Video Game Design for Mobile Phones (original) (raw)

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?

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.

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.

Development of educational videogames in m-Learning contexts

… Conference on Digital …, 2008

The educational gaming field is rapidly growing both in acceptance and variety. Within this variety, the technological evolution of wireless/handheld (W/H) computing devices is opening new possibilities in the so called mobile learning (m-learning). M-learning opens new learning opportunities, but due to the special characteristics of these devices (such as their reduced computing power or the size of the display), some design considerations must be taken into account when creating the games. This project explores both the potential advantages obtained through the mlearning educational videogames and the technological challenges that must be faced in the process. In order to illustrate the challenges, we analyze the process of adapting an existing gamebased learning platform () for its use in a mobile environment and discuss how the adapted platform makes it easier to develop m-learning educational videogames.

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 Applications: Games that Transform Education

A breakthrough development in the crossing of education and technology has long been a subject of heated debate. The possibility of combining machine learning and attention-grabbing graphics to not only make learning easy and interesting, but personalized, was the original impetus for gamifying education. In this paper I investigate the history of technology and media through the lens of education, and attempt to apply the principles, practices, and insights gleaned there within to an educational mobile game. Specifically, the mobile app I designed for the iPhone and Android operating systems focuses on teaching players SAT I math concepts using Nintendo's wildly popular Pokemon game design model.

In the Eye of the Beholder: Promoting Learner-Centric Design to Develop Mobile Games for Learning

Communications in Computer and Information Science, 2014

Out of the project EMuRgency a game-based learning environment evolved, which trains school children in providing reanimation and cardiopulmonary resuscitation (CPR). The application gets players to act as if they were in a real case of emergency. This paper reports on a formal usability study conducted with two different groups of learners, regular learners and learners with special educational needs (SEN). With the study we compared the two groups of learners with regard to game usability and effectiveness of the intervention. Our intention was to better understand the different needs and requirements to learning materials that game designer need to take into consideration in order to make the learning experience successful for both groups. A total of 89 children played the game simulation. Results showed differences in perception and effectiveness of individual mechanisms for the two groups with regard to usability or switching between tasks and mobile device.

Do Usability Design Features of a Mobile Game Influence Learning

2018

Mobile learning allows learners to construct their own learning experience (Bandalaria, 2007). This form of learning empowers students to develop their own skills and knowledge (Sharples, Taylor & Vavoula, 2007). Students, through the use of mobile learning, may create opportunities to learn anytime and anywhere (Martin & Ertzberger, 2013; Sanchez, Mendoza, & Salinas, 2009) and can connect that learning experience to real life situations. Recently, games have been integrated in mobile platforms. Educational technology developers combined the entertaining components of games with educational contents in order to develop games for pedagogical purposes. However, the existing threads of discussion on serious game usability do not provide evidence as Rex Perez Bringula University of the East, Philippines

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.