In recent years game-based learning has seen remarkable growth. Existing computer-based learning platforms utilize the Internet to provide efficient access to information, allowing for the exchange of ideas and knowledge. These platforms aim to create an online community; however, such attempts target only traditional Internet users, excluding the ever-increasing number of people that access the World Wide Web via mobile phones. We suggest an innovative approach to enhancing the educational environment, where participants can register and play learning games game on both smartphone and mobile phone devices. We introduce a gamebased learning environment on ubiquitous devices using reality-based simulation games that create a learning environment in which it is possible for students to practice decision making. Additionally we also present some preliminary research results involving volunteers using a sample mobile-based learning game.
Business game learning environments that utilize smartphones possess latent potential. Previous research on smartphone learning has often focused on learning that uses mobility. Moreover, previous studies have revealed that different learning devices can improve interest and attitude toward learning. Further, smartphones have been proven to control learner sentiment and increase learning motivation when used as learning devices. However, other studies contradict these findings, suggesting that smartphone learning can result in multitasking and ultimately hinder learning. Based on the results of an investigation of high school students' use of smartphones for business game learning, this study considers the effect of multitasking on learning. The results indicate that students with multitasking skills in the present study tended to have a more positive attitude toward the business game. This result also contributes to the effective use of smartphones in classroom activities.
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