Showing posts with label design principles. Show all posts
Showing posts with label design principles. Show all posts

11 August, 2010

Riel, M., & Polin, L. (2004). Online learning communities: Common ground and critical differences in designing technical environments.

Riel, M., and Polin, L. (2004). Online learning communities: Common ground and critical differences in designing technical environments. In Barab, S.A., Kling, R. and J.H. Gray (Eds.), Designing for virtual communities in the service of learning (pp. 16-50). Cambridge, UK: Cambridge University Press.  Retrieved July 4, 2010 from http://usqstudydesk.usq.edu.au/file.php/15733/2010/resources/Riel_n_Polin_04_Online_LCs-classification-of-LCs.pdf


Introduction
Our epistemic beliefs (psychological models) interest researchers in cognitive and social output.  Focus stems from understanding the collective mind, and the paradigm shift of modern learning from rote memorisation to comprehension and meaning making.  Language is developing to describe the phenomena the more discourse becomes explicit knowledge (e.g. the making of artifacts).  The language that has emerged from different areas of research come together holistically to understand evolution and the progression of adaptation, change and transformation.  By understanding the terminology, conceptualisation of source words allows individuals to work within the parameters of an organisation, yet have the capacity to work independently.  Learning in communities (organisations) has been categorised as:
  • task-based;
  • practice-based; and
  • knowledge-based.
Designing technology to support these functions facilitates professional and social collaboration that combine learning through reflection.


Learning as social construction
Individual learning is seen to enhance group knowledge.  As learning is a social act, any system adopted must consider embedding and implementing a framework for interaction and participation.  Experience of participation allows the individual to help create new knowledge or meaning.  The accumulation of static knowledge is a thing of the past.  Individuals learn from not only the generation of artifacts, but from each other and group members should be viewed as living entities of knowledge.


Individual creativity is sparked through observation and sense-making.  In this way, individuals should understand that through observation and self-regulation, they become objects of knowledge to be used by others.  Through alignment with group objectives, individuals adhere to a larger meme and become memes of their own (e.g. role models).  Research has revealed that the best ideas have come from group contributions, despite apparent perception of dysfunctional issues pertaining to group work.  Most issues stem from differences in social and economic background rather than difficulties of cognitive levels (e.g. the focus is on what individuals represent on the outside rather than their ability to perform).


Learning embedded in community
As the term community currently defines any grouping that has a memetic function, the authors suggest anchoring the term to something more definitive stating the strength and depth of a groups' culture provides the impetus for collective learning and stable states of being.


The dysfunctional aspects of a group almost always stem from a lack of change or adaptation to environmental needs.  Scattered groups (e.g. outback regions of farmland connected by technology), a strict need for conformity, or contested changes are all issues that arise from interaction.  Professional development in groups requires a constant flow of new members to stay fresh and alert.  A lack of activity may lead to disinterest in the society.  As such, labeling is meaningless and learning is intermittent.


Groups that perpetuate through multiple generations use their own source of knowledge to create standards that evolve through practice (e.g. Freemasons).  They act in some ways as a feeder for the environment and vice-versa.  Collective reasoning is developed through the flow of community members and their interaction.  Interaction history is made explicit through artifacts such as manuals, and guidelines.  Tacit knowledge has been made explicit and new members understand what is expected of them from the start.  Newcomers can learn from either static knowledge, or living knowledge expressed by members who have been inculcated by the group and have more experience.


Role assignment depends on support from the community.  Function and role switching can be a community requirement and produces several kinds of results (e.g. attending to all positions as individuals work up the professional hierarchy in hotel management).  New and small groups may have difficulty offering the same activities as larger organisations, thus ambiguity about objectives must be cleared as they evolve and progress through practice and experience.


