Discovering the campus together: a mobile and computer-based learning experience

The paper: Pérez-Sanagustín, M.; Ramírez-González, G.; Hernández-Leo, D.; Muñoz-Organiero, M.; Santos, P.; Blat, J.; Delgado-Kloos, C. Discovering the campus together: a mobile and computer-based learning experience (doi:10.1016/j.physletb.2003.10.071),  has been just accepted for publication at Journal of  Network and Computer Applications. This work has been carried out in collaboration with the group GAST of the Universidad Carlos III de Madrid (UC3M) and framed in the Learn 3 Project.

Have a look at the video of the experience and the abstract of the paper.

The abstract of the paper:

One of the most relevant difficulties faced by first year undergraduate students is to settle into the educational environment of universities. This paper presents a case study that proposes a computer-assisted collaborative experience designed to help students in their transition from high school to university. This is done by facilitating their first contact with the campus and its services, the university community, methodologies and activities. The experience combines individual and collaborative activities, conducted in and out of the classroom, structured following the Jigsaw Collaborative Learning Flow Pattern. A specific environment including portable Technologies with network and computer applications has veni developed to support and facilitate the orchestration of a flow of learning activities into a single integrated learning setting. The result is a Computer Supported Collaborative Blended Learning scenario, which has been evaluated with first-year university students of the negrees of Software and Audiovisual Engineering within the subject Introduction to Information and CommunicationsTechnologies. Thefindings reveal that the scenario improves significantly students’ interest in their Studies and their understanding about the campus and services provided. The environments also an innovative approach to successfully support the heterogeneous activities conducted by both teachers and students during the scenario. This paper introduces the goals and context of the case study, describes how the technology was employed to conduct the learning scenario, the evaluation methods and the main results of the experience.