Savannah:
mobile gaming and learning?
K.
Facer, R. Joiner, D. Stanton, J. Reid, R. Hull& D. Kirk.
Blackwell Publishing Ltd 2004 Journal of Computer
Assisted Learning 20, pp399–409
Abstract: This paper reports a study that attempts
to explore how using mobile technologies in direct physical interaction
with space and with other players can be combined with principles
of engagement and self-motivation to create a powerful and engaging
learning experience. We developed a mobile gaming experience designed
to encourage the development of children’s
conceptual understanding of animal behaviour. Ten children (five
boys and five girls) aged between 11 and 12 years played and explored
the game. The findings from this study offer interesting insights
into the extent to which mobile gaming might be employed as a tool
for supporting learning. It also highlights a number of major challenges
that this format raises for the organisation of learning within
schools and the design of such resources.
11 Pages
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