Learning communities
Collective work is based on community focus.  That is to say that role assignments or function vary according to the type of organisation an individual is affiliated to (e.g. nursing within a medical environment).  Different activities occur at different areas of employment.  Task based work at a micro level involves understanding that experience is derived from the social practice of integration and learning.  From a macro level, the community is seen to develop, evolve and progress.  Communities emerge from a sense of purpose and cohesion.  Analysis of both areas requires the same process, but at micro level research continues with the practice of integration as a supportive function, and at macro level research is concerned with the division of labour and activity that maintains group dynamism.


Self-verification processes are vital for individuals in understanding the need for complementary and different role assignments that contribute not only to their increase in knowledge, but to increase the levels of knowledge within the group.  Four attributes to sustaining a learning community are:
  • membership - how do individuals find themselves in a community and what is it that attracts them to full participation and interaction?
  • task features/learning goals - groups are designed to either function on finite period projects or as an ongoing activity that supports a larger meme.
  • participation structures - role assignment is based on the clarity of group function (e.g. there is no ambiguity about individual function);
  • reproduction and growth mechanisms - communities are able to maintain knowledge structures by creating learning systems that can be structured to stand alone (e.g. irrespective of members joining and leaving, community knowledge is retained).

Technical designs for learning communities
Three different domains of learning communities are:
  1. task-based - project based work or work with a finite end where self-verification processes support members as they assist each other, and is seen as more than just a simple collaboration.
  2. practice-based - highly defined by expression and behaviour (e.g. dance classes) where members who have an occupational unity interact through discourse and imagination to reproduce new knowledge within that domain of learning.
  3. knowledge-based - members of the community are involved in observation and creation of knowledge that is deliberate,  formal and shared (e.g. researchers).

Task-based learning communities
Groups that have a range of diversity within individual members (e.g. multi-cultural) have more access to different and alternative perspectives that emerge during discourse and activity.  A recognisable function of diversity leads members to interact or collaborate to find solutions or access to ideas that may not be available to groups with more in common.  Close interpersonal relations allow for a deeper and more significant  understanding.


In knowledge based communities, static knowledge is seen as the product of a learning outcome (e.g. documented minutes of a meeting).  While the finished product is static, members acquire and keep new knowledge to transmit (e.g. living knowledge), or keep knowledge current through evolutionary systems (e.g. wikis).


Schools have often used group learning to propel individual learning, and identify the differences between community based learning and traditional forms.  RPL in school children dictates how they are seen to behave within a group culture.  Clarity of outcomes depends on an individuals desire to achieve, and assessments are known to affect the way students interact and self-regulate (e.g. to gain approval, for high marks, to learn more).  Current research has revealed that school based curricula in general is bound by societal factors of learning that in no way contribute to collaboration or clarity of end result (e.g. historical data that is not contextually defined by the student).  Self-verification processes are becoming more popular as learning communities such as The Globe Project, iEARN projects and Learning Circles emerge.  Students and teachers are able to access in real-time knowledge that is being collated.  Involvement in current affairs is more significant to the students as it relates to a visible and tangible concept.  Collaboration cuts through social perception of ability (e.g. age, ethnicity) and cognitive association reflects new transferable skills.  This form of classroom activity is a reflection of a micro-community (e.g do not share exactly the same attributes of a learning community).  They state that the short time frame for interaction in classrooms does not enhance or facilitate more than a superficial collaboration.  Classroom assessments are based on individual performance instead of a group product.  Learning ends at the end of a school year, and a new teacher and additional new members may transform what is known.  Knowledge gained is carried within the student to be transferred (e.g. living knowledge) or remains documented and used for evolutionary progress (e.g. static knowledge).  The perspective taken is that classrooms may not be considered a very good example of a learning community as attendance is involuntary.


In order for students to grow into responsible citizens, it is suggested that curricula be modified to extend a learning system that frames a community through social and integrated activity, and allows the students to move seamlessly from schools to society.


Designing technical environments to support task-based learning communities
Social networking supports a global culture through technologically assisted communication.  While this is effective in transmitting knowledge, learning communities require an objective and focus that has a clear outcome.  Online learning has been facilitated through collaborative works from larger memes.  Educators join communities to maintain professional links to current bodies of knowledge, enhancing lifelong learning skills, and become memes or subject matter experts.


