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Getting Places
Using Mobile Media to Augment Place-Based Learning
by Jim Mathews and Mark Wagler

D

Fifth-grade students
playing an augmented
realty game

PAGE 22 •

Connect

o you want your students to bring
along iPhones or similar mobile
devices on your next field trip? We do.
While we are aware of the many issues
and challenges that confront teachers
when it comes to implementing technologies in schools, our own experiences working with teachers and students suggests
that mobile devices have the potential to
support place-based and inquiry models of
learning.
While there is often concern that new
mobile media can isolate people from
experiencing an authentic sense of place,
we argue that they can also be used to
cultivate learning communities and modes
of inquiry that connect young people to
their local community. For example, we
have seen students pay close attention to
details as they take photos, use phone calls
and e-mail to collaborate in place-based
investigations, conduct “just in time” Web
searches while doing field research, eagerly
participate in place-based augmented reality simulations (GPS-based games played
on mobile devices), and use documents
captured with mobile media for extended
investigations and media productions.

Greenbush Cultural Tour
MARK WAGLER

For one-and-a-half years, my multi-aged
fourth/fifth grade classroom studied The
Greenbush, a historic neighborhood less
than a mile from our school. During this
intensive study, we took many field trips,
interviewed neighborhood residents, created
and analyzed maps, and distributed and
analyzed an extensive community survey.
To share our findings, we published student
inquiry articles, hosted a community conference; created a Web site, designed an
augmented reality game, and presented a
resolution unanimously passed by the City
Council. By engaging in authentic research
tasks and producing (rather than simply
consuming) knowledge, my students began
to think of themselves as historians, ethnographers, and urban planners.
This complex project relied on audio
and video recorders, digital cameras, and
above all, notebooks to document the
many dimensions of The Greenbush community. And yet, these relatively simple
mobile tools helped students “get” The
Greenbush. One student observed, “I never
really knew how much twenty-five fifth
graders could accomplish. We did masses
of research.” Another student reflected,
“When I visit new places I wonder what
their past is and if they ever had something
happen like what happened in The Greenbush.” A third wrote, “A neighborhood
isn’t just a bunch of houses. It’s a place
where people know each other.”
These students became passionate about
The Greenbush, wishing they could have
stopped the Urban Renewal that destroyed
the core of the neighborhood in the early
1960s, and hoping that their part in the
planning process might increase a sense of
community in the future. In the end, their
experience immersed the students in the
past, present, and future of the neighbor-

© SYNERGY LEARNING • 800-769-6199 • SEPTEMBER/OCTOBER 2009
hood, ultimately leading them to feel, as
one student put it, “a part of The Bush.”

Augmented Reality (AR) Games
For five years, our Local Games Lab has
been designing place-based augmented
reality (AR) games and curricula, and
working with elementary and middle school
teachers to integrate them into their classrooms. AR games, which are played on
GPS-equipped cell phones and handheld
computers, allow students to navigate the
real world, while tracking their location on
a map that appears on their mobile device.
When they reach specific real-world locations, in addition to seeing what is around
them, students can also use their mobile
devices to see photos, videos, and other
documents that add to or augment reality.
As part of the gameplay, students take
on real-life, professional roles and investigate cultural, environmental, and social
issues that are relevant to the places where
the games are played. In the Riverside
Game, for example, teams of middle
school students—role-playing as watershed ecologists and environmental historians—investigate the health of Riverside
Park, an urban park along the Milwaukee
River.
As they explore and make observations,
the students experience the ordinary reality of the park—the wildlife, the river,
the people. At the same time, on their
handheld computers, they also access scientific data, view historical photos, and
learn about native and invasive species.
They encounter virtual characters such
as birdwatchers, bikers, and researchers, who help them see the multiple ways
that the park gets used. Because each
player receives different information, collaboration becomes essential. In the end,
students use their research to develop and
present plans for improving the park and
nearby neighborhoods.
AR games provide structured experiences of place that allow students to bring
firsthand awareness of place back to the
classroom. The games also invite students
to take on new identities to solve complex,
authentic challenges. A teacher described
deep engagement among his seventh-grade
students:
www.synergylearning.org • SEPTEMBER/OCTOBER 2009

. . . and what was interesting is that they
didn’t see it as a school project. They
saw it as ‘we are solving a life problem.’ Like this is the real thing. Like,
‘we’re real people now.’ They didn’t see
it as, ‘now I gotta do this and then do
that and then I gotta write a paper and
then I have to edit it and then I have to
do a science lab.’ No, this was a situation that they had to solve. . . . They
were enjoying themselves. They were
learning. They felt like they were real
researchers, real scientists out there
solving a problem. . . . They were still
talking about it weeks later.

