You are here:

Mobile Learning with a Mobile Game: Design and Motivational Effects
ARTICLE

,

Journal of Computer Assisted Learning Volume 21, Number 3, ISSN 1365-2729 Publisher: Wiley

Abstract

Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as map-navigation and hunting and hiding lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits.

Citation

Schwabe, G. & Goth, C. (2005). Mobile Learning with a Mobile Game: Design and Motivational Effects. Journal of Computer Assisted Learning, 21(3), 204-216. Wiley. Retrieved April 25, 2019 from .

This record was imported from ERIC on April 18, 2013. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.

Keywords

View References & Citations Map

Cited By

  1. A Review of Theories for Developing Student Experiences through Pre-Instructional Activities with Digital Game-Based Learning

    Heather Holbrook, Gwinnett County Public Schools, United States

    Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 749–752

  2. Influences of Self Efficacy on Cognitive Presence in Mobile Game-Based Instruction

    Yu-Hsuan Chen, Department of Visual Communication Design, Taipei University of Maritime Technology, Taiwan; Chang-Hwa Wang, Department of Graphic Arts and Communications, National Taiwan Normal University, Taiwan

    Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 731–736

  3. Virtual Enhancement to Physical Spaces: A QR Code Based Orientation Game

    Vanessa P. Dennen, Shuang Hao, Sungwoong Lee & Taehyeong Lim, Florida State University, United States

    The Journal of Emerging Learning Design Vol. 2, No. 1 (December 2015)

  4. The design and implementation of a gamified assessment

    Selay Arkn Kocadere & Şeyma Çağlar, Hacettepe University

    Journal of e-Learning and Knowledge Society Vol. 11, No. 3 (Sep 30, 2015)

  5. Empowering Teaching through Instruction-Adapted Technology: Case Studies on Mobile Learning

    Sheng-Wen Huang & Yao-Ting Sung, Graduate Institute of Information and Computer Education National Taiwan Normal University, Taiwan

    Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 3265–3272

  6. Overcoming ‘Culture Shock’ using a Mobile Application: The Design and Evaluation of a Prototype

    Emily Bennett & Nipan Maniar, University of Portsmouth, United Kingdom

    EdMedia + Innovate Learning 2007 (Jun 25, 2007) pp. 929–938

These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.