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440.452.5272: mobile Reference: RFP#: BGSU/TECH695 SPECIAL DELIVERY - EMAIL Dr. Patrick W. Miller Patrick W. Miller, POC The Miller Funding Agency 9235 Greenwood Avenue Munster, IN 46321 email: email@example.com Attention: Dr. Patrick W. Miller, POC Dear Dr. Patrick W. Miller: Subject: RFP#: BGSU/TECH695 Dear Dr. Patrick W. Miller, The Digital Media Research Group as part of Bowling Green State University has worked in collaboration with Case Western Reserve University to developed the attached RFP#: BGSU/TECH695 proposal. Our proposal includes the following sections as specified in the solicitation for grant application. The Budget also follows the 25% cash match from Bowling Green State University, Digital Media Research Group, and Case Western Reserve University. • • • • • • • Cover Sheet & Abstract Problem/Need Goals/Objectives Project Narrative Budget References Appendices
If you have any questions or concerns regarding the application please do not hesitate to contact me. Sincerely, Brian J. King Graduate Technologist Researcher DMRG/Bowling Green State University Enclosures, Grant Application: RFP#: BGSU/TECH695 (1 digital copy)
RFP#: BGSU/TECH695 Name of Organization: Bowling Green State University, Digital Media Research Group, Case Western Reserve University Contact Person: Dr. Larry Hatch, BGSU Professor & Digital Media Research Group1 supervisor Office Address: Bowling Green State University, College of Technology, C/O Dr. Larry Hatch, DMRG/Bowling Green State University Telephone: 419.372.7475 Fax: 419.372.5555 Email: firstname.lastname@example.org Descriptive Project Title: Pocket Virtual Worlds, Voluntary Immersive Kinesthetic Learning Tool Abstract: Pocket Virtual World is a kinesthetic voluntary immersion based learning and gaming tool that allows for learners to immerse themselves inside of a virtual space displayed on a PDA2 through the use of cubic panoramic photographs displayed on the PDA as the learner physically moves forward, backward, and side to side. This allows a 4th grader living in the inner city of New York to go to their gymnasium and view sights and explore them such as the Eiffel Tower and much more to fully engage their learning without the large overhead costs of cross continental flights, lodging expenses, etc.
DMRG Pocket Digital Assistant, PocketPC
Problem & Need
Students of the current generation are inherently raised using technology, playing video games, generally are more collaborative when solving problems, etc. Our current method of educating these students is archaic and lacks the real engagement that these digital natives are comfortable with and engaged in; showing a two-inch photograph of the Eiffel Tower in Paris or the beach of Normandy in a textbook is no longer an effective way to educate these digital natives to be fully engaged learners. “Universities have been adopting the computer based gaming in the classroom. In 2001, the 2nd highest ranked course among executive MBA students at Harvard Business School was a simulation used to teach global logistics.”34
Goals & Objectives
1. To develop a system that is able to effectively engage these digital natives in their education. 2. To provide the learners with a voluntary immersion into an environment that they may never have the chance to physically visit due to travel costs, etc. 3. To provide the user with a kinesthetic navigation system that effectively teaches the concepts necessary for the learner through an innovative approach to depicting space, time, and motion. 4. To move from the PDA approach to a functional prototype of the system on the iPhone/iPod touch SDK within the period of performance.
Methods & Activities
What these digital natives need is a more engaging and game like approach to their learning; one that matches their lifestyle of gaming, technology use and capacity, and their exploratory nature. The Digital Media Research Group5 at Bowling Green State University6 along with our collaborating university Case Western Reserve University7 have developed a system known as Pocket Virtual Worlds that allows these digital natives to be fully engaged and to explore these environments through the use of a PocketPC that communicates to a device worn upon the users belt. The DMRG & CWRU have developed this software & hardware and also collected large data sets of panoramic imagery and placed these onto maps that can be loaded onto the PocketPC. As the user of the Pocket Virtual World walks through any environment (inside or outside, anywhere in the world) they can be kinesthetically engaged in a voluntary immersion into whatever
http://coe.sdsu.edu/eet/articles/digitalnatives/index.htm http://connect.educause.edu/Library/EDUCAUSE+Review/DigitalGameBasedLearningI /40614 5 DMRG – http://thedmrg.com, http://pocketmobilegaming.com 6 BGSU – http://bgsu.edu 7 CWRU – http://case.edu , Jared Bendis
RFP#: BGSU/TECH695 data set they chose to view (ie. Eiffel Tower). As they physically take steps forward they will walk through a series of panoramic images that they will view on the PocketPC. As the period of performance listed in the grant is October 1st through September th 30 we will need to have full time workers as described in the budget (ProjectBudget.xls) we will work to develop from our original device on the prior model of the GP2X gaming system and the version on the Dell XV50 PDA and port over to the Apple Inc. iPhone/iPod touch SDK8 during the period of performance if awarded the grant monies requested from The Miller Funding Agency. Dr. Larry Hatch will serve as the main point of contact for updates to the Miller Funding Agency if awarded the grant. The main role the graduate and undergraduate students will have is to ensure that inside of the period of performance that we port our code base and test the device for usability and functionality on the iPhone/iPod touch SDK to have a more ubiquitously distributed and inexpensive device for the software & hardware to utilize.
Evaluating the Pocket Virtual World program is multi-faceted as the project is still in development and mainly internal testing. For the purpose of this grant application the main evaluation method is to finalize a fully working demo on the iPhone 3g device as found in the attached budget. Once a fully functional device is developed then more complex testing will be developed at this time to assess the effectiveness of utilizing the Pocket Virtual World in gaming applications. Currently the evaluation plan is summative9 in the sense that we are developing a tool that will eventually have more assessment built into it to provide the learner with feedback; although we do not have a quantitative methodology for evaluating this as of yet. The project will be evaluated internally by Dr. Larry Hatch and Jared Bendis with project updates to be sent if requested by the Patrick W. Miller funding foundation. The two main points of contact
Software development kit (SDK) http://jan.ucc.nau.edu/edtech/etc667/proposal/evaluation/summative_vs._formative.htm
RFP#: BGSU/TECH695 for the proposed project are listed below: • Dr. Larry Hatch, BGSU, email@example.com • Jared Bendis, Case Western Reserve University, firstname.lastname@example.org
The estimated costs of the project as well as the 25% cost matching can be found in the attached document (ProjectBudget.xls). The budget items are based on rates of pay publically available from BGSU and based off of my personal pay rate for graduate assistantship assuming a 0.5 time assistantship working 20 hours per week for 1 (one) academic year in length, the same is true for undergraduates although only for 20 hours per week for 1(one) academic year at an hourly rate. The equipment costs are the second highest expense requested. The costs for the devices can be found listed with references on the ProjectBudget.xls file.
See attached documents for supplemental information regarding Pocket Virtual World.
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