designing ebook interaction (powerpoint)
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
The mobility context
• Bring Your Own Device (BYOD)
• Social media networks
• Cloud computing
• Apps, ebooks and games
• A digital lifestyle
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)
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