Power up Learning With Mobile Games

2022 ◽  
pp. 1205-1229
Author(s):  
Kristin Villanueva ◽  
Jeanny Vaidya

The evolution of mobile games and the subsequent evolution of designing mobile gaming experiences to support learning is captured in this chapter. The authors will address the affordances and limitations of mobile gaming as well as the learning theories and frameworks that lay the foundation for learning through mobile games. Current perceptions of mobile gaming in the classroom and the implementation of mobile games in schools are discussed. In addition, this chapter explores mobile games for social change, their prevalence, and their role in facilitating learning. The chapter also discusses differing perceptions on the issue of mobile games in and out of the classroom as well as the potential for marketability.

Author(s):  
Kristin Villanueva ◽  
Jeanny Vaidya

The evolution of mobile games and the subsequent evolution of designing mobile gaming experiences to support learning is captured in this chapter. The authors will address the affordances and limitations of mobile gaming as well as the learning theories and frameworks that lay the foundation for learning through mobile games. Current perceptions of mobile gaming in the classroom and the implementation of mobile games in schools are discussed. In addition, this chapter explores mobile games for social change, their prevalence, and their role in facilitating learning. The chapter also discusses differing perceptions on the issue of mobile games in and out of the classroom as well as the potential for marketability.


2016 ◽  
pp. 308-326
Author(s):  
Kristin Villanueva ◽  
Jeanny Vaidya

This chapter will describe the evolution of mobile games and learning by first discussing whether media can support learning. This chapter will address the affordances and limitations of mobile gaming and the learning theories and frameworks that lay the foundation for learning through mobile games. Current perceptions of mobile gaming in the classroom and implementation of mobile games in schools is discussed. In addition, this chapter introduces positions on the issue of mobile games in the classroom, and explores mobile games for social change, their prevalence and their role in facilitating learning.


Author(s):  
Kristin Villanueva ◽  
Jeanny Vaidya

This chapter will describe the evolution of mobile games and learning by first discussing whether media can support learning. This chapter will address the affordances and limitations of mobile gaming and the learning theories and frameworks that lay the foundation for learning through mobile games. Current perceptions of mobile gaming in the classroom and implementation of mobile games in schools is discussed. In addition, this chapter introduces positions on the issue of mobile games in the classroom, and explores mobile games for social change, their prevalence and their role in facilitating learning.


2016 ◽  
Author(s):  
Alexander Holland ◽  
Stanislav Roudavski

This paper demonstrates how mobile games can contribute to participatory design and its aim of achieving positive change through the involvement of stakeholders. This overarching goal is considered via a particular case-study that utilizes a purpose-built smartphone game. The case-study applies this game to the design challenges of urban cycling. Utilisation of the game in a stakeholder workshop suggests that mobile play can aid understanding and help to establish communication amongst diverse participants. For further information and media, see https://osf.io/vy5dq/


Author(s):  
Ingrid Richardson ◽  
Larissa Hjorth

This article provides a critical overview of mobile gaming, from discrete offline casual games to location-based, mixed reality, cross-platform, and urban games and, more recently, the array of downloadable playful and social applications for the touchscreen smartphone and handheld tablet or iPad. The discussion begins by casting mobile games as one of the most significant trajectories of an emerging app-based media ecology. The authors consider the way mobile gaming and play have become intrinsic to our everyday practices and challenge the distinction that is often made between casual and hardcore (or ‘real') gamers. The article then explores how location-based mobile games generate hybrid experiences of place and presence, requiring the player to integrate their own situated and embodied perception of the world with dynamic GPS-enabled information. Finally, the overview turns to the relation between mobile media and social media games—which include those mobile games and apps that embed social networking and sharing features into the game or games accessed and played through social networking services via a mobile device. On a broader scale—in terms of the impact of mobile games on our daily lives—the proliferation of mobile interfaces, games, and playful apps is playing a key role in what is termed the ‘lusory' or playful turn in culture.