Discussing maps before
heading into the field

“Contested Places”
Neighborhood Game
JIM MATHEWS

As a classroom teacher and AR game
designer, I commonly use the idea of “contested places” as a framework to scaffold
students’ inquiries around local cultural,
ecological, and social issues. The concept
of “contested places” refers to the idea that
the past, present, and future of particular
places are fluid and negotiable. People
experience and interpret places differently.
They may also disagree about how a place
should be used, now and in the future.
This framework helps students recognize

Connect

• PAGE 23
Student with
smart phone and
clipboard looking
for “contested
places”

different perspectives and conceptualize
solutions built around consensus.
The most recent manifestation of this
approach, which Mark and I piloted in my
high school social studies class (and then
adapted for use with middle school students), combines the use of mobile devices
(iPhones, cell phones, digital cameras)
with a role-playing simulation. During
the simulation, students role-play as consultants who have been hired by the local
City Administrator to gather new information and develop strategies for improving
the downtown of their small city.
The Set-Up: After introducing students
to the concept of contested places via a
brief class discussion, I informed them
that they had been invited to a meeting at
City Hall. When we arrived at City Hall,
which is within walking distance of the
school, the students formed teams of three
and each member took on a unique role—
photographer, geographer, or ethnographer.
Each team was then given an iPhone
and asked to check their school email
account. The email invited the students to
look for contested places around the city
and told them to report back to the meetPAGE 24 •

Connect

ing room in one hour, so they could report
their findings to the City Administrator.
Before the students left to conduct their
inquiry, they were given clipboards, maps,
digital cameras, and a contested places
guide sheet to help scaffold their inquiry.
This sheet provided different categories
that exemplified the multiple ways in
which a place might be contested (e.g.,
related to noise, access, aesthetics, etc.)
and provided mini-quests that students
could use to think about how each of these
categories played out locally.
Field Work: As they walked around
town looking for, observing, and thinking about contested places, the students
conducted informal interviews, took
photos and recorded notes on their maps.
While the students were given permission to explore the small downtown area
on their own, without direct supervision,
Mark and I kept in contact with them via
text messages, face-to-face conversations
and e-mails. When doing similar work
with younger students, however, we recruit
enough chaperones to ensure that groups
are more closely supervised.
Presentations/Discussion: After
spending an hour in the field, the students
returned to City Hall. They compiled their
observations onto a larger group map.
Then, as they gave short presentations to
the City Administrator, they used their
phones to share photos and audio interviews that were relevant to the points they
were trying to make.
The City Administrator was genuinely
interested in the students’ comments and
questions. Likewise, the time spent talking with the City Administrator was a
highlight for the students. One student
reported, “It was nice to hear what he had
to say about the city after just being out
and exploring it [myself].” Another said,
“I thought it was amazing that he actually
wanted to know our thoughts.” A third
student reflected that, “It felt like we were
doing something important and what we
were doing had an impact on the community.” While the immediate goal of this
activity was not to directly enact changes
in the downtown area, the simulation
encouraged the students to think of themselves as consultants. One girl said that

