The Development of an Educational Outdoor Adventure Mobile App
Abstract
:1. Introduction
1.1. Location Based Games
- The ability to adjust the level of fitness required, by carefully selecting the location of the treasure/geocache.
- Development of the sense of orientation.
- The process of exploration gives a high level of interest.
- The challenge and the subsequent feeling of success when a treasure is found, psychologically benefits the participantThe social skills that can be acquired.
- The pleasant feeling of achieving a goal. In particular, students that are not very successful in sports can build in this way their self-esteem.
- When participants are separated in groups, the sense of togetherness, as a target of a group with a common purpose.
- Socialization with other participants.
- Develops the cohesion and the collaboration of a group, along with the encouragement of communication.
1.2. Smartphone Use Educational Challenges
1.3. Motivation and Research Aim
2. Methodology
2.1. Researching Teachers’ Skills and Perceptions
2.1.1. Participants
2.1.2. Research Tools
2.1.3. Results
2.2. The RouteQuizer Prototype
2.2.1. Requirements
- The mobile application should be Android OS compatible.
- The system should be simple to use.
- The system should provide effective learning outcomes
2.2.2. The Web Application
2.2.3. Creating and Managing Activities
- Code. The tutor defines the “Activity Name”.
- Point Order. The tutor enters the order in which each point will appear to students. In each new activity that a tutor creates, the first point must have the point order value of 1, the second a value of 2, and so on. In this way the teacher can largely control the route that the students will follow, during the use of the activity.
- Latitude. In this field, he enters the first part of the coordinates, i.e., latitude.
- Longitude. In this field, he enters the second part of the coordinates, i.e., longitude.
- Information. Information about the point to be visited.
- Question. The question to be displayed to the students as soon as they arrive at the point.
- Answer 1. The first possible answer.
- Answer 2. The second possible answer.
- Answer 3. The third possible answer.
- Answer 4. The fourth possible answer.
- Right Answer. The tutor provides the right answer.
- Distance. This field is filled by a number, corresponding to the maximum distance in meters, in which the students must approach, for the question to be displayed.
2.2.4. Browsing the Results of an Activity
- UserContains the student’s username.
- Activity name
- Point1 in case it was the first visited point, 2 if it was the second etc.
- ResultContains either “Correct” or “Wrong”.
- HelpContains either “Used Help” or “Did not use help”, that indicates whether the user used the help button or not.
- Date and TimeThe date and time when the students answered the question.
2.2.5. The Mobile Application
- Only authorized users that know the activity’s name can have access.
- It ensures the uniqueness of each activity.
- Sharing the same activity with other teachers, is easy, simply by sharing its name.
- The application, as is, is usable by different teachers and for different classes.
- The teacher can easily disable an activity if he wants to, by changing its title.
2.2.6. Main Screen
- Center map button.Upon selection, the screen is centered in the user’s position.
- Map type selection button.The user can choose between four different map types, a road map, a satellite map, terrain map and a hybrid map.
- Help button.A red marker indicating the position of the destination, as well as the shortest route to get there, appear on the screen, preventing the user from getting lost. Also, the tutor is informed whether the help button has been used or not.
- Information button.A window containing all the information provided by the tutor appears, helping the user locate the destination point but also to get informed about it. In case the text is long, the window contains a scroll bar.
- Distance meter.The distance meter represents the distance in meters between the user and the destination. That way, the user knows whether he is heading to the right direction or not.
2.3. Students’ Evaluation—Pilot Case Study
- how the application performed technically,
- the students’ spontaneous comments, and
- the student’s behavior and concentration during the activity.
2.4. Teachers’ Evaluation—Teacher Training Program
- Web application:
- The location of the points should be selected on a map.
- Open ended questions should also be supported.
- Teachers should be able to copy an activity they have created and just change the order of the points.
- Mobile application:
- The information window should not only contain text, but also photos, videos, and sound recordings.
- Help button should not be easily used. A confirmation window should also appear.
2.5. Case Studies
2.5.1. Case Study no1—First Junior High School
2.5.2. Case Study no2—University of the Aegean Geography Students
2.5.3. Case Study no3—Mantamados Junior High School Students
2.5.4. Case Study no4—Dyslexic Junior High School Students
3. Results
- How much did you enjoy the treasure hunt experience?
- Would you like to repeat such an activity in the future?
- Not all students of the first group were paying attention,
- The application encouraged collaborative learning
- No questions were left unanswered while using the mobile application.
4. Discussion
- Students should work in groups.That way students develop their social skills (sense of togetherness, socialization, development of the cohesion and the collaboration of the group, encouragement of communication). At the same time, the number of devices needed is significantly decrease, resulting to a huge cost saving in case the devices are provided by the school.
- Schools should provide the devices to be used.The cost of a “low-end” android smartphone ranges from 50USD to 100USD a cost that would not significantly affect the yearly budget of an education institute/school. The students will not be required to either own an android smartphone or bring their device to school, something that possibly could also be banned in many schools. In addition, the students will be using the device only for as long as the activity lasts and will all be using the same device type encouraging equality and avoiding digital exclusion.
- Smartphone devices should be “locked”.In the occasion the school provides the mobile devices we suggest all other applications and features of the device to be locked, meaning that the only application accessible to students will be RouteQuizer. This ensures that students will not get distracted by other applications installed in the device such as camera, web browser, etc. Technically, this can be easily achieved by using one of many free applications available on Google Play that enable users to hide all applications installed in a device.
- Teachers must ensure the activity is conducted safely.Although RouteQuizer provides all possible functions to prevent students from getting lost, it is the teacher’s sole responsibility to ensure the safe conduct of the activity. We recommend that activities should take place in a controlled environment, especially in the occasion the students are children.
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Case Study | Participants | Number of Participants | Participants’ Age | Location | Learning Subject |
---|---|---|---|---|---|
1 | 1st junior high school students | 27 | 12–15 | Surroundings of the University of the Aegean campus | Analysis and Perception of the landscape |
2 | University of the Aegean Geography students | 25 | 18–21 | Surroundings of the University of the Aegean campus | Analysis and Perception of the landscape |
3 | Mantamados junior high school students | 18 | 12–15 | Mantamados village | The village’s history |
4 | Dyslexic junior high school students | 12 | 12–15 | Mytilene city centre | Practising orientation skills visiting the city’s monuments |
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Michalakis, V.I.; Vaitis, M.; Klonari, A. The Development of an Educational Outdoor Adventure Mobile App. Educ. Sci. 2020, 10, 382. https://doi.org/10.3390/educsci10120382
Michalakis VI, Vaitis M, Klonari A. The Development of an Educational Outdoor Adventure Mobile App. Education Sciences. 2020; 10(12):382. https://doi.org/10.3390/educsci10120382
Chicago/Turabian StyleMichalakis, Vyron Ignatios, Michail Vaitis, and Aikaterini Klonari. 2020. "The Development of an Educational Outdoor Adventure Mobile App" Education Sciences 10, no. 12: 382. https://doi.org/10.3390/educsci10120382
APA StyleMichalakis, V. I., Vaitis, M., & Klonari, A. (2020). The Development of an Educational Outdoor Adventure Mobile App. Education Sciences, 10(12), 382. https://doi.org/10.3390/educsci10120382