2011
DOI: 10.1007/978-3-642-21619-0_2
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Introducing Mobility in Serious Games: Enhancing Situated and Collaborative Learning

Abstract: This paper explores the introduction of mobile technologies in a particular serious games subset called learning games. We focus on two main purposes where mobility turns out to be useful: situated learning and collaborative learning. The article outlines the opportunities and the remaining challenges for these learning situations. Some important issues are highlighted for immerging learners in real context. We also propose some scenarios to illustrate the benefits of mobile devices in classroom situations.

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Cited by 14 publications
(7 citation statements)
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References 13 publications
(23 reference statements)
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“…From this context, serious games are underlined as games used for pedagogical purposes rather than mere entertainment. This might be a reason that the next generation will integrate more involved and shared games scenarios that will increase the learners' inspiration [13]. Some studies show that languages can be learned via serious games, others introduced specific topics in computer science; for instance, programing language in the field of computer science is a suitable module to be learned by a serious game, similarly learning languages is one of the best examples [8], [14], [15].…”
Section: Serious Gamesmentioning
confidence: 99%
“…From this context, serious games are underlined as games used for pedagogical purposes rather than mere entertainment. This might be a reason that the next generation will integrate more involved and shared games scenarios that will increase the learners' inspiration [13]. Some studies show that languages can be learned via serious games, others introduced specific topics in computer science; for instance, programing language in the field of computer science is a suitable module to be learned by a serious game, similarly learning languages is one of the best examples [8], [14], [15].…”
Section: Serious Gamesmentioning
confidence: 99%
“…In previous work [1], we argued that these technologies, in particular mobile devices, should be integrated into more global learning systems forming a set of heterogeneous platforms. This point of view addresses several issues at different granularity levels.…”
Section: Situated and Mobile Serious Gamesmentioning
confidence: 99%
“…To explore these concepts, we proposed different scenarios integrating mobile or collaborative aspects in global learning environments (SEGAREM project described in next section). We also explored lighter applications using scenarios [1] and paperbased prototypes at the earlier stages of a user-centered design approach [12] to measure the collaborative potential of a learning scenario using tangible interactions on multitouch tabletops. This evaluation gave us some hints on the design quality but to go further in the evaluation, we need to implement the game and test some synchronization aspects.…”
Section: Situated and Mobile Serious Gamesmentioning
confidence: 99%
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“…The second experiment concerns a mixed reality learning game. This type of games concerns domains that present the particularity of exhibiting both theoretical knowledge and practical know-how (operations in manufacturing or medicine, for example) [9]. For such practical domains, the full digital learning games are not efficient and especially cannot guarantee both effective learning and assessment of the techniques [10]: it is so important to come back to the real world and thus develop a mixed-reality learning game.…”
Section: Second Case Study: Concurrent and Collaborative Scenariomentioning
confidence: 99%