Some online learning communities have outreach programs that feed from local and global networks.  Corporations generate project-based activities that have a finite time limit, and establish hubs from which to expand their knowledge base (e.g. Learning Circles use between eight and ten schools from around the world to generate knowledge for the corporation and for the schools).  This diversity highlights varied skillsets in students and teachers alike.  Strategy is required to engage learners from around the globe.  Smaller communities remain dependent on larger and more established organisations for structure and support.  Sharing is a routine required for successful performance.  Collaboration in online learning means that each individual contribution is seen as valid, and participants (irrespective of location, age or gender) can minimise traditional hierarchical boundaries which motivates individuals to help in decision-making processes.  This approach is similar to that of a professional community (e.g. organisational behaviour).


Clarity of program sequence is enhanced through technologically assisted communication (e.g. email).  Schools that participate accept a project topic and agree to become subject matter experts.  The task is divided between students who accept responsibility for their share of the investigation.  Interaction between students creates the momentum to undertake the project.  RPL signals strengths that can be used to facilitate collaboration (e.g. using a students' expertise in programming to design part of the project).


Technology is the mediator for sharing and collaboration (e.g. information on starting the project, and sharing of the finished product).  Once a project is completed, students can participate in the following cycle, accepting new cohorts and continue the learning process.  Artifacts collected during one cycle are used as static knowledge (e.g. what has been and can be achieved) for future participants and as documentation of past work.


Online communication can be seen to enhance and facilitate local face-to-face activity.  Differing and alternate world views are shared.  This type of learning is viewed as an introduction to the world of business.  Various aspects of online sharing leads to a sense of professionalism within an individual as they become more involved in their learning community.  Knowledge comes through observation, participation and access to expertise.  Language specific to the group develops meaning as participants spend more time interacting within the community.  While students become accustomed to participating in more adult arenas, they are supported by sophisticated technology, expertise in specific knowledge areas and access to a working community.


Practice-based learning communities
Groups are formed on a voluntary basis and stem from the need to share working methods and knowledge that benefit group members and society in general (e.g. teachers).  Levels of experience and responsibility differ between group members and dictate participation in activities.  Participation is significant as the knowledge that emerges feeds future working practice.  Practice-based communities share a knowledge that is constantly evolving.  They undertake the responsibility of sharing their knowledge beyond group confines.


Committed organisations structure their modifications in practice for purposes of improving working conditions.  New knowledge is an expected outcome of new practice.  Effectiveness of applied methodology results in improved performance.  Tacit knowledge becomes explicit when assistance is readily available from group expertise.  The significance of information created (reified) is transferred through participation between living and static knowledge.  The dynamism of knowledge comes from within the individual and how they choose to share.  Generating artifacts is crucial in maintaining explicit living knowledge as tangible evidence that the group retains irrespective of key member attendance and participation.


Members are seen as conduits between environment and community.  Inter-group participation sustains the practice of memetics (e.g. observing and applying knowledge to different communities) and reduces group disintegration and isolation.  Group culture embodies a learning network that exists to maintain group operation.  The operant conditioning factor is not seen to be the creation of new knowledge per se, but to sustain task based activities that improve and redefine the manner in which the group functions.  Group dysfunction appears from a lack of inter-role responsibility (e.g. members are restricted to a single function within the group) that may enhance the progression and adaptation of the community.  Some instances of evolution require a break between tradition and the new (e.g. sequestering newcomers from old timers and introducing new methods of practice and technology).


Researchers have found that the creation of new knowledge as it is sustained through reification should be seen as a 'snapshot' version of tacit knowledge.  While implementation of new practice and innovation is current, the inherent diversity of group culture brings balance to static knowledge.  Thus both living and static knowledge depend on full participation from members.  Studies on teaching in Japan show that improved teaching practice comes from maintaining professional links to practice-based communities.  Current information adds to epistemic beliefs and philosophies that encourage the teacher to look at lessons and make improvements that adapt and change with time.


