2017
DOI: 10.1007/s11423-017-9552-z
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A critical review of 13 years of mobile game-based learning

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Cited by 69 publications
(70 citation statements)
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“…To combat this problem, theories of technology acceptance have to provide a theoretical basis, such as the Technology Acceptance Model (TAM) [5], the Theory of Planned Behavior (TPB) [6], the Unified Theory of Acceptance and Use of Technology (UTAUT) [7], etc. For instance, Giannakas, Kambourakis, Papasalouros, and Gritzalis introduced and applied a six-dimensional framework which consisted of Spatiotemporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy to scrutinize the contributions published from 2004 to 2016 in the field of mGBL [8]. Specifically, the TAM is one of the influential models for explaining technology acceptance and adoption.…”
Section: Introductionmentioning
confidence: 99%
“…To combat this problem, theories of technology acceptance have to provide a theoretical basis, such as the Technology Acceptance Model (TAM) [5], the Theory of Planned Behavior (TPB) [6], the Unified Theory of Acceptance and Use of Technology (UTAUT) [7], etc. For instance, Giannakas, Kambourakis, Papasalouros, and Gritzalis introduced and applied a six-dimensional framework which consisted of Spatiotemporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy to scrutinize the contributions published from 2004 to 2016 in the field of mGBL [8]. Specifically, the TAM is one of the influential models for explaining technology acceptance and adoption.…”
Section: Introductionmentioning
confidence: 99%
“…This approach refers to the promotion of knowledge and skills acquisition through the use of games (Qian & Clark, 2016) and has the potential to increase learner motivation, self-directedness, and social and inquiry skills (Giannakas et al, 2018), particularly if it activates prior knowledge and offers instant feedback (Ketelhut & Schifter, 2011). Mobile educational games can provide opportunities to meaningfully engage students in learning of relevant educational content (Liu et al, 2014); however, this teaching methodology requires a carefull balance of the play and the learning outcomes (Giannakas et al, 2018) or it is not likely to be effective (Sung et al, 2016). The EduPARK is using geocaching principles to enhance the gameplay experience for the app users, by finding hidden treasures to promote curiosity, a powerful intrinsic motivator.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…The present work hypothesizes that mobile technology is a viable solution for the delivery of quality education equally to urban, rural and remote regions in developing countries. Analysis of the literature reveals that mobile technology has the potential to increase learning outcomes (Caudill, ; Giannakas, Kambourakis, Papasalouros, & Gritzalis, ; Sharples, ; Valk, Rashid, & Elder, ) but no evidence exists that mobile technology can help mitigate the urban–rural educational gap and provide equal education for all. Mobile learning (M‐learning) is a new field of study among other educational technologies (Giannakas et al., ; Piper et al., ; Sharples, ).…”
Section: Literature Reviewmentioning
confidence: 99%