Intelligent Networking and Collaborative Systems\",\"volume\":\"1593 \",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-11-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 International Conference on Intelligent Networking and Collaborative Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/INCOS.2009.26\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International Conference on Intelligent Networking and Collaborative Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/INCOS.2009.26","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Mobile Learning by the Example of the Carnuntum Scenario
This paper describes the pedagogical and technological approach to the design of learning activities that can be conducted outside the classroom by using mobile devices. The concept was realized by a role-play applied in the collaborative and mobile learning platform COLLAGE, which was developed in the framework of an EU project. The Collage project was co-financed by the European Commission within the framework of eLearning. The game-like scenario enriches the field experience during outdoor excursions in the Archaeological site of Carnuntum. In order to demonstrate that mobile technology games can generate high degrees of engagement and enthusiasm in children the outcomes of the implementation conducted with three classes consisting of 13-year old children, 16-year old pupils and 17-year old students are described.