The problem of school as a practice community
Dysfunction stems not so much from a lack of opportunity provided to the students, but from a lack of cohesion that links group work to real-life situations (e.g. no follow through when an online collaboration ends).  Students are unable to understand the holistic experience when it is withdrawn.


Students who have the opportunity to work with various group members are exposed to expertise that involves them in the practice of learning to learn.  Responsibilities include understanding a project well enough to teach it themselves.  Mentoring and apprenticeship is viewed as a key aspect to group learning.  Assessments include strategy, observable patterns, guidance, performance and discourse, and are used to promote group culture and identity.  Riel and Polin reiterate that classrooms cannot be viewed as communities of practice as students attend school on an involuntary basis, and do not see the teaching community as a source of expertise.  Furthermore, they state that traditional standardised testing and intervention is ambiguous in objective and lacks clarity of function.


Designing technical environments to support practice-based learning communities
Digital technology has connected the world in such a way that isolation from learning communities can be overcome.  Global teaching projects draw from a pool of pre-service teachers who can practice with real students through online communication.  The availability of knowledge is vast and continually progressing.  Teaching communities use artifacts (e.g. blogs) to recommend innovative ways that have had success.  Blogging is useful for the teachers to reflect on their own practice and has the advantage of sharing tacit information.


Hierarchical communities operate in a manner that teaches teachers to become leaders.  Global connections allow volunteers to participate in higher learning structures.  The more experience they gain through commitment to the group, the more responsibility they take on to participate at more senior levels (e.g. management or council meetings).


In working to design online learning structures, consideration must be given to the processes of learning that are encountered through digital communication.  Tools are seen to facilitate activity, but caution is warranted as cultural identity must be supported to sustain progression.


Knowledge based learning communities
Observations of recurring patterns of evolutionary progress are analysed to construct new meaning.  Collective knowledge is added to and increases individual levels of expertise.  Groups such as these conceptualise and re-create information as it emerges (e.g. research of a phenomena).  Their focus is to re-present knowledge from a different perspective by extracting and re-packaging information as it applies to a new context.


Identified differences:
  • task-based learning - the reproduction of knowledge as it applies to the individual within a specified time frame;
  • knowledge-based learning - similar to task-based communities, but conducted through deeper levels of analysis.  Contributions are ongoing and there is no definitive end.
Knowledge-based communities engage in ongoing conversation through literature that is amended or adapted to leave a trail of accessible and current information.  Practice-based communities use knowledge to enhance methodology and personal development, while knowledge-based communities critically analyse current practice with intention to adapt and transform content.


Designing technical environments to support knowledge-based communities
The Knowledge Forum is used as an example of designing knowledge-based communities in schools.  Students are invited to participate by building their own knowledge to create a stronger learning community.  However, indications of sharing knowledge does not imply that practice-based tasks will develop into knowledge-based expertise as the tools required for in-depth holistic investigations are not available to students.  While the Forum is still in its infancy, online tools such as these are an indication of the potential that building knowledge-based communities generates clarity (e.g. taking water samples from local sources to identify change).


Some knowledge-based communities have created databases of best practice working policies that include facilities for social communication (e.g. discussion forum postings).  Sharing is naturally occurring as interactions between experts and individuals takes place (e.g. advice requested after outlining issues faced).  The theoretical provision of knowledge based communities generates insight of available strategies gathered from existing artifacts.  Individual members who share personal experience open up to potential solutions derived from practice.  Riel and Polin suggest that customer service is a newly tapped market where organisations can obtain a wealth of information for purposes of improved practice based on demand.  Successful communities have designed the logistics of acquiring information using sophisticated systems to manage responses that come in several formats and are capable of distinguishing and validating the knowledge obtained.


Summary of topology in learning communities
Three different types of learning communities can be found within certain organisations, and this obfuscates the description and definition of groups and individuals.


