2013
DOI: 10.1016/j.compedu.2012.12.001
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Evaluation of learning outcomes using an educational iPhone game vs. traditional game

Abstract: ElsevierFurió Ferri, D.; González Gancedo, S.; Juan, M.; Seguí, I.; Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers and Education. 64:1-23. doi:10.1016/j.compedu.2012.12 AbstractIn this paper, we present an initial study to determine the subject preferences for educational computer games for children, in which 150 education professionals participated. From the results of this first study, we have developed an iPhone game for transmitting know… Show more

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Cited by 153 publications
(123 citation statements)
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References 71 publications
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“…This implies that the game is suitable for the transmission of knowledge. This result is in line with previous works that have demonstrated this trend using new technologies [51] [52]. Different arguments have been offered to justify this trend.…”
Section: Discussionsupporting
confidence: 81%
See 1 more Smart Citation
“…This implies that the game is suitable for the transmission of knowledge. This result is in line with previous works that have demonstrated this trend using new technologies [51] [52]. Different arguments have been offered to justify this trend.…”
Section: Discussionsupporting
confidence: 81%
“…They stated that gamers are expert when they control their own learning alongside more knowledgeable peers, and children as gamers are more likely to learn effectively by acting as mentors to novice learners. Furió et al [51] combined mobile technology with augmented reality by developing a game where children could learn about multiculturalism, tolerance, and solidarity by transmitting knowledge about three of the world's poorest continents (Africa, Asia, and Central and South America). They carried out a study to determine whether the mobile game had better learning outcomes than a traditional game.…”
Section: Serious Gamesmentioning
confidence: 99%
“…Bacca et al (2014) performed a detailed systematic review of the state of the art in AR, analysing the field of education, the target group, the type of AR, the reported purposes, advantages, limitations, affordances and effectiveness of AR in educational settings. While a number of successful AR-cases can be found according to this re-view, only limited research has been devoted to analysing the combination of AR and Serious Games with respect to realizing professional training for adults (Furió et al 2013). Especially, while systematic approaches towards the design of AR games are emerging (Wetzel, 2013), their underpinning with empirical research is still missing.…”
mentioning
confidence: 99%
“…Around the world there are several projects ongoing or finalized that aim the development of mobile learning applications for different mobile platforms or Web based applications optimized for mobile devices, like [1], [2], [3] and [4] Mobile learning applications could include modules for:  Content presentation (lessons); content include text, video, audio, graphics; it could as simple as displaying only text or loading PDF or other files or very complex, using multimedia components [5];  Short assessments (quizzes); these are available to students in order to test their knowledge; the user can take these tests whenever they want and they are not time-restricted;  Final assessments (tests); these tests are given at a specific date and time and they have a limited duration;  Trainer-student communication; this involves the use of well known components (e-mail or social networks) or by using a dedicated component based on a specific protocol.  Content sharing (e-mail, social networks, cloud etc.…”
Section: Introductionmentioning
confidence: 99%