scholarly journals Design and Implementation of Location-Based Learning Games: Four Case Studies with “QuesTInSitu: The Game”

2017 ◽  
Vol 5 (1) ◽  
pp. 84-94 ◽  
Author(s):  
Javier Melero ◽  
Davinia Hernandez-Leo
Author(s):  
Salamah Salamah ◽  
Massood Towhidnejad ◽  
Thomas Hilburn

While many Software Engineering (SE) and Computer Science (CS) textbooks make use of case studies to introduce difference concepts and methods, the case studies introduced by these texts focus on a specific life-development phase or a particular topic within software engineering object-oriented design and implementation or requirements analysis and specification. Moreover, these case studies usually do not come with instructor guidelines on how to adopt the introduced material to the instructor’s teaching style or to the particular level of the class or students in the class. The DigitalHome Case Study aims at addressing these shortcomings by providing a comprehensive set of artifacts associated with the full software development life-cycle. The project provides an extensive set of case study modules with exercises for teaching different topics in software engineering and computer science, as well as guidance for instructors on how to use these case modules. In this chapter, the authors motivate the use of the case study approach in teaching SE and CS concepts. They provide a description of the DigitalHome case study and the associated artifacts and case modules. The authors also report on the use of the developed material.


Author(s):  
Salamah Salamah ◽  
Massood Towhidnejad ◽  
Thomas Hilburn

While many Software Engineering (SE) and Computer Science (CS) textbooks make use of case studies to introduce difference concepts and methods, the case studies introduced by these texts focus on a specific life-development phase or a particular topic within software engineering object-oriented design and implementation or requirements analysis and specification. Moreover, these case studies usually do not come with instructor guidelines on how to adopt the introduced material to the instructor's teaching style or to the particular level of the class or students in the class. The DigitalHome Case Study aims at addressing these shortcomings by providing a comprehensive set of artifacts associated with the full software development life-cycle. The project provides an extensive set of case study modules with exercises for teaching different topics in software engineering and computer science, as well as guidance for instructors on how to use these case modules. In this chapter, the authors motivate the use of the case study approach in teaching SE and CS concepts. They provide a description of the DigitalHome case study and the associated artifacts and case modules. The authors also report on the use of the developed material.


Author(s):  
Hao Jiang ◽  
John M. Carroll ◽  
Craig Ganoe

This chapter discusses a particular pedagogical methodology, case-based learning, and introduces an application that supports case studies. It suggests that authenticity, social interaction, community of practice, and resource accumulation are especially important for design and implementation of case-based learning systems. To make the arguments more vivid, the chapter also introduces a case study library that supports usability engineering education. Some of the suggestions are more related to case libraries or systems alike in particular, and some are valuable for learning management systems in general. The authors hope their study can invoke further research of computer-supported case studies in educational and CSCL communities, and more applications supporting this pedagogical approach will be developed.


Author(s):  
Fotis Liarokapis ◽  
Sara de Freitas

The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing.


Author(s):  
Saptarshi Purkayastha

In the context of developing countries, there is a mounting interest in the field of mHealth. This surge in interest can be traced to the evolution of several interrelated trends (VW Consulting, 2009). However, with numerous attempts to create mobile-based technology for health, too many experiments and projects have not been able to scale or sustain. How is it possible to design and implement scalable and sustainable mHealth applications in low resource settings and emerging markets?. This chapter provides lessons from case studies of two successful and large scale implementations of mHealth solutions and the choices that were made in the design and implementation of those solutions. The chapter uses Information Infrastructure Theory as a theoretical lens to discuss reasons why these projects have been able to successfully scale.


2012 ◽  
pp. 689-713
Author(s):  
Saptarshi Purkayastha

In the context of developing countries, there is a mounting interest in the field of mHealth. This surge in interest can be traced to the evolution of several interrelated trends (VW Consulting, 2009). However, with numerous attempts to create mobile-based technology for health, too many experiments and projects have not been able to scale or sustain. How is it possible to design and implement scalable and sustainable mHealth applications in low resource settings and emerging markets?. This chapter provides lessons from case studies of two successful and large scale implementations of mHealth solutions and the choices that were made in the design and implementation of those solutions. The chapter uses Information Infrastructure Theory as a theoretical lens to discuss reasons why these projects have been able to successfully scale.


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