Mobile Game-Based Learning

Author(s):  
Boaventura DaCosta ◽  
Soonhwa Seok ◽  
Carolyn Kinsell

The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime-, anywhere-, and on-any-device characteristics of mobile computing has ignited mounting interest in the use of mobile games in educational contexts, as illustrated by a growing number of articles on this topic. This chapter offers a review of the research on mobile game-based learning (mGBL), citing mobile games that have been experimented with and/or used to explore learning. Although many of the studies to date have emphasized the location-based capabilities of mobile devices, the emerging research focused on mGBL is promising, showing that learning can take place through the use of these games. Future research, however, should look beyond individual devices and functionality, and place greater importance on pedagogy.

Author(s):  
Boaventura DaCosta ◽  
Soonhwa Seok ◽  
Carolyn Kinsell

The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime, anywhere, and on-any-device characteristics of mobile computing has ignited mounting interest in the use of mobile games in educational contexts, as illustrated by a growing number of articles on this topic. This chapter offers a review of the research on mobile game-based learning (mGBL), citing mobile games that have been experimented with and/or used to explore learning. Although many of the studies to date have emphasized the location-based capabilities of mobile devices, the emerging research focused on mGBL is promising, showing that learning can take place through the use of these games. Future research, however, should look beyond individual devices and functionality, and place greater importance on pedagogy.


Author(s):  
Antonio Miguel Rosado da Cruz ◽  
Sara Paiva

Mobile computing and Cloud computing are two of the most growing technologies in number of users, practitioners and research projects. This chapter surveys mobile technologies and applications, along with cloud computing technologies and applications, presenting their evolution and characteristics. Then, building on mobile devices limitations and mobile apps increasing need of resources, and on the cloud computing ability to overcome those limitations, the chapter presents mobile cloud computing, and characterizes it by addressing approaches to augment mobile devices capabilities. The chapter is settled after some views about future research directions and some concluding remarks.


Author(s):  
Blaine Hoffman

The continued evolution of mobile technology provides for new means of interaction and engagement in our daily lives. The interconnectedness, availability, and rapid adoption of mobile computing means users can expect to have access to data and information on their terms. Likewise, games and means of play are increasingly common on mobile devices. This chapter seats a discussion of mobile game development within the context of place and space to reveal how we can improve our understanding of mobile interaction and begin to merge our view of physical and digital spaces. By applying the ideas of place and space to mobile game development, game applications can encourage users to broaden their view of the spaces around them and strengthen the developments of interactions in a mobile world.


Author(s):  
Hakikur Rahman ◽  
Senthil Kumar

With the advent of complex but user friendly mobile communications technologies and transformation of mobile devices being handy for usage, the applications and utilities of mobile devices have come into the palm of almost each and every human being of this modern world. Furthermore, with the unprecedented growth of the Internet and its outreach, the demand and requirement of users are growing fast, ranging from basic livelihood support, to infotainment, to social networking. Applications of mobile devices nowadays do not include only the facilities for calling another cell phone and text messaging, but also connecting to social networks, service providers networks, and servers of various organizations, like academic or business or health sector, thus providing appropriate services to users, meeting daily demands including emergencies . However, all these are dependent on technologies, social, cultural, and economic issues, which this study has explored. This chapter is based on a survey of concurrent literatures on mobile computing, its applications, and challenges. This study has put forwards three applications of mobile computing: learning, health, and GIS. In this aspect, by exploring the background on mobile computing, the chapter discusses a few constraints and challenges that have emerged in terms of design and application issues. Thereafter, before the conclusion, the chapter puts forward a few future research hints.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


2018 ◽  
Author(s):  
Rema Padman ◽  
Yi-Chin Kato-Lin ◽  
Bhargav SriPrakash ◽  
Sross Gupta ◽  
Palak Narang ◽  
...  

