2015
DOI: 10.1016/j.compedu.2014.09.001
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Attuning a mobile simulation game for school children using a design-based research approach

Abstract: Attuning a mobile simulation game for school children using a design--based research approach AbstractWe report on a design--based research study that was conducted over nine months. It chronicles the development and implementation of HeartRun, a cardiopulmonary resuscitation (CPR) training approach for school children. Comparable to an unexpected emergency, HeartRun consists of authentic activities involving different roles, game tasks, locations and physical objects to support process--oriented learning for … Show more

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Cited by 59 publications
(37 citation statements)
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“…It is notable that there were several games [8,[23][24][25][26][27][28][29][30][31][32] that were referred to as AR games, but that were excluded from the final results because they did not satisfy my definition of AR. These games are essentially educational location-based mobile games based on the ARIS (Augmented Reality Interactive Storytelling) [33], ARLearn [8], or FreshAiR (http://www.playfreshair.com/) platforms, but their concept of AR is merely location-awareness without virtual content being augmented on top of a real-world view.…”
Section: Literature Reviewmentioning
confidence: 99%
“…It is notable that there were several games [8,[23][24][25][26][27][28][29][30][31][32] that were referred to as AR games, but that were excluded from the final results because they did not satisfy my definition of AR. These games are essentially educational location-based mobile games based on the ARIS (Augmented Reality Interactive Storytelling) [33], ARLearn [8], or FreshAiR (http://www.playfreshair.com/) platforms, but their concept of AR is merely location-awareness without virtual content being augmented on top of a real-world view.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The second part of the evaluation was focused on the assessment of the naturalness, pedagogical potential and technical quality of the system. The opinion survey shown in Table 3 was defined for the evaluation taking into account recent studies for the evaluation of these important aspects in educative e-learning and m-learning initiatives (Lucia et al, 2009;Kearney et al, 2015;O'Bannon and Thomas, 2015;Schmitz et al, 2015). The responses to the questionnaire were measured on a five-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree).…”
Section: Technical Quality and Didactic Potentialmentioning
confidence: 99%
“…(), Laerdal (), Ilumens () and Wattanasoontorn, Boada, Sbert, Olivet, and Juvinya (), and in the context of serious games, in Semeraro et al . (), VivaGame (), Schmitz, Klemke, Walhout, and Specht () and Boada, Rodríguez‐Benítez, García‐González, Thió‐Henestrosa, and Sbert (). Unfortunately, visually impaired players have many difficulties to access these applications, since most of them rely on impressive graphics and immersive visual experiences.…”
Section: Introductionmentioning
confidence: 99%
“…The strategies proposed to teach CPR range from classical teaching with mannequins, through interactive videos to 3D simulation scenarios and serious games. Examples of virtual scenarios can be found in Ponder et al (2002), Laerdal (2012), Ilumens (2011) and Wattanasoontorn, Boada, Sbert, Olivet, and Juvinya (2014), and in the context of serious games, in Semeraro et al (2014), VivaGame (2013), Schmitz, Klemke, Walhout, and Specht (2015) and Boada, Rodr ıguez-Ben ıtez, Garc ıa-Gonz alez, Thi o-Henestrosa, and Sbert (2016). Unfortunately, visually impaired players have many difficulties to access these applications, since most of them rely on impressive graphics and immersive visual experiences.…”
Section: Introductionmentioning
confidence: 99%