Technical designs for learning organisations
Learning communities may be a component part of a larger organisation (e.g. research and development departments) that encompass the overlap of all three types.  Inter-departmental sharing supports the organisation holistically.  Sharing increases learning opportunities although time and work constraints may prevent immediate implementation of new ideas.  Similarly, differences in goal orientation (e.g. responsibilities conducted through role) may require alternative outcomes.  Performance is regarded as more meaningful than the generation of knowledge which is considered a by-product of activity (e.g. building a car).


Groups transform as novices develop experience of work as it connects to the environment.  Knowledge is recycled to maintain and sustain working practice and the organisation itself.  Tools that promote a culture of sharing provide the momentum to implement tasks that generate the learning cycle.


Pro activity is a result of learning organisations that have a valued and supportive culture.  Extended network reach and economic demands have meant that cumulative knowledge is a required and necessary function of successful performance in organisations.  Software support is vital.  Development is seen as a process of engagement with the environment (e.g. as an organisation realises a need, external entities are involved in complementary functions such as software development).


The learning organisation: an example
Institutions for higher education function as potential for all three forms of learning communities.  Knowledge that is generated serves as a contextualised snapshot of the profession and underlines future engagement.  Group members aligned towards this objective are transformed by their beliefs gained from reflection upon tasks.  Changes are apparent in behaviour.


Task based learning community
An example is of first year graduate student interaction where orientation programs are designed to create a platform where students can socialise informally.  Task activity requires them to complete project work and acquire some knowledge.


Practice based learning community
A multi-cultural, multi-ethnic and multi-generational collective that provides a wealth of individual knowledge in terms of practice and technological support.  The program structure acts as a foundation for transactive memory where the primary goal is for students to apply what they have learned through effective implementation which feeds back to the learning community.  Interaction supports learning histories, problems and observations, as well as frustrations.


Knowledge based learning community
Individuals in these communities are given access to past records from which to learn about previous patterns of observation.  Tasks are seen as inherited responsibilities which generate further records for incoming members.  By sharing information, progress can be made and artifacts remain as verification of evolutionary processes.


Technical support for the learning organisation
Current software is designed to make full use of online connectivity, and data capture and storage (e.g. cloud computing).  Limitations of use are overcome through innovation as alternative perspectives are taught with the expectation that students are able to utilise knowledge and equipment to build similar models in their own practice.  Popular software combines a search engine, links, forum and broadcasting facilities.


Learning designs for the future
Learning is considered a social act and as such, recognition of a paradigm shift indicates that self-verification processes are critical to understanding how groups function.  Effective collective learning reveals that performance is enhanced when sharing occurs.  Online networking has meant that traditional structures are circumvented by time and space (e.g. mobile learning can occur as and when an individual is free to study).  Building and sustaining knowledge is a difficult process and teaching is a profession that is an evolving and progressive practice.

04 June, 2010

Laine, T. H. , Vinni, M. , Sedano, C. I. and Joy, M (2010). On designing a pervasive mobile learning platform

Laine, T. H. , Vinni, M. , Sedano, C. I. and Joy, M (2010).  On designing a pervasive mobile learning platform.  ALT-J Research in Learning Technology, 18(1), pp. 3 — 17.  Retrieved on May 31, 2010 from http://pdfserve.informaworld.com.ezproxy.usq.edu.au/
15163_751304989_921310039.pdf


Introduction
Laine, Vinni, Sedano and Joy state that "[m]obile learning, or mlearning, is one of the application areas where pervasive computing has become popular and is currently being intensively researched" (pg. 3).  Laine, et al. discuss elements of pervasive learning and ubiquitous learning that have led to embedded intelligence in mlearning (e.g. sensors, smart tags).
  • pervasive learning - emphasis is placed on how intelligent environment and context sensitiveness link to the physical learning setting where the context, content and resources are provided (e.g. online university education);
  • ubiquitous learning - mobility is restricted and connected to a specific context (e.g. specialised training that may require physical presence).
Laine, et al. refer to pervasive learning spaces  (PLS).  These environments offer the relevant education context where learning resources are delivered and interaction between students is sustained (e.g. traditional learning contexts, corporate training, tourist attractions).


