Human-Computer Interaction. HCI Applications and Services
DOI: 10.1007/978-3-540-73111-5_37
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Mobile Game-Based Methodology for Science Learning

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Cited by 28 publications
(22 citation statements)
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“…Schools are a recommended venue for obesity prevention programs [23], but school restrictions on child mobile phone use in school settings limit intervention delivery. However, restrictions may be lifted as mobile technology increasingly becomes incorporated into educational curricula [58]. Children, as minors, are more vulnerable than adults and may have different privacy concerns.…”
Section: Development and Implementation With Children And Familiesmentioning
confidence: 99%
“…Schools are a recommended venue for obesity prevention programs [23], but school restrictions on child mobile phone use in school settings limit intervention delivery. However, restrictions may be lifted as mobile technology increasingly becomes incorporated into educational curricula [58]. Children, as minors, are more vulnerable than adults and may have different privacy concerns.…”
Section: Development and Implementation With Children And Familiesmentioning
confidence: 99%
“…In recent years, heuristic evaluation has been used in a variety of projects, including development of a "seamless" system for video on demand [15] and several academic projects around the world (e.g., [30] and [43]). …”
Section: Heuristic Evaluationmentioning
confidence: 99%
“…Other recent applications of the cognitive walkthrough include the development of a multimodal tourist guide to Paris [1], an opensource, Web-based digital library for the management and dissemination of social science research data [17], and a PDA-based game for teaching science [43].…”
Section: Cognitive Walkthroughmentioning
confidence: 99%
“…Mobile Game-Based Science Learning [23] describes a pedagogical methodology based on interactive games for mobile devices (PDAs). The methodology is oriented to developing problem-solving skills in science classes for 8th graders, by including pre-classroom activities with the teacher, classroom activities, and a central activity using an interactive game for a mobile device.…”
Section: Introductionmentioning
confidence: 99%