Abstract
Games as a means of education have been starting to become more of an everyday reality. Not only are games used in classrooms, but they are used in industry to train soldiers, medical staff, and even surgeons. This paper focuses on physically active (i.e. embodied) multiplayer games as a means of education; not only by having students play, but also by having students create games. The embodied multiplayer aspect allows for a more interactive experience between players and their environment, making the game immersive and collaborative. In order to create these games, students must exercise their computational thinking abilities. The Wearable Learning Cloud Platform has been developed to enable students to design, create, and play multiplayer games for STEM. This platform allows users to create, edit, and manage the behavior of mobile technologies that act as support to players of these games, specified as finite-state machines. The platform provides a means of testing created games, as well as executing (running) these games wirelessly by serving them to smart phones (or smart watches) so that students can play them with other students, in teams, or as individual players.
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This material is based upon work supported by the National Science Foundation under Grants #1647023 and #1652579. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
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Micciolo, M., Arroyo, I., Harrison, A., Hulse, T., Ottmar, E. (2018). The Wearable Learning Cloud Platform for the Creation of Embodied Multiplayer Math Games. In: Penstein Rosé, C., et al. Artificial Intelligence in Education. AIED 2018. Lecture Notes in Computer Science(), vol 10948. Springer, Cham. https://doi.org/10.1007/978-3-319-93846-2_40
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DOI: https://doi.org/10.1007/978-3-319-93846-2_40
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