Related work
Laine, Vinni, Sedano and Joy used Myst as a platform to deploy game based PLS quickly.  In this discussion they review current PLS platforms.  Games that do not explicitly present educational agendas have not been included.


Beaudin, et al. propose microlearning as a task divided into a sequence of learning activities through embedded intelligence (e.g. context sensitive wireless sensors built into objects and appliances).  The sensors identify when an object is approached or touched.  The system integrates deeply with the environment Laine, et al. state, but it lacks portability and student interaction (e.g. does not support group learning activities).  Furthermore, mobile devices are not used to their full potential as they are set to receive only audio instruction; communication features have been disabled.


Personal learning assistants such as LORAMS support learning through collaboration of knowledge.  RFID technology links films and objects in the environment so users can share their knowledge (e.g. videos that highlight problem-solving activity are made public, generating knowledge and feedback).  Tagging videos creates levels of categorisation.  Laine, Vinni, Sedano and Joy suggest that the dysfunction in this approach lies in the proprietory video format (e.g. the online format may not be compatible with individual mobile versions), and limited asynchronous activity.


Games that interact with a child's imagination rely on background music, sound effects and verbal commentaries.  Lampke and Hinske developed "Augmented Knight's Castle" (pg. 4) that reacts to touch through RFID and audio playback (e.g. iPad), and promotes interaction and play.  Despite its outstanding features, it lacks mobility Laine, et al. observe (e.g. the iPad is a recently introduced mobile device that potentially supports the features of such programs).


Laine, et al. include mobile learning opportunities in museums and galleries as examples of single purpose devices (e.g. the mobile devices store static information restricted to one location or context or object).  Laine, Vinni, Sedano and Joy indicate that the closest match to their work is the IPerG project (developers of multi-user publishing environment) that create multi-use mobile applications.  Myst (mentioned earlier) uses MUPE as a platform, thus reducing the need to reinvent the wheel (program developers can eliminate the labour intensive effort to devise their own platform; contributes to knowledge sharing and community learning/awareness; compatible with existing software).


The previous examples have been used within a confined space (e.g. a building).  Open air pervasive learning spaces (PLS) are flexible in relation to the physical context, but are not flexible in content.  Laine, et al. suggest that the flexibility of the system can be seen as problematic.


The Myst platform
Pervasive mlearning through gaming occurs quickly and easily.  Laine, et al. created and tested their Myst-based mobile games at events held internationally.  The authors detail their work to give scope to the scalability of Myst-based flexibility and portability.  Games are based on informal learning environments (e.g. UFractions is a game that does not have deep association with it's environment; ubiquitous learning).  It is possible that Myst-based games are embedded in the curriculum at some future date, but there is no evidence to support their idea other than in UFractions, Laine, et al. state.


Platform features
The concept during Myst-platform design included making the system compatible in various locations with little need for re-design.  The gaming features function compatibly with most applications.  Dimensions to the gaming option is explored through shared experience of the surrounding environment.  Laine, Vinni, Sedano and Joy refer to enigmas that need to be solved during game play.  The enigmas are questions that range from task-based queries to image capture.  There is no time limit; help is available from other students; there is access to hints/tips.  A single device can conduct multi-player functions so teams can play.  Game areas are categorised and assigned purpose designed enigmas.  RFID and GPS is used to locate the student.


Data is recorded using device functions (e.g. camera, voice notes) and Laine, et al. refer to these recordings as impressions.  Impressions also record ownership (e.g. student name, location stamp) and information concerning the enigma.  Students are directed to a central database that stores all recorded information (e.g. points) on a dedicated site.  Information is exchanged on thoughts and perceptions to understand the variety of experiences encountered.


Myst-based games allows story creation (with embedded enigmas) and narrators.  Scored points increase with levels of difficulty in solving the enigma during "battles" (pg. 8).  Points reduce when questions are answered incorrectly.


