Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad

This paper evaluates and describes the usage of plastic cards, coated with conductive paint, as an input device for capacitive touchscreens. By using the developed card prototypes it should be proofed, that usage of this new kind of input device can be handled by primary school pupils in a collabora...

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Bibliographic Details
Main Authors: Martin Ebner, Stefan Lexow
Format: Article
Language:English
Published: International Association of Online Engineering (IAOE) 2014-04-01
Series:International Journal of Interactive Mobile Technologies
Subjects:
Online Access:http://online-journals.org/index.php/i-jim/article/view/3543
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spelling doaj-dc1564ff7f97403d9e29cd82f066cc682021-09-02T06:47:04ZengInternational Association of Online Engineering (IAOE)International Journal of Interactive Mobile Technologies1865-79232014-04-0182101410.3991/ijim.v8i2.35431946Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPadMartin Ebner0Stefan Lexow1Graz University of TechnologyGraz University of TechnologyThis paper evaluates and describes the usage of plastic cards, coated with conductive paint, as an input device for capacitive touchscreens. By using the developed card prototypes it should be proofed, that usage of this new kind of input device can be handled by primary school pupils in a collaborative learning game. For this reason an educative digital learning game has been developed which can be controlled by the card prototypes. The game asks questions of general knowledge and the answer can be given by putting the proper plastic card on the touchscreen. The evaluation of the game by two groups of four children pointed out, that the cards can be easily used to identify a specific user. Although evaluation shows that the card control has weaknesses to reliably detect the correct answer during the game phase. All pupils enjoy to play the game and they additionally state, that they like the usage of the cards. Beside the problems with a reliable card recognition the evaluation shows that the collaborative concept of the game is promising due to the fact that the pupils are always working together on finding a solution for the answer. Further they support each other in handling and understanding the plastic cards which leads to a deeper understanding of the technical backgrounds.http://online-journals.org/index.php/i-jim/article/view/3543conductiveelearninggame based learningcardmobile learning
collection DOAJ
language English
format Article
sources DOAJ
author Martin Ebner
Stefan Lexow
spellingShingle Martin Ebner
Stefan Lexow
Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad
International Journal of Interactive Mobile Technologies
conductive
elearning
game based learning
card
mobile learning
author_facet Martin Ebner
Stefan Lexow
author_sort Martin Ebner
title Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad
title_short Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad
title_full Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad
title_fullStr Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad
title_full_unstemmed Development of a Collaborative Learning Game Using External Plastic Cards as an Input Device on an iPad
title_sort development of a collaborative learning game using external plastic cards as an input device on an ipad
publisher International Association of Online Engineering (IAOE)
series International Journal of Interactive Mobile Technologies
issn 1865-7923
publishDate 2014-04-01
description This paper evaluates and describes the usage of plastic cards, coated with conductive paint, as an input device for capacitive touchscreens. By using the developed card prototypes it should be proofed, that usage of this new kind of input device can be handled by primary school pupils in a collaborative learning game. For this reason an educative digital learning game has been developed which can be controlled by the card prototypes. The game asks questions of general knowledge and the answer can be given by putting the proper plastic card on the touchscreen. The evaluation of the game by two groups of four children pointed out, that the cards can be easily used to identify a specific user. Although evaluation shows that the card control has weaknesses to reliably detect the correct answer during the game phase. All pupils enjoy to play the game and they additionally state, that they like the usage of the cards. Beside the problems with a reliable card recognition the evaluation shows that the collaborative concept of the game is promising due to the fact that the pupils are always working together on finding a solution for the answer. Further they support each other in handling and understanding the plastic cards which leads to a deeper understanding of the technical backgrounds.
topic conductive
elearning
game based learning
card
mobile learning
url http://online-journals.org/index.php/i-jim/article/view/3543
work_keys_str_mv AT martinebner developmentofacollaborativelearninggameusingexternalplasticcardsasaninputdeviceonanipad
AT stefanlexow developmentofacollaborativelearninggameusingexternalplasticcardsasaninputdeviceonanipad
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