Savannah: mobile gaming and learning?
This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming exp...
| Publicado en: | Journal of Computer Assisted Learning Vol. 20; no. 6; pp. 399 - 410 |
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| Autores principales: | , , , , , |
| Formato: | pictorial research Journal Article |
| Publicado: |
Wiley-Blackwell
Dec2004
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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=106575830&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 106575830 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Dec2004 vid: 20 iid: 6 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 106575830 2005031445 10.1111/j.1365-2729.2004.00105.x 106575830 ppf: 399 ppct: 11 formats: tig: atl: Savannah: mobile gaming and learning? aug: au: Facer K Joiner R Stanton D Reid J Hull R Kirk D affil: University of Bath, UK sug: subj: Computer-Assisted Instruction Evaluation Games Learning Methods Child England Exploratory Research Female Male Wireless Communications Human Child: 6-12 years Female Male ab: This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of children's conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findings from this study offer interesting insights into the extent to which mobile gaming might be employed as a tool for supporting learning. It also highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources. pubtype: Academic Journal doctype: pictorial research Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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