© SYNERGY LEARNING • 800-769-6199 • SEPTEMBER/OCTOBER 2009
she should be getting paid for her work.
Another added, “It doesn’t even feel like
we are in school. It feels like we are actually working for the city.”
Extension: After completing this activity, each of the students was asked to think
of one contested issue to conduct further
research around. Students selected topics
that included: parking, economic development, traffic, and historic preservation.
As part of these more in-depth investigations, the students made additional visits
to the downtown area in order to conduct
extended interviews, take photos, locate
historic maps and documents, and create
their own maps. The initial simulation
involving the City Administrator provided
the students with a broad introduction to
the downtown area, sparked their interest, and connected them with people they
later used as resources for their extended
research.
As an additional follow-up event, the
students visited a neighboring middle
school to act as mentors for groups of
sixth-grade students conducting a similar
“contested places” inquiry. This mentoring
experience reinforced what the students
already learned about contested places
and positioned them as experts and mentors. Also, observing how the high school
students guided the middle school students’ analyses of contested issues gave
us an opportunity to authentically assess
the older students’ understanding of the
concepts they were learning, as well as
their ability to apply them to new contexts.
These activities (which we believe can
be easily adapted for use in intermediate
grades) encouraged students to ask questions about their community that they
would not have otherwise asked.
The “contested places” activity, the
Greenbush study, and AR gaming provide examples of how mobile devices can
amplify place-based learning by providing opportunities for students to see and
engage with the world around them in
new ways. Each of these activities uses
authentic tools, contexts, and practices that
encourage students to take on professional
identities in order to solve challenges and
conduct in-depth research. They also provide opportunities for students to explore
www.synergylearning.org • SEPTEMBER/OCTOBER 2009

the complex dynamics of places; develop
fluencies with language, data, ideas, and
technology; improve skills in problem
solving and collaboration; and reason
with evidence. As mobile devices become
increasingly ubiquitous, schools will be
challenged to find ways to effectively use
them. Hopefully these devices will be used
to support place-based learning—by challenging how learning traditionally takes
place, and even more, where it takes place.
The following sites contain information and software to create AR games:
Local Games Lab (http://www.lgl.
gameslearningsociety.org), ARIS (http://
arisgames.org), and MIT (http://education
.mit.edu/drupal/ar). !

Students waiting to download
a photo during a neighborhood
investigation

Jim Mathews, a doctoral student at University
of Wisconson-Madison, teaches part-time at an
alternative school where his curriculum connects students with their communities through
documentary filmmaking, photography, and service learning projects.
Mark Wagler wrote the Teacher’s Guide to Local
Culture based on the experience of guiding his
fourth- and fi fth-grade students in independent
inquiries, yearlong cultural tours, collaborative
community projects, and in-depth ecological
investigations. At the Local Games Lab at
UW-Madison, Mark and Jim create Augmented
Reality and other mobile games, co-design
place-based game curricula with teachers, and
research student learning.

Connect

• PAGE 25

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Using Mobile Media to Augment Place-Based Learning

