“…Games, as learning environments, evolved rapidly during the last decades, along with the constructivist perspective on education (Cunningham & Duffy, 1996), the rapid spread of the web, social networks and mobile devices (Martin, Diaz, Sancristobal, Gil, Castro, & Peire, 2011). A review of related literature indicates that mobile videogames are engaging for the youth, offering them greater levels of collaboration, discourse and creativity, which they would not experience within traditional learning environments, or even through static computers (Hense & Mandl, 2014). Mobile videogames are attached to the contemporary flexibility of access, interaction, acquisition and meaning-making of information and knowledge, through gamified environments, with the use of smart-devices also associated with current youth culture (Koutromanos & Avraamidou, 2014;Park, 2011).…”