2016 ◽  
Vol 8 (3) ◽  
pp. 52-69
Author(s):  
Chu Kimberly ◽  
Tek Yong Lim ◽  
Chee Weng Khong ◽  
Chui Yin Wong

Input devices for mobile gaming consist of hard keypad (HK) and soft keypad (SK). Different interaction for both input devices have an impact on usability and player experience. Although there are publications that evaluate on input devices and game, little is known on how HK and SK affect mobile gaming. The implication to usability aspect is not fully understood and the list of recommendation on player experience is limited. The aim of this paper is to examine usability and construct recommendation list for player experience by comparing two different types of mobile devices, namely HK and SK. For usability, an experiment was employed to measure effectiveness, efficiency and satisfaction. The studies conducted an interview after the experiment. From the interview, a list of recommendation was constructed to identify player experience of input devices for mobile games. Results of the experiment were significant for effectiveness and satisfaction measures where HK performed better than SK. The recommendation list revealed both devices most mentioned positive and negative comments.


Author(s):  
Victor X. Wang

Teaching is changing and it is being forced to change by many forces of social change. Today’s theory and practice of teaching in adult and higher education are not only shaped by technology, but also by prevalent teaching and learning theories such as constructivism, progressive principles of education, humanism and even behaviorism. While behaviorism, a major component of pedagogical teaching, successfully dominated adult and higher education in the past, the purpose of this chapter is to demonstrate that we are experiencing a paradigm shift from being pedagogical in our instruction to an andragogical mode of education in the 21st century due to the fact that we do know, to some extent, how students learn. Therefore, the way knowledge is delivered in the new century must be changed in order to serve the needs of this learning society.


Author(s):  
Mohammad Ahmad Alkhateeb

This study aimed at identifying the effect of the mobile gaming in the mathematical achievement among the 4th graders. The study instrument was a math achievement test consisted of (30) items of the multiple choice type (4 alternatives). The sample consisted of (66) students of the 4th grade in the City of Zarqa (Jordan), which was distributed over two groups: experimental groups (n=34), and control group (n=32). The researcher employed the experimental method on both groups. The experimental group was taught using the educational mobile games, and the control group was taught by the conventional method. The study found that the use of mobile games is an effective practice for providing educational support to the students in mathematics. In addition, the size of the effect of using the mobile games was significant, which supports the effectiveness of the mobile games in math achievement among the 4th graders.


2018 ◽  
Vol 12 (1) ◽  
pp. 22-44 ◽  
Author(s):  
Linwan Wu ◽  
Matthew A. Stilwell

Purpose Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO. Design/methodology/approach A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results. Findings Results indicated that gamers of Pokémon GO experienced spatial presence, which positively influenced their attitudes toward and intentions to visit the sponsors. Moreover, spatial presence was positively influenced by players’ game engagement, perceived mobility and contextual perceived value. Some motives of playing Pokémon GO were also identified, including the entertainment motive and social motive. Originality/value This study is the first one to analyze the marketing potential of Pokémon GO, which is a successful location-based mobile game. The results are meaningful to marketing professionals who are interested in this innovative media platform. This study is also the first one to apply the theory of spatial presence to the investigations of this type of game. It showcases the power of this theory in guiding the research of interactive marketing with mobile gaming.


Author(s):  
Yasin Bulduklu

The aim of this study was to determine the attitudes of university and high school students towards mobile games, and to investigate their motivation and gratification needs in terms of mobile gaming. The descriptive method was used in the study. The sampling group was composed of 846 participants. The data were collected through the Mobile Gaming Motivation Survey. The reliability coefficient of the survey (Cronbach’s alpha) was found to be 0.893. The data analysis revealed that the mobile gaming motives of participants were self-realization/individual gratification, rivalry, social interaction, addiction and escaping. It was concluded that the motivation of the participants to play mobile games and the time they spent on mobile gaming decreased as their education level increased. It was also found that the mean scores for each factor got lower as the age progressed.


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