Mobile learning with a mobile game: design and motivational effects

2005 ◽  
Vol 21 (3) ◽  
pp. 204-216 ◽  
Author(s):  
Gerhard Schwabe ◽  
Christoph Göth
10.28945/3773 ◽  
2017 ◽  
Author(s):  
Brian McCauley ◽  
Li Ping Thong ◽  
Mathews Nkhoma ◽  
Nhan Nguyen

Aim/Purpose: How to spread an anti-littering message amongst Vietnamese youth. Background: We outline the design of a mobile game aimed at educating the target audience on the value of not littering. Methodology : We use key theory from the literature to inform the design of the game. Contribution: This paper outlines an approach to education that could provide value in re-conceptualizing mobile learning in future. A unique mobile game, Vietnam Run, was designed and developed for the Vietnamese audience, and its game design considerations outlined. There is a lack of studies conducted in the area of mobile serious games within the context of Vietnam. This paper addresses the existing gap in the present literature from that perspective. The game design considerations outlined in this paper could be adapted and applied to the future development of similar mobile serious games in Vietnam. Findings: Localization as a starting point increases value when a key problem and target audience has been identified. Social cognitive theory and elaboration likelihood model forms the overarching theory that defines game design to sustain player interest and engagement. Recommendations for Practitioners: Academic theory can provide a conceptual starting point for designing educational tools. Recommendation for Researchers: Application of theory in real world applications lends credence and delivers measurable impact in order to demonstrate value of previous work. Impact on Society: It is anticipated that Vietnam Run will have value in spreading positive anti-littering message within Vietnam and provide a starting point for future projects that can expand the aims of this project further. Future Research: The future success of the game will be analyzed through media reach, game downloads and in-game analytics in order to provide a strong conceptual basis for future work in this area.


2014 ◽  
Vol 685 ◽  
pp. 651-654
Author(s):  
Yang Na Su

Mobile learning is the future development of digital learning, Due to the different mobile development system for different mobile devices, which became a major bottleneck for mobile development. Existing mobile learning resources are scarce, showing most of the text, web pages, video format, rare game theme unattractive for the format of fixed points, lack of reusability and versatility. Base on the characteristic of Dispersed, fragmentary characteristics of mobile learning, imitating the form of the theme of the popular online game, to make the learner a more active, more effective and more lasting in mobile learning. Use Flash to develop mobile learning teaching game, introduces the idea of integrable Ware to mobile game development, separate the knowledge from the game, and improve the reusability and versatility of the game.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Qianwen Yang ◽  
Xiang Gong

PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.Design/methodology/approachThe research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.FindingsThe empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.Originality/valueThis study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.


i-com ◽  
2004 ◽  
Vol 3 (2/2004) ◽  
pp. 53-56
Author(s):  
Georg Ströhlein

SummaryBased on preceding work on a mobile learning scenario a mobile game like application, called “HistoBrick”, is being designed. It serves as a platform for exercises, assignments and self studies in combination with the higher education courseware on descriptive statistics. This paper focuses on the mobile application and ignores its embedding into a suitable Learning Management System (LMS). “HistoBrick” aims to provide a ubiquitous tool for learning about statistic distributions and their most important characteristic numbers. The didactical background is inspired by recent ideas about how learning works in the so-called constructivist setting, in general, and the findings of game-based learning, in particular.


Author(s):  
Marcelo Leandro Eichler ◽  
Gabriela Trindade Perry ◽  
Ivana Lima Lucchesi ◽  
Thiago Troina Melendez

The acronym STEM – Science, Technology, Engineering, and Mathematics has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in Mobile Game related research, whether strictly technological or applied in social contexts. In this chapter, we thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: Game Design; Affection and Play; Mobile Learning; Games for Learning; Science and Mathematics Education; and lastly, summarizing it in the Games for STEM Education section. Our conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of Smartphones as tools that add value to education.


Author(s):  
Christos Sintoris ◽  
Adrian Stoica ◽  
Ioanna Papadimitriou ◽  
Nikoleta Yiannoutsou ◽  
Vassilis Komis ◽  
...  

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this article is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. This article explores how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.


Author(s):  
Marcelo Leandro Eichler ◽  
Gabriela Trindade Perry ◽  
Ivana Lima Lucchesi ◽  
Thiago Troina Melendez

The acronym STEM (science, technology, engineering, and mathematics) has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education, and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in mobile game-related research, whether strictly technological or applied in social contexts. In this chapter, the authors thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: game design; affection and play; mobile learning; games for learning; science and mathematics education; and lastly, summarizing it in the games for STEM education section. The conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of smartphones as tools that add value to education.


2021 ◽  
pp. 895-900
Author(s):  
Jianlong Jiang ◽  
Gang Liu

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