The CAM-RPG can generate a series of personalized learning activities from simple to complex for users according to their location, learning history and goal, context nearby, and the role they choose to play. When the users find the requested objects, they can see or hear teaching materials in different forms like text, image, and multimedia.
In 2010, the research team of context-aware sub-project developed a Context-Aware Mobile Educational Game (CAMEG). The game generated a series of learning activities (i.e., a learning activity chain) to enable the students to interact with specific real (e.g., projector, rest room, pine tree, etc.) and virtual (payroll system, business policy, E-Commerce course, etc.) objects in authentic environments. The series of learning activities were automatically generated for individual students according to their learning history and surrounding context (i.e., learning objects associated with the chosen role that the student wants to play and the chosen learning theme, student’s location, etc.). Multi-agent system design principles were adopted into the game; hence, the game could run on different smartphones easily with the help of multiple agents.
In 2010, a usability assessment was conducted for the game and the results indicated that male and female participants felt quite differently towards the effectiveness of the game. In particular, female participants’ responses to the perceived effectiveness and satisfaction towards the game were more positive than those of male participants. The results were aligned with other researchers’ findings in the literature, that have indicated that males tend to get bored with educational games very quickly, whereas females have more positive perceptions towards such games.
The research team has created a virtual science park in school campus, in which we relocate famous international business virtually to make the students have chance to visit those companies and learn concepts and products related to undergraduate level Management Information System course.
Full Video Clip:
1. The Game Play –
2. CAMRPG is a MMORPG in the real world –
3. Story Generation Process –
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2012). Usability of Story in Context-Aware Mobile Educational Game. In the Proceedings of the Global Chinese Conference on Computers in Education 2012 (GCCCE 2012), Kenting, Taiwan, May 28-June 1, 2012, 337-340.
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2011). Usability of Context-Aware Mobile Educational Game, Knowledge Management & E-Learning, 3(3), 448-477.
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2011). Story-based Learning Activity Generation in a Context-Aware Mobile Role Playing Game. In the Proceedings of the 5th European Conference on Game-Based Learning 2011 (ECGBL 2011), Athens, Greece, October 20-21, 2011, 358-367. (SSCI-ISSHP/ISI)
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2010). Architecture and Collaborations among Agents in Mobile Educational Game. In the Proceedings of the 7th IEEE International Workshop on PervasivE Learning, Life, and Leisure, in IEEE Pervasive Computing and Communication 2011 (PerCom 2011), Seattle, WA, USA, March 21-25, 2011, 171-175.
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2010). CAMEG – A Multi-Agent Based Context-Aware Mobile Educational Game for On-the-Job Training. In the Proceedings of Workshop on New Paradigms in Learning: Robotics, Playful Learning, and Digital Arts, in the 18th International Conference on Computers in Education, (ICCE 2010), Putrajaya, Malaysia, November 29-December 3, 2010, 341-345.
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2010). Context-awareness Learning Activity Generation and its Agents in a Mobile Educational Game, In the Proceedings of Asia-Pacific Conference on Technology Enhanced Learning, (APTEL 2010), Osaka, Japan, September 24-26, 2010, ID. 65.