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        <article-title>Creating   and   understanding   simulations  for  school  children   mobile  </article-title>
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        <p>Out  of  the  project  EmURgency  a  mobile  game  simulation  evolved,  which  trains  laymen  in   providing   Basic   Life   Support   (BLS)   and   Cardiopulmonary   resuscitation   (CPR).   The   application  gets  players  to  act  as  if  they  were  in  a  real  case  of  emergency.  We  conducted   two   studies   to   assess   usability   issues   and   perceived   effectiveness   of   the   mobile   game   simulation   for   different   groups   of   learners.   Our   research   highlights   a   number   of   issues   relevant   when   working   with   school   children   and   learners   with   special   needs.   The   presentation  of  results  comprises  a  full  description  of  the  research  design  and  summarizes   the   main   data   collecting   methods   adopted   for   the   two   experiments.   This   is   followed   by   a   description   of   the   game-­‐concept.   We   conclude   by   discussing   and   highlighting   design   implications,   which   we   derived   from   the   research   data,   i.e.   assessing   data   from   the   usability   study   and   comparing   students'   perception   of   the   game   simulation   and   contribution  to  their  learning.     Mobile  phones  are  considered  a  new  cultural  resource  that  will  bring  sustained   change   to   the   landscape   of   learning   (Cook,   Pachler,   &amp;   Bachmair,   2011).   Their   interactive   nature   enhances   the   learning   experience   by   augmenting   objects,   places   and   activities   thus   adding   context   to   learning   objects   and   inherently   supporting   the   concept   of   student   centred,   active  learning  approaches   (Sokoloff   and   Thornton,   1997)   such   as   inquiry-­‐based   learning   or   discovery   learning.   Recent   research   investigates   the   potential   of   mobile   devices   to   facilitate   sense-­making  activities,  i.e.  connecting,  hypothesizing  and  reasoning  based  on  what  is   being  observed  (Rogers,  Connelly  &amp;  Hazlewood,  2010)  and  looks  upon  them  as  a   mode   of   meaning-­‐making   for   they   enable   users   to   generate   their   own   content   and  contexts  for  learning  (Cook,  Pachler,  &amp;  Bachmair,  2011).     Still,  educational  practitioners  seem  to  be  reluctant  in  using  them.  It  is  arguable   that   beyond   learning   theory   und   motivational   aspects,   e.g.   school   children's   attraction  for  the  device,  its  perceived  potential  to  deliver  relevant  knowledge  is   not   consistently   clear.   While   more   mobile   applications   are   being   developed   for   educational   settings,   little   is   known   about   how   the   learning   process   can   be   transformed  when  using  them  (Rogers  et  al.,  2010).  A  particular  challenge  is  to   find   adequate   curricular   functions   in   school   where   the   inclusion   of   these   new   cultural   resources   can   and   should   be   introduced   (Cook,   Pachler,   &amp;   Bachmair,   2011).   Also,   most   of   the   devices   used   for   learning   were   not   designed   with   educational  applications  in  mind  and  usability  issues  are  often  the  case.  In  order   to   support   the   use   of   mobile   devices   for   educational   purposes,   usability   issues   should   be   tracked   over   a   longer   period,   from   initial   use   through   to   a   state   of   relative  experience  with  the  technology  (Kukulska-­‐Hulme,  2007).  </p>
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      <p>In  the  course  of  our  research  we  conducted  a  series  of  formative  studies  between  
May  and  December  2013.  The  studies  accompanied  the  development  of  a  mobile  
game  simulation  for  health  called  HeartRun.  Its  aim  is  to  give  school  children  an  
understanding   of   Cardiopulmonary   Resuscitation   (CPR)   and   to   get   them   into  
action.   Comparable   studies   indicate   that   children   aged   13-­‐14   perform  
compressions  as  well  as  adults  (Jones  et  al.  2007).  Addressing  school  children  is  
regarded   one   toehold   to   enlarge   the   target   group   for   CPR   training   activities.  
Organizations   such   as   the   American   Heart   Association   expect   that   in   the   long  
run,   mandatory   training   of   schoolchildren   at   regular   intervals   will   increase   the  
number   of   trained   adults   (Cave   et   al.   2011)   and   will   raise   awareness,   interest  
and  sense  of  importance  of  actions  in  out  of  hospital  cardiac  arrest  for  example  
(Plant  and  Taylor,  2013).    
Plant   and   Taylor   (2013)   in   their   review   point   out   diverse   methods   of   first   aid  
training   that   have   been   successful   with   children.   They   state   that   especially   the  
use   of   “virtual   worlds   and   multiplayer   online   simulation   could   be   an   attractive  
training   and/or   retention   tool   to   use   in   this   age   group”   [p.   3].   Building   on   this  
evidence,  we  set  up  the  mobile  game  simulation  HeartRun.  It  uses  smartphones  
as   a   location-­‐based   gaming   platform   to   enable   an   authentic,   simulation   like  
environment.  Based  on  different  roles  it  prompts  learners  to  help  the  victim  or  to  
get   an   AED   device   in   order   to   help.   Using   mobile   phones   allows   us   to   augment  
the   situation   with   location   dependent    information   as   well   as   instructive,  
situation-­‐dependent   educational   materials,   to   structure   the   process   by   sending  
out   notifications   and   to   record   user   behaviour,   which   can   be   reused   for    later  
reflection  and  feedback  sessions.  