  • 1. Getting Places Using Mobile Media to Augment Place-Based Learning by Jim Mathews and Mark Wagler D Fifth-grade students playing an augmented realty game PAGE 22 • Connect o you want your students to bring along iPhones or similar mobile devices on your next field trip? We do. While we are aware of the many issues and challenges that confront teachers when it comes to implementing technologies in schools, our own experiences working with teachers and students suggests that mobile devices have the potential to support place-based and inquiry models of learning. While there is often concern that new mobile media can isolate people from experiencing an authentic sense of place, we argue that they can also be used to cultivate learning communities and modes of inquiry that connect young people to their local community. For example, we have seen students pay close attention to details as they take photos, use phone calls and e-mail to collaborate in place-based investigations, conduct “just in time” Web searches while doing field research, eagerly participate in place-based augmented reality simulations (GPS-based games played on mobile devices), and use documents captured with mobile media for extended investigations and media productions. Greenbush Cultural Tour MARK WAGLER For one-and-a-half years, my multi-aged fourth/fifth grade classroom studied The Greenbush, a historic neighborhood less than a mile from our school. During this intensive study, we took many field trips, interviewed neighborhood residents, created and analyzed maps, and distributed and analyzed an extensive community survey. To share our findings, we published student inquiry articles, hosted a community conference; created a Web site, designed an augmented reality game, and presented a resolution unanimously passed by the City Council. By engaging in authentic research tasks and producing (rather than simply consuming) knowledge, my students began to think of themselves as historians, ethnographers, and urban planners. This complex project relied on audio and video recorders, digital cameras, and above all, notebooks to document the many dimensions of The Greenbush community. And yet, these relatively simple mobile tools helped students “get” The Greenbush. One student observed, “I never really knew how much twenty-five fifth graders could accomplish. We did masses of research.” Another student reflected, “When I visit new places I wonder what their past is and if they ever had something happen like what happened in The Greenbush.” A third wrote, “A neighborhood isn’t just a bunch of houses. It’s a place where people know each other.” These students became passionate about The Greenbush, wishing they could have stopped the Urban Renewal that destroyed the core of the neighborhood in the early 1960s, and hoping that their part in the planning process might increase a sense of community in the future. In the end, their experience immersed the students in the past, present, and future of the neighbor- © SYNERGY LEARNING • 800-769-6199 • SEPTEMBER/OCTOBER 2009
  • 2. hood, ultimately leading them to feel, as one student put it, “a part of The Bush.” Augmented Reality (AR) Games For five years, our Local Games Lab has been designing place-based augmented reality (AR) games and curricula, and working with elementary and middle school teachers to integrate them into their classrooms. AR games, which are played on GPS-equipped cell phones and handheld computers, allow students to navigate the real world, while tracking their location on a map that appears on their mobile device. When they reach specific real-world locations, in addition to seeing what is around them, students can also use their mobile devices to see photos, videos, and other documents that add to or augment reality. As part of the gameplay, students take on real-life, professional roles and investigate cultural, environmental, and social issues that are relevant to the places where the games are played. In the Riverside Game, for example, teams of middle school students—role-playing as watershed ecologists and environmental historians—investigate the health of Riverside Park, an urban park along the Milwaukee River. As they explore and make observations, the students experience the ordinary reality of the park—the wildlife, the river, the people. At the same time, on their handheld computers, they also access scientific data, view historical photos, and learn about native and invasive species. They encounter virtual characters such as birdwatchers, bikers, and researchers, who help them see the multiple ways that the park gets used. Because each player receives different information, collaboration becomes essential. In the end, students use their research to develop and present plans for improving the park and nearby neighborhoods. AR games provide structured experiences of place that allow students to bring firsthand awareness of place back to the classroom. The games also invite students to take on new identities to solve complex, authentic challenges. A teacher described deep engagement among his seventh-grade students: www.synergylearning.org • SEPTEMBER/OCTOBER 2009 . . . and what was interesting is that they didn’t see it as a school project. They saw it as ‘we are solving a life problem.’ Like this is the real thing. Like, ‘we’re real people now.’ They didn’t see it as, ‘now I gotta do this and then do that and then I gotta write a paper and then I have to edit it and then I have to do a science lab.’ No, this was a situation that they had to solve. . . . They were enjoying themselves. They were learning. They felt like they were real researchers, real scientists out there solving a problem. . . . They were still talking about it weeks later. Discussing maps before heading into the field “Contested Places” Neighborhood Game JIM MATHEWS As a classroom teacher and AR game designer, I commonly use the idea of “contested places” as a framework to scaffold students’ inquiries around local cultural, ecological, and social issues. The concept of “contested places” refers to the idea that the past, present, and future of particular places are fluid and negotiable. People experience and interpret places differently. They may also disagree about how a place should be used, now and in the future. This framework helps students recognize Connect • PAGE 23
