Acec2014 RALfieProject
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Transcript of Acec2014 RALfieProject
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Digital Futures Collaborative Research Network University of Southern Queensland
RALfie: Remote Access Labs for fun, innovation and education
Peer to peer
RALfie: A game where Maker Faire meets Hackerthon
Gamified
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Imagine...a learning experience
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Where you’re given a
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in which you create an
experiment
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Then you connect it to the Internet
RALfieBox
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So that other kids across the country or the world can
use it!
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And when you need help, you can
ask a whole community of
people!
Makers Guild
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That’s RALfieRemote Access Labs for fun, innovation and education
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To the users…
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To teachers and parents…
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Behind the scenes…
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Why RALfie? Some challenges facing STEM education:
Graduation RAL Teacher Rates Specific Knowledge
More STEM graduates needed to meet demand in Australia.
Little collaboration & communication between students using existing online experiments. To use RAL,
teachers need Technical Knowledge; Pedagogical Knowledge; and Content Knowledge.
The pathway ends for many by the end of primary school.
No standard technical solution suitable for RAL.
TPACK
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The RALfie Project’s Goal
is to lead in the development
of an online makerspace
to support engagement in STEM learning
accessible to youth and families in all communities
through a scalable, open online system,
professional development,
dissemination of resources,
and a robust community of practice.
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RALfie as an environment for Science and Technology learning.
RALfie as a culture for learning by making.
What we create
Maker Approach: An Epic Classroom Flip
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The
RA
Lfie
Te
am:
Engi
ne
eri
ng
& E
du
cati
on Dr Andrew Maxwell
Ms Wu Ting
Dr Lindy Orwin
Professor Peter
Albion
Mr Ananda
Maiti
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What’s missing from RAL?
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What’s missing from RAL?
Where is the communication and collaboration?
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The Integrative Learning Design FrameworkBrenda Bannan
Use gamification to increase communication & collaboration around the use of RAL
You are here
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Source: Gamification MOOC
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Octalysis Gamification Framework:8 core drives for
7. Unpredictability & Curiosity
8. Loss & Avoidance
6. Scarcity & Impatience
5. Social Influence & Relatedness
4. Ownership & Possession
3. Empowerment of Creativity &
Feedback
2. Development &
Accomplishment
1. Epic Meaning
and Calling
Yu-kai Chou
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Octalysis Gamification FrameworkYu-kai Chou
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Octalysis Gamification FrameworkYu-kai Chou
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Use
r Ty
pes
Andrzej Marczewski
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Amy Jo Kim
Player
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RALfie Website (prototype)
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RALfie Website (prototype)Gamification elements
1
2
3 45
6
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• Context• Challenge• Reason to collaborate• Reason to share• Reason to communicate
• Community• Forums – help & sharing
• Document repository• Peer to peer
• Distributed expertise
Game Elements & Roles
• Points
• Badges
• Leader boards
• Extrinsic Reward
• Context – broad story that binds the elements together
• Intrinsic motivation
• Engagement
• Fun (many types)
• Reasons to collaborate
• Reasons to communicate
Narrative Achievements
GuildsQuests
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Flipped Assessment
Level upLevel upLevel upLevel up
Ach
ieve
men
t Sy
stem
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Ach
ieve
men
t Sy
stem
Iter
atio
n 1
.0
Badges
Achievements
Awards
ExperiencePoints
Status Bar
Trailing but unsuitable for project due to
“one class” model
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Qu
ests
XP available
Average time taken
Ratings from other users
Quest lists
Quest Information
Bar
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Quest in 3D GameLab
Images
Scenario
Control systemexplained
Link to the experiment
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House
Mouse (Marble)
EntranceControls
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Help needed to develop & document
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August 2013
Bench Test
October 2013
Controlled Lab Conditions
April –Nov 2014
Pre-service Teachers
December 2014
Home Users
2015
Limited Schools
Impact: Lifelong STEM enthusiasts
The research outcomes: Demonstrate the pedagogical and practical advantages of RAL-based experiments to prepare Australian
children for their digital future. Engage teachers & parents & children in using RAL for active learning in STEM. Design, develop and implement an infrastructure and technological solution for making and sharing
community-developed, remotely accessible scientific & technological experiments. Engage children in experiential learning in STEM through a process of design, make, share, use and
reflect employing a ‘Maker Community’ approach.
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Research partnersTeachersYouthMakersLearners
Join us…
Dr Lindy Orwin Postdoctoral Research Fellow
Digital Futures Collaborative Research Network
University of Southern Queensland
m. 0478 039 322
Twitter & Skype Lindymac
Sign up to get announcements at
http://tinyurl.com/ralfie-eoi
This project is supported through the Australian Government's Collaborative Research Networks (CRN) program.