With  this  paper  we  present  the  findings  from  two  studies  on  the  use  of  HeartRun.  
The  purpose  of  our  studies  was  to  gather  both  numerical  and  qualitative  data  on  
the  perception  of  the  mobile  game  simulation  and  usability  issues.  Of  particular  
interest   was   the   issue   of   matching   the   intellectual   level   of   tasks   with   the  
cognitive   capacities   of   the   learners.   A   total   of   70   children   played   the   game  
simulation.   The   group   comprised   regular   learners   and   learners   with   special  
educational  needs  (SEN).  For  the  data  collection  we  used  videos  and  field  notes  
of   researchers’   observations   and   conversations   with   participants   during   the  
activities,  focus  groups  to  obtain  information  on  how  learners  think  or  feel  about  
the   game   simulation   after   the   activity   as   well   as   a   standardized   questionnaire  
based   on   the   System   Usability   Scale   (SUS)   to   evaluate   usability   and   learnability  
issues.   The   activity   involved   (a)   an   introduction   phase   where   players   were  
presented   a   short   introduction   to   the   game,   e.g.   how   to   read   QR   codes   with   a  
telephone  and  (b)  the  game  phase  with  pupils  playing  HeartRun  in  teams  of  two.    
From  the  gaming  sessions  it  showed  that  mobile  devices  can  effectively  support  
real-­‐life   activities   and   facilitate   the   switching   between   such   activities   and   tasks  
on   the   mobile,   which   is   substantiated   by   connatural   research   (Rogers   et   al.,  
2010).   Learners   with   special   needs   highly   valued   the   application,   even   though  
the   handling   was   hampered   and   more   difficult   for   them.   What   proved   to   be  
essential   for   them   were   the   activity   elements,   the   content   and   its   relevance   to  
real-­‐life  situations.    
Acknowledgement.   This   research   was   financed   by   the   European   Regional  
Development   Fund   (ERDF),   regions   of   the   Euregio   Meuse-­‐Rhine   and   the  
participating   institutions   under   the   INTERREG   IVa   program   (EMR.INT4-­‐1.2.-­‐
2011-­‐04/070,  http://www.emurgency.eu).  
Cave,   D.   M.,   Aufderheide,   T.   P.,   Beeson,   J.,   Ellison,   A.,   Gregory,   A.,   Hazinski,   M.   F.,   ...   &amp;  
Schexnayder,   S.   M.   (2011).   Importance   and   Implementation   of   Training   in  
Cardiopulmonary   Resuscitation   and   Automated   External   Defibrillation   in   Schools   A  
Science  Advisory  From  the  American  Heart  Association.  Circulation,  123(6),  691-­‐706.    
Cook,  J.,  Pachler,  N.  and  Bachmair,  B.  (2011).  Ubiquitous  Mobility  with  Mobile  Phones:  A  
Cultural   Ecology   for   Mobile   Learning.   E-­‐Learning   and   Digital   Media.     Special   Issue   on  
Media:  Digital,  Ecological  and  Epistemological.  8(3),  181-­‐195.  
Jones,   I.,   Whitfield,   R.,   Colquhoun,   M.,   Chamberlain,   D.,   Vetter,   N.,   &amp;   Newcombe,   R.  
(2007).   At   what   age   can   schoolchildren   provide   effective   chest   compressions?   An  
observational   study   from   the   Heartstart   UK   schools   training   programme.   BMJ,   334:  
1201,  doi:  http://dx.doi.org/10.1136/bmj.39167.459028.DE  
Kukulska-­‐Hulme,   A.   (2007).   Mobile   usability   in   educational   contexts:   what   have   we  
learnt?  The  International  Review  of  Research  in  Open  and  Distance  Learning,  8(2).  
Plant,   N.,   &amp;   Taylor,   K.   (2013).   How   best   to   teach   CPR   to   schoolchildren:   A   systematic  
review.  84(4),  415-­‐421.  
Rogers,   Y.,   Connelly,   K.,   Hazlewood,   W.,   &amp;   Tedesco,   L.   (2010).   Enhancing   learning:   A  
study   of   how   mobile   devices   can   facilitate   sensemaking.   Personal   and   Ubiquitous  
Computing,  14(2),  111-­‐124.    
Sokoloff,   D.   R.,   &amp;   Thornton,   R.   K.   (1997).   Using   interactive   lecture   demonstrations   to  
create  an  active  learning  environment.  The  Physics  Teacher,  35,  340-­‐347.  </p>
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