DIGITAL LIBRARY
MULTISABES: MULTIMEDIA LEARNING BY PLAYING
School of Technology and Management - Polytechnic Institute of Viana do Castelo (PORTUGAL)
About this paper:
Appears in: ICERI2015 Proceedings
Publication year: 2015
Pages: 4509-4515
ISBN: 978-84-608-2657-6
ISSN: 2340-1095
Conference name: 8th International Conference of Education, Research and Innovation
Dates: 18-20 November, 2015
Location: Seville, Spain
Abstract:
Games are accepted as one of the tools with major potential to motivate and involve people [1][2][3]. Thus, the use of mechanics and game elements in processes not purely ludic is an area that has been exploited in various application contexts [4].

Through the democratization of mobile devices (smartphones, tablets, etc.) we can observe the possession and use of at least one mobile device per student, which makes these devices types natural targets for mediation with the user [5]. Thus, it was decided to propose to several students the developing of a project consisting in a mobile application as a game (game app) of questions and answers, with which a player could test his knowledge in several themes related to the multimedia field, as: augmented reality, 3D, interaction with sensors and image processing.

The game app is called MULTISABES and it has a intuitive interface, with the questions supported by images in order to help the player to better understand the question and thus to select the correct answer. The app has been already available for use by students, and the initial feedback obtained is very positive and promising.

The typical example of use of the game app is:
1. The user/student downloads and installs the game app in his mobile device;
2. It is necessary to do registration by providing an email account and simultaneously is possible to choose one Avatar (called “Multi”) to represent him in the game app;
3. Then, the user may start playing by choosing one of the available themes;
4. It will be measured the level of performance and given a score (through the number of correct answers and the time needed to complete each group of questions);
5. After the login on the game app, there is no need of an Internet connection to play the game, because the questions become available locally in the app;
6. The individual scores are available locally in game app and also sent to an online server (when the user has an Internet connection). The 10 best scores are made publicly available in the promotional website of the MULTISABES game app.

A user experience and a usefulness studies are being conducted and they will be included in the final version of the paper.
In the future it is expected to evolve the game through:
- Increasing the extent of mobile platforms supporting the game app (e.g. iOS, Windows Phone);
- To extend to all players the opportunity to contribute to the MULTISABES game app, by providing a platform for collecting questions and answers, which after review process, will be included in the database.

Thereby, it is intended to extend the range of users of the game and thus to contribute the increase of the student learning levels in several areas related to Multimedia.

References:
[1] Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy?. New York: Palgrave Macmillan.
[2] Prensky, M., (2001) “Fun, Play and Games: What Makes Games Engaging”, in Digital Game-Based Learning, McGraw-Hill. Ch. 5.
[3] Kirriemuir, John. (2002). “Video Gaming, Education, and Digital Learning Technologies: Relevance and Opportunities”. In D-Lib Magazine: vol.8 no.2.
[4] Zyda, M. (2005) "From visual simulation to virtual reality to games," Computer , vol.38, no.9, p.25-32.
[5] Crompton, H. (2013). A historical overview of mobile learning: Toward learner-centered education. In Z. L. Berge & L. Y. Muilenburg (Eds.), Handbook of mobile learning, Florence, KY: Routledge, pp. 3-14.
Keywords:
Mobile learning, serious games, multimedia.