designing ebook interaction (powerpoint)

29
Designing eBook Interaction by José Bidarra, Mauro Figueiredo, Carlos Natálio IMCL 2014 - International Conference on Interactive Mobile Communication Technologies and Learning Thessaloniki, Greece,13-14 November 2014

Upload: uab-pt

Post on 12-Nov-2023

0 views

Category:

Documents


0 download

TRANSCRIPT

Designing eBook Interaction by José Bidarra, Mauro Figueiredo, Carlos Natálio

IMCL 2014 - International Conference on!Interactive Mobile Communication Technologies and Learning

Thessaloniki, Greece,13-14 November 2014

•  The mobility context

•  Designing mobile learning

•  Introducing games

•  eBook authoring

•  Prototype for the iPad

•  Experimenting with EPUB3

•  Conclusions

Mobile Learning

Story and Game

eBook Technology

The mobility context

•  Bring Your Own Device (BYOD)

•  Social media networks

•  Cloud computing

•  Apps, ebooks and games

•  A digital lifestyle

The mobility context

Social media networks

Cloud computing

Apps, ebooks and games

A di

gita

l life

style

Digital lyfestyle & learning •  Analyze and produce digital information where and when the

user wants

•  Master an operational knowledge about digital media and global communications

•  Make decisions in the context of an information society

•  Apply creative skills and innovation (technological and methodological)

•  Engage in collaborative work with other students

Designing mobile learning

•  Portable device

•  Access to information

•  Content management

•  Instructional model

•  Communications

Designing mobile learning

Information Transfer

Authority- Centered

Recipient- Centered

Decentralized Centralized Team-Centered

Skills Transfer

Empo

wer

ed

Cont

rolle

d

Knowledge Creation & Exchange

Real Work & Learning

Indistinguishable Open up time and place for

learning Open up time and place for extended operations and better decision making

Data and analysis where and when you need it

Personal Devices

Community-Centered (real and virtual)

Designing mobile learning •  mobile learning evolves around the social environment of the

student (sharing podcasts, images, texts and notes),

•  learning activities are mainly based on online resources and on interaction with other people (often through academic work);

•  collaboration networks and group work are an important aspect of mobile interaction anytime, anywhere;

•  the ease of instantly publishing content online stimulates students to become researchers and authors.

Introducing games

•  Goal-oriented activities

•  Specific rule systems

•  Multitasking

•  Decision-making

•  Strategic vision, etc

Introducing games

http://www.educatorstechnology.com/2012/12/a-list-of-all-best-ipad-apps-teachers.html

eBook authoring •  iBooks Author

•  Environmental Studies (text)

•  Multimedia content

•  Maps and graphics

•  Activities and games

•  Widgets (maps, video, puzzle)

Prototype for the iPad

iBook: images and text

iBook: Google Earth

iBook: video and tests

iBook: puzzle games

Experimenting with EPUB3

Authoring with Pages

Development & scripts

Lightbox (javascript)

Memory game (card.js + css)

Technologies/standards used

•  EPUB3

•  HTML5

•  CSS3

•  MP3 (audio)

•  MP4 (video)

Conclusions •  iBooks Author is the most suitable tool for ebook authoring,

mainly due to its ability to integrate sound, image, video, dictionary, text underline, annotations, text-to-speech, ease of navigation, and widgets that can enhance the interactive experience. (iPad only)

•  Given the high cost of equipment and the limited distribution of the iPad in schools at this point, it was also tried with success the development and testing of a prototype that uses the open standard EPUB3.

Conclusions •  Preliminary tests with our prototypes suggest that the iBook

technology and the EPUB3 standard have great usability and pedagogical potential for a learning ebook model. But the EPUB readers in Android tablets are not (yet) ready for EPUB3.

•  The concept of a gamebook appears to have the potential to challenge students to become actively involved, as it allows students to try different routes and follow a narrative, enabling them to create and annotate material from various sources, while also encourages the exploration of new issues.

Future work

•  Gamebooks developed with Unity

•  Connect ebooks to transmedia storytelling

•  Develop gamebooks that are location aware

•  Validation by research in specific educational contexts