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Dokumentation
Produktionsdaten
Abbildung:
Titel:QFK - Quest for Knowledge
Medienart:Internet
Herausgeber:LTFE Universität Ljubljana, Slowenien 
Autor:LTFE – Laboratory for Telecommunications, Faculty of Electrical Engineering, University of Ljubljana 
Hersteller-Land:Slowenien 
Hersteller-Jahr:2008 
Systemvoraus-
setzungen:
Mobile Clients: Nokia N70+, Nokia N90+, Sony Ericsson P1; OS Symbian s60+; Opera Web kit Desktop clients: PC with internet access, Browser (FF2+, IE 6.0+)  
Inhalt
Abstract:QFK is the Game Based Mobile Learning (GBML) Platform. It enables development and playing of mobile educational games. Games can be played via multimedia mobile devices (mobile phones, smart phones) or regular internet browser from the desktop computer, using WWW technologies only. Players may use additional multimedia devices, such as digital cameras, PDA´s, or GPS devices. Games, played in the QFK platform differ from regular computer games which usually define aims, rules or missions and are played in the pure virtual world. Mobile educational games take the players outside of their classrooms, involve real world and real people, blurred with alternate reality that can be defined in the game story. Using modern multimedia devices enable infinite possiblities of communication, social netorking and creation of multimedia content. Players learn through performance. This requires active participation and discovery, analysis, interpretation, problem solving, and physical activity. The educational value of the experience is not just the game itself, but creative coupling of educational media with effective pedagogy to engage students in meaningful practices. 
Inhalt:QFK embodies a framework for development and playing of educational games by exploiting the mobile and Internet environment. Teachers and cultural workers participate in defining the learning objectives, type of game (e.g. competitive, collaborative, role play, simulation), content, assessment, feedback and levels of difficulty. Parents can be involved in contributing ‘stories’ and content relevant to their localities. Teachers receive support in the early stages of implementing and testing the games, following initial training. The approach taken to games development was scenario- based and iterative, building on experience from each experimental ‘release’ in real world test environments. Content created by children and teachers was positioned, where possible on a multilayered map, then enriched with new content which enabled subsequent development of the game itself. QFK supports the development of a number of game types drawn from popular genres such as: adventure; simulation; race games; maze games; edutainment activities; creative model building; and shooting/arcade games. The concept involves adding or retrieving information reflecting the cultural diversity - the traditions, stories, music, monuments and languages - of the participating countries and regions through time-specific mapbased screen displays.
Retrieval
Bildungsbereich:Weiterbildung/Fortbildung 
Bildungskategorie:interkulturelle Bildung, informationstechnische Bildung, künstlerische Bildung, sportliche Bildung, technische Bildung 
Ethik-
Themenfeld:
Systematik:Informationstechnische Bildung
Auszeichnung
Auszeichnungs-Art:Comenius-EduMedia-Siegel 
Auszeichnungs-Jahr:2009 
Auszeichnungs-Ort:Berlin 
Bewertung
durchschnittliche
Bewertung:
9.2 Punkte - verwendbares Multimediaprodukt – ausreichend (4)
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