BACKGROUND There is a rising epidemic of pediatric obesity in the United States and worldwide. While many factors contribute to pediatric overweight and obesity, dietary decisions are a leading cause. Children spend many hours a day playing video games, mostly on mobile devices. Hence, personalized gamification and learnification on mobile devices have great potential to influence children’s dietary-lifestyle behaviors during the habit formation stage of early childhood. In fact, video games on mobile devices have become a platform through which children learn in a fun and enjoyable way. While there is some early evidence of the positive impact of neuropsychology-based, cartoon-styled, immersive video games on healthy eating behaviors in children, the mechanisms underlying these improved outcomes are yet to be understood. OBJECTIVE To design appropriate interventions in the game environment for children’s behavior formation and change, we need to learn more about the underlying patterns of player behaviors evidenced during gameplay through techniques of machine learning and stochastic optimization. Building on prior descriptive work, this study examines the impact of a diet and lifestyle focused mobile game on children’s game play patterns and associate these patterns with their actual food choices using machine learning and statistical models. METHODS Our dataset was generated from an IRB-approved, informed consent–based randomized controlled trial (RCT) with pre- and post-treatment measurements of almost 100 school children using fooya!, a novel mobile gaming, iOS/Android based App that is being developed as a low-risk and non-invasive “digital vaccine” for lifestyle diseases, for 2 exposures of 20 minutes each. Based on artificial intelligence, neuropsychology and cognitive behavior therapy, fooya! has been shown to deliver positive outcomes with respect to food choices, self-reported dietary choices, and healthy eating intentions. We first model the process of game playing at any level across all students as a discrete, time-homogeneous, first-order Markov chain with multiple states, each representing a status of the game. Process mining identifies distinct patterns in the game sequences and statistical models establish the relationship between game patterns combined with demographic and behavioral data with actual food choices at the end of the game. RESULTS We find strong evidence of the positive effect of the mobile game on actual food choices, just after 40 minutes of intervention exposure (T: 2.46; C: 1.10; P<.001). Analysis of children’s play patterns shows significant variations in game play mechanics among players. Regression analyses further reveal that more engaged, dynamic, and strategic game play patterns are associated with better actual food choices. CONCLUSIONS This study adds to the growing body of evidence that learning about healthy eating in a fun and exciting way via mobile games, acting as Digital Vaccines, can positively impact children’s actual food choices. While promising, additional RCTs in varied settings and deeper analysis of the resulting data are needed to confirm Digital Vaccines’ potential to reduce the long-term risk of nutrition related non-communicable diseases such as diabetes and cardiovascular disease, as well as health risks from the double burden of overweight vs malnutrition and under-nutrition by educating children regarding healthy lifestyle choices using mobile games.


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


Author(s):  
Boaventura DaCosta ◽  
Soonhwa Seok ◽  
Carolyn Kinsell

Experts have long endeavored to understand the draw of video games on youth and how this entertainment medium might be used for education. The “anytime, anywhere, and on any device” nature of mobile technology may offer new opportunities for researchers and educators interested in leveraging the potential benefits of game-based learning. In this article, we offer a review of existing literature on the benefits of video games, specifically focusing on mobile games and their educational contribution. The authors of this article summarize what is currently known about the use of mobile games in learning, providing examples of mobile games explicitly called out in the literature that have been experimented with and/or used to explore game-based learning. The purpose behind this article is not to debate the practice of introducing video games into the classroom, but instead to spark interest in future research, and to advance the study of mobile games as a learning medium.


2014 ◽  
Vol 5 (2) ◽  
pp. 83-90
Author(s):  
Galang Amanda Dwi P. ◽  
R. Firman Insan M. ◽  
Siti Rochimah

Today, the rise of the mobile game applications development is a major phenomenon in the development of the mobile technology. Along with those trends, there are studies related to the development of a mobile game which expect the development of mobile games can be better in terms of quality and a higher tendency on the market. One of the things that is crucial to determine the quality of a game application on mobile devices is the standard calculations and metrics. In this paper a framework to measure the quality of a game application on mobile devices based on the ISO 9126 standard is proposed. The characteristics of the ISO 9126 standard will be mapped to the characteristics possessed by the mobile game applications, and by using the Analytic Hierarchy Process, the significance value to each aspect the game application can be obtained and the metric can be built Index terms - Analytic Hierarcy Process, Game Application, Mobile Devices, ISO 9126, Software Quality Management


2021 ◽  
Vol 11 (2) ◽  
pp. 61-81
Author(s):  
Anik Das ◽  
Sumaiya Amin ◽  
Muhammad Ashad Kabir ◽  
Sabir Hossain ◽  
Mohammad Mainul Mainul Islam

Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender. They are the first in this field to perform an empirical study on women in Bangladesh to see how game-based learning can contribute to learn food calories. They further analyze and report the impact of participants' age, professions, and smartphone proficiency levels on their learning experience and progression. The study also conforms the finding of existing studies that game-based learning can enhance the learning experience.


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