scholarly journals Vietnam Run: An Alternative Approach to Mobile Learning

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.

2020 ◽  
Vol 51 (5) ◽  
pp. 612-631
Author(s):  
John Curry

Rationale for the Article. Professional wargames have long been an integral part of the tool set used by the military. The literature includes many examples of wargames that have been successful in terms of training, military education, procurement, operational analysis and planning for war. However, retrospective examination demonstrates that many of these professional wargames also had major errors in them and by implication current games about future confrontations are similarly flawed. Nevertheless, the academic evidence is clear that such games are still invaluable tools. Methodology. Ten years of research into the development of wargames undertaken by the History of Wargaming Project has analysed and made generally available more professional wargames than ever before. Retrospective examination of a sample of these declassified games, from the British War Office Rules (1896) to more recent games about the Ukraine, shows significant errors. Value. Demonstrating that professional games had errors in the past opens challenges the overconfidence in the predictive capacity of games. It also raises the possibility for future research to identify game design bias and to develop better games in the future. Understanding the value of better games, even with their inherent issues, raise the possibility of better preparing decision makers for the future. Notes. The words wargame and game are used interchangeably in this article. Whilst the techniques used in professional gaming evolved from modelling the battlefield, modern professional gaming is increasingly focussed on other situations that are not war, such as state level confrontations, trade wars, politics, cyber conflict, banking crisis etc. Using the term wargame seems inappropriate when for example, gaming a shipping dispute. All the games referred to this article, unless otherwise noted, are professional wargames, used by military, government, public sector bodies and other parties directly involved in real world issues. The prefix professional has been omitted for brevity in most places.


Author(s):  
Helen Crompton ◽  
John Traxler

The concept of learning with small portable computers was developed by Alan Kay in 1972. Since that early conception, scholars, such as Traxler, Sharples, and Soloway are the pioneering scholars who paved the way to a better understanding of the philosophical, pedagogical, and conceptual underpinnings of mobile learning today. In this chapter, an overview is provided to explicate the initial foundations of the emerging field of mobile learning (mlearning). Next, current scientific knowledge is delineated with explicit references to the early scholars. This chapter concludes with a preview of the future research directions in mobile learning.


Author(s):  
Agnes Kukulska-Hulme

Abstract Research questions are central to mobile assisted language learning (MALL) projects and studies, yet they have received little attention to date. Taking research questions as its central focus, this paper offers some reflections on the complexity of the broader field of mobile learning, on different kinds of research, on salient themes and challenges in mobile learning and MALL, and it suggests some research directions for the future. Since MALL research is interdisciplinary, and since research questions are an object of study in other fields of knowledge, the paper refers to sources from multiple disciplines to support a more comprehensive consideration of current and future research questions in MALL. The paper is fundamentally an invitation to a global conversation about research questions in MALL.


Author(s):  
Helen Crompton ◽  
John Traxler

The concept of learning with small portable computers was developed by Alan Kay in 1972. Since that early conception, scholars, such as Traxler, Sharples, and Soloway are the pioneering scholars who paved the way to a better understanding of the philosophical, pedagogical, and conceptual underpinnings of mobile learning today. In this chapter, an overview is provided to explicate the initial foundations of the emerging field of mobile learning (mlearning). Next, current scientific knowledge is delineated with explicit references to the early scholars. This chapter concludes with a preview of the future research directions in mobile learning.


Author(s):  
John M. Traxler ◽  
Helen Crompton

In 1972, Alan Kay developed the concept of a handheld multimedia computer that was intended as a mobile device for learning. Since that early conception, scholars, such as Traxler, Sharples, and Soloway are the pioneering scholars who have paved the way to a better understanding of the philosophical, pedagogical, and conceptual underpinnings of mobile learning today. In this article, an overview is provided to explicate the initial foundations of this emerging field. Next, current scientific knowledge is delineated with explicit references to the early scholars. This article concludes with a preview of the future research directions in mobile learning.


2011 ◽  
Vol 7 (1-2) ◽  
Author(s):  
Brasilina Passarelli

This article reports on projects and researches developed by School of the Future Research Laboratory at University of São Paulo over the last twenty years. Briefly presents of ongoing projects as well as those already completed, indicating their chronology, structure, target audience, objectives and funding, placing them in the context of action research. Theoretical research studies conducted at the Digital Culture Observatory are introduced, adopting the ethnographic method as a basis for qualitative studies on social networks.


Author(s):  
Matija Grčić ◽  
Ruben Picek

After exploring the concept of m-learning, this paper focuses on defining a SWOT analysis of mobile learning with detail discussion of each element. Finding important relationships by matching well know SWOT variables in a systematic fashion is a next step of research where using a algorithm which can provide a help in defining appropriate strategy. The result of our research is a conceptual framework for defining strategies for mobile learning, which will help primarily universities or other educational institutions in estimating their own position and creating the strategy for adopting m-learning into their curriculums which make a valuable contribution for the future research in this area.


Crisis ◽  
2017 ◽  
Vol 38 (3) ◽  
pp. 202-206 ◽  
Author(s):  
Karl Andriessen ◽  
Dolores Angela Castelli Dransart ◽  
Julie Cerel ◽  
Myfanwy Maple

Abstract. Background: Suicide can have a lasting impact on the social life as well as the physical and mental health of the bereaved. Targeted research is needed to better understand the nature of suicide bereavement and the effectiveness of support. Aims: To take stock of ongoing studies, and to inquire about future research priorities regarding suicide bereavement and postvention. Method: In March 2015, an online survey was widely disseminated in the suicidology community. Results: The questionnaire was accessed 77 times, and 22 records were included in the analysis. The respondents provided valuable information regarding current research projects and recommendations for the future. Limitations: Bearing in mind the modest number of replies, all from respondents in Westernized countries, it is not known how representative the findings are. Conclusion: The survey generated three strategies for future postvention research: increase intercultural collaboration, increase theory-driven research, and build bonds between research and practice. Future surveys should include experiences with obtaining research grants and ethical approval for postvention studies.


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