2012
DOI: 10.1007/978-3-642-33263-0_37
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Mobile Gaming Patterns and Their Impact on Learning Outcomes: A Literature Review

Abstract: Abstract. Mobile learning games have increasingly been topic of educational research with the intention to utilize their manifold and ubiquitous capabilities for learning and teaching. This paper presents a review of current research activities in the field. It particularly focuses is on the educational values serious mobile games provide. The study results substantiate their generally assumed motivational potential. Also, they indicate that mobile learning games may have the potential to bring about cognitive… Show more

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Cited by 11 publications
(5 citation statements)
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“…In selecting the game elements, we have decided to use a resource that has been tested to be effective in the field of serious games (SG) [75] and mobile SG [76], which is the collection of GDP from Björk and Holopainen [69], not yet used to design gamification of MOOC. In this way we have contributed to the field by presenting new game elements within MOOCs, such as stimulated planning, which is often used in strategy games.…”
Section: How To Embrace the Individual And Social Aspects In Designinmentioning
confidence: 99%
“…In selecting the game elements, we have decided to use a resource that has been tested to be effective in the field of serious games (SG) [75] and mobile SG [76], which is the collection of GDP from Björk and Holopainen [69], not yet used to design gamification of MOOC. In this way we have contributed to the field by presenting new game elements within MOOCs, such as stimulated planning, which is often used in strategy games.…”
Section: How To Embrace the Individual And Social Aspects In Designinmentioning
confidence: 99%
“…Game design patterns have been used to map cognitive and affective learning outcomes in AR games for learning [23]. Similarly, a recent literature review identifies three design principles for learning-oriented AR -"enable and then challenge," "drive by gamified story," and "see the unseen" [24].…”
Section: Augmented Reality For Learning Gamesmentioning
confidence: 99%
“…Generally, many research studies ınvestigate the facets of m-learning for both the researchers as well as the instructional designers and also pays attention on the effective usage of the latest mobile learning technologies for education [21], but did not focus on English language learning. On the contrary, there are many review studies on mobiles and ubiquitous learning [12,[21][22][23][24][25][26][27][28]. Therefore, this review focuses on three factors ((i) research problem, (ii) participants' level of study, (iii) English skills) and their effect on groups' size, the duration of the experiment and which assessment(s) is appropriate and also fits for the study.…”
Section: Introductionmentioning
confidence: 99%