Design principles
Laine, Vinni, Sedano and Joy indicate that the development of the Myst platform is ongoing and subject to change and evolution.  The most important lessons learned were in designing PLS platforms successfully, they state.  The key factor is flexibility of design.  Flexibility is significant when considering how the system may be used in different contexts and with different content.  Dimensions of variety are resolved through flexible design:
  • variety of contexts (e.g. physical locations);
  • variety of content types (e.g. different media types);
  • variety of players (e.g. age, gender, language, preferences); and
  • variety of interactions between players and non-player characters.
By using open protocols and portable languages, PLS developers allow room for manoeuvre to achieve the flexibility required.  Platforms that can accept the above configurations remain open to sliding in renewed or adapted components without disrupting the entire framework.  External applications from other developers develop extensions or new features (e.g. apps written for devices such as the iPhone, Blackberry).


Interaction models are consistent in supporting student to student, and student to system communication.  Social dynamics supports and encourages learning Laine, et al. state, so profiles and congruence of interaction between playing and non-playing characters are of significant interest to developers.


Laine, et al. state that students are given the opportunity for reflection by extending access to learning data at the end of the activity.  Students extend the learning process by taking it further than the actual learning arena when they access the database of stored information.


Laine, Vinni, Sedano and Joy note that the primary factor when considering design of a PLS is to develop it with stakeholders as opposed to for stakeholders (e.g. within a museum setting stakeholders are museum visitors, curators, content matter experts).


Architecture
Myst has been developed using MUPE from Nokia.  MUPE sends the information in XML (eXtensible Markup Language).  The mobile device reads and renders the XML to the compatible mobile format.  It was chosen for its portability and ease of use.  The architecture is divided into four distinctive parts:
  1. server - the authors added extensions to the MUPE server so that other developers can add their own classes and XML sheets; records are kept of individual performance; in the event of system failure and the mobile device crashes, the central database can start the game at the point before the crash; the server can dynamically change the content to suit the mobile interface; data collection is facilitated by circulating questionnaires after activities; a sequential database uploads impressions, performance and results to the off-site component;
  2. clients - Laine, et al. state that the MUPE system was amended during design to include barcode recognition and near-field communication tag reading and in theory can support any J2ME-enabled device, although testing was limited to two types of Nokia phone;
  3. pervasive environment - supports context, content and resources; information on the environment (a source of questions for the enigmas) can be captured for future reference, sensors provide information for deeper levels of analysis; mics and touch screens enhance the communication experience; and
  4. off-site extension - where individuals in less central positions ("located outside the festival arena" pg.12) are afforded an overview to events conducted; impressions are uploaded for sharing and feedback; students are able to use it as a 'rear-view mirror' when comparing results and memories.
Evaluation
The sequential process for evaluation started with a questionnaire and instructions on how to use the features.  Individual and team play was observed.  The questionnaires revealed that the students had enjoyed the game as "interaction with the environment is an essential part of pervasive learning spaces"  (pg.14).  The students responded positively when asked if they had learned more about the exhibition as a consequence of playing the game.  When asked, most students agreed that they would be interested in playing the game on their own devices in different locations.  Laine, et al. postulate that the children were young and their devices may have needed upgrades in order to play.  Enigma solving gained positive feedback, but impression recording features were not used much.  Resources were appreciated, but still under-utilised.  General consensus revealed that games built using Myst motivate students to interact with the environment and facilitate learning through discovery.


Conclusions and future work
In this discussion Laine, et al. present features, architecture and design principles of Myst as a platform for pervasive mobile games.  A review of alternative PLS do not have the functional flexibility of Myst.  Experience of developing Myst has allowed the authors to ascertain key design principles that promote flexible solutions.  Games have no age bias, although results show that children and young adults are particularly suited to the environment.


The authors intend to develop Myst to apply it to new contexts (e.g. forests, tourist attractions, rural/urban areas).  They further state that areas being developed include strategy and a gateway sensor that gathers and analyses data to increase sensitivity to context and utilisation of resources in the physical environment.  Editor components were introduced to new games for subject matter experts to add to.  Previous game designs are studied and adapted to build new games.