  • 3. Student with smart phone and clipboard looking for “contested places” different perspectives and conceptualize solutions built around consensus. The most recent manifestation of this approach, which Mark and I piloted in my high school social studies class (and then adapted for use with middle school students), combines the use of mobile devices (iPhones, cell phones, digital cameras) with a role-playing simulation. During the simulation, students role-play as consultants who have been hired by the local City Administrator to gather new information and develop strategies for improving the downtown of their small city. The Set-Up: After introducing students to the concept of contested places via a brief class discussion, I informed them that they had been invited to a meeting at City Hall. When we arrived at City Hall, which is within walking distance of the school, the students formed teams of three and each member took on a unique role— photographer, geographer, or ethnographer. Each team was then given an iPhone and asked to check their school email account. The email invited the students to look for contested places around the city and told them to report back to the meetPAGE 24 • Connect ing room in one hour, so they could report their findings to the City Administrator. Before the students left to conduct their inquiry, they were given clipboards, maps, digital cameras, and a contested places guide sheet to help scaffold their inquiry. This sheet provided different categories that exemplified the multiple ways in which a place might be contested (e.g., related to noise, access, aesthetics, etc.) and provided mini-quests that students could use to think about how each of these categories played out locally. Field Work: As they walked around town looking for, observing, and thinking about contested places, the students conducted informal interviews, took photos and recorded notes on their maps. While the students were given permission to explore the small downtown area on their own, without direct supervision, Mark and I kept in contact with them via text messages, face-to-face conversations and e-mails. When doing similar work with younger students, however, we recruit enough chaperones to ensure that groups are more closely supervised. Presentations/Discussion: After spending an hour in the field, the students returned to City Hall. They compiled their observations onto a larger group map. Then, as they gave short presentations to the City Administrator, they used their phones to share photos and audio interviews that were relevant to the points they were trying to make. The City Administrator was genuinely interested in the students’ comments and questions. Likewise, the time spent talking with the City Administrator was a highlight for the students. One student reported, “It was nice to hear what he had to say about the city after just being out and exploring it [myself].” Another said, “I thought it was amazing that he actually wanted to know our thoughts.” A third student reflected that, “It felt like we were doing something important and what we were doing had an impact on the community.” While the immediate goal of this activity was not to directly enact changes in the downtown area, the simulation encouraged the students to think of themselves as consultants. One girl said that © SYNERGY LEARNING • 800-769-6199 • SEPTEMBER/OCTOBER 2009
  • 4. she should be getting paid for her work. Another added, “It doesn’t even feel like we are in school. It feels like we are actually working for the city.” Extension: After completing this activity, each of the students was asked to think of one contested issue to conduct further research around. Students selected topics that included: parking, economic development, traffic, and historic preservation. As part of these more in-depth investigations, the students made additional visits to the downtown area in order to conduct extended interviews, take photos, locate historic maps and documents, and create their own maps. The initial simulation involving the City Administrator provided the students with a broad introduction to the downtown area, sparked their interest, and connected them with people they later used as resources for their extended research. As an additional follow-up event, the students visited a neighboring middle school to act as mentors for groups of sixth-grade students conducting a similar “contested places” inquiry. This mentoring experience reinforced what the students already learned about contested places and positioned them as experts and mentors. Also, observing how the high school students guided the middle school students’ analyses of contested issues gave us an opportunity to authentically assess the older students’ understanding of the concepts they were learning, as well as their ability to apply them to new contexts. These activities (which we believe can be easily adapted for use in intermediate grades) encouraged students to ask questions about their community that they would not have otherwise asked. The “contested places” activity, the Greenbush study, and AR gaming provide examples of how mobile devices can amplify place-based learning by providing opportunities for students to see and engage with the world around them in new ways. Each of these activities uses authentic tools, contexts, and practices that encourage students to take on professional identities in order to solve challenges and conduct in-depth research. They also provide opportunities for students to explore www.synergylearning.org • SEPTEMBER/OCTOBER 2009 the complex dynamics of places; develop fluencies with language, data, ideas, and technology; improve skills in problem solving and collaboration; and reason with evidence. As mobile devices become increasingly ubiquitous, schools will be challenged to find ways to effectively use them. Hopefully these devices will be used to support place-based learning—by challenging how learning traditionally takes place, and even more, where it takes place. The following sites contain information and software to create AR games: Local Games Lab (http://www.lgl. gameslearningsociety.org), ARIS (http:// arisgames.org), and MIT (http://education .mit.edu/drupal/ar). ! Students waiting to download a photo during a neighborhood investigation Jim Mathews, a doctoral student at University of Wisconson-Madison, teaches part-time at an alternative school where his curriculum connects students with their communities through documentary filmmaking, photography, and service learning projects. Mark Wagler wrote the Teacher’s Guide to Local Culture based on the experience of guiding his fourth- and fi fth-grade students in independent inquiries, yearlong cultural tours, collaborative community projects, and in-depth ecological investigations. At the Local Games Lab at UW-Madison, Mark and Jim create Augmented Reality and other mobile games, co-design place-based game curricula with teachers, and research student learning. Connect • PAGE 25