Adapting Learning Theories in Mobile Game-Based Learning Development (original) (raw)
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Designing user experience for mobile game-based learning
2011 International Conference on User Science and Engineering (i-USEr ), 2011
Mobile game-based learning (mGBL) is a game played on any handheld devices such as mobile phones. Although many game methodologies have been introduced, studies show that customized phases and steps to develop games for learning in mobile environment are substantially required. Therefore, this study addresses this gap by proposing a mGBL Engineering Model based on a number of game and learning theoretical and developmental foundations. In particular, the study identified the key steps of development methodology to be considered in developing mGBL applications which consist of phases, components, steps and deliverables. In verifying the proposed model, a mGBL was developed following the phases suggested in the model. User experience designs such as mGBL interactions design, learning model, game flows, and interface design were further discussed in this paper. Subsequently, the findings indicate that the proposed mGBL Engineering Model exhibits useful development indicators for mGBL application and user experience, and is indeed a theoretical and practical contribution of the study.
Designing Mobile Games for Learning: The mGBL Approach
This paper describes the technological environment and pedagogical frameworks underpinning the development of mobile game-based learning (mGBL) mobile games. A detailed description is given of the pedagogical and technical basis of the three game templates developed within the project, plus design and trialling details of each associated game. Finally, we discuss the development of our game authoring tool, which allows users to customise mGBL games, and locate and develop new games.
An Educational Game for Mobile Learning – Some Essential Design Factors
Programming is an important core subject in most Computer science programmes at university level but several studies show that students are facing difficulties both with theoretical understanding and practical code construction. At the department where this study was conducted around 50% of the students fail to complete their introductory programming courses. Some researchers claim that this is a pedagogical problem involving psychological and motivational aspects. The use of mobile phones and ubiquitous gaming has increased in the 21 st century. Might it be possible to get students to play educational games on their smart phones as an extra-curricular activity and what design aspects are important to get the students to play the game?
Towards a pedagogical framework for the mobile Game-Based Learning project - key considerations
2006
A growing body of research indicates that mobile technologies can be effective tools in catering for students in a digital age and there are signs of the motivating potential and possible learning gains of games played on mobile devices with young adult audiences. The 3-year EC-funded project mobile Game-based Learning (mGBL) therefore seeks to design new learning models based on mobile games. These will be standards-based for use in blended learning programmes. Specifically we aim to support development of decision-making skills and strategies for crisis situations -a priority concern of the European Community. Our vision is for great games that can effectively engage young people and that exemplify best practice -but what exactly is this in the new field? This paper considers a pedagogical framework for mGBL that also addresses emerging ethical and legal issues.
A game-based mobile-learning platform – description and
2014
This paper presents a platform for mobile educational games, named "Quest for Knowledge." The platform allows for creation of interactive educational games that include a multimedia content (video, audio, documents, maps) and playing of games outside classrooms. Students access the games using personal computers and mobile terminals (phones, PDAs). The usual game scenarios include team-based solving of specific tasks and missions. The games are remotely monitored and managed by the teacher who interacts with teams, gives hints and guidance which lead to the final result. The concept of development and playing of mobile educational games has been developed under the project eMAPPS, 6 EU Framework Programme and tested in groups of more than 200 students and teachers in Slovenia and other European countries. The evaluation of games played in Slovenia has indicated a very strong acceptance of the concept, especially by elementary-school children.
Mobile learning development of games based model using RPG Maker MV in ecosystem concept
The purpose of this research is to develop learning media based on mobile learning games model on biology learning that is feasible and practical to use. This research uses research approach and development approach (R & D) with model of development of ADDIE (Analyze, Design, Development and Evaluation). Media developed using RPG Maker MV software with learning materials of ecosystem concept. The data of research was collected using questionnaire for assessment by media expert, material expert, observation sheet, assessment sheet and concept of mastering test. The next data was analyzed qualitatively and quantitatively using SPSS v.21 software. Based on the results of research indicates that the media developed according to the assessment of media expert, material expert and user pertained feasible to used with high category. The result of activity observation and user response in learning using mobile learning model categorized by high means that most students focus and enthusiastic on learning. The results of the implementation of media usage measured from the mastery of student concepts show that mobile learning games model are able to increase the mastery of students concepts on ecosystem materials. 1. Introduction The development of science and technology, especially in the field of information and communication technology has made it easier for all human activities in various fields such as in government, trade and education. In the field of education the use of information and communication technology as a supporter of teaching and learning process known as e-learning. Implementation of computer and internet usage in learning can be blended learning, multimedia, e-learning, mobile learning, e-library, e-book, e-journal, virtual learning, computer based test and others [1,2,3]. One of the alternative learning based on information and communication technology that is currently widely used and developed is a mobile learning tool. M-learning is a learning that is packed using mobile devices, M-learning refers to the use of mobile IT devices such as telephones mobile, laptops, PDA, tablet PC used in training, learning and teaching [4,5,6]. M-learning is part of e-learning based learning using mobile devices that can be accessed anytime and anywhere. Mobile learning in this era using cloud computing where learning content can be accessed from various areas then incorporated in a website or application [7]. However, M-learning can be accessed offline and online. The offline version can be done and started only with one install, un-connected server (stand alone) only install engine, can be updated by connecting to the server, can interact with the learner or instructor, while the online version should be connected with the server online on internet network [8].
A game-based mobile-learning platform–description and evaluation
ev.fe.uni-lj.si
This paper presents a platform for mobile educational games, named "Quest for Knowledge." The platform allows for creation of interactive educational games that include a multimedia content (video, audio, documents, maps) and playing of games outside classrooms. Students access the games using personal computers and mobile terminals (phones, PDAs). The usual game scenarios include team-based solving of specific tasks and missions. The games are remotely monitored and managed by the teacher who interacts with teams, gives hints and guidance which lead to the final result. The concept of development and playing of mobile educational games has been developed under the project eMAPPS, 6 EU Framework Programme and tested in groups of more than 200 students and teachers in Slovenia and other European countries. The evaluation of games played in Slovenia has indicated a very strong acceptance of the concept, especially by elementary-school children.
A critical review of 13 years of mobile game-based learning
Educational Technology Research and Development, 2017
With the increasing popularity of smartphones and tablets, Game-Based Learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a six-dimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well. December 2017 - Educational Technology Research and Development, Springer DOI10.1007/s11423-017-9552-z