Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example.
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealin...
| Publicado en: | Journal of Computer Assisted Learning Vol. 28; no. 5; pp. 465 - 477 |
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| Autores principales: | , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Oct2012
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=104417653&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 104417653 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Oct2012 vid: 28 iid: 5 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 104417653 80025798 10.1111/j.1365-2729.2011.00456.x 104417653 ppf: 465 ppct: 12 formats: tig: atl: Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example. aug: au: Klopfer, E. Sheldon, J. Perry, J. Chen, V. H.-H. affil: Scheller Teacher Education Program, Massachusetts Institute of Technology, Cambridge, MA, USA sug: subj: Video Games Learning Methods Computer-Assisted Instruction Human Singapore Male Female Child Models, Educational Descriptive Statistics Wireless Communications Interpersonal Relations Funding Source Child: 6-12 years Male Female ab: This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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