Designing mobile games for engagement and learning
aut.researcher | Petrova, Krassimira Dragomirova | |
dc.contributor.author | Parsons, D | |
dc.contributor.author | Petrova, K | |
dc.contributor.author | Hokyoung, R | |
dc.contributor.editor | Tieng, D | |
dc.date.accessioned | 2011-12-03T18:49:34Z | |
dc.date.available | 2011-12-03T18:49:34Z | |
dc.date.copyright | 2011 | |
dc.date.issued | 2011 | |
dc.description.abstract | Game based mobile learning is becoming increasingly popular, now that mobile devices provide support for multimedia content, location awareness, augmented reality and connectivity. However just having technical features does not make a game either engaging or pedagogical. The challenge for designers of games for mobile learning is to embed both effective gaming experiences and worthwhile learning outcomes into the same application. The game described and discussed in this paper was designed as an augmented reality game for two players. The narrative action follows a classic linear fiction model, whereby the game’s phases move through teaser, elaboration, conflict escalation, climax and resolution. This narrative path is reflected by a physical path as players navigate the location and investigate the problem they have to solve. | |
dc.identifier.citation | 7th International Conference on Information Technology and Applications, Sydney, Australia, 2011-11-21 - 2011-11-24 | |
dc.identifier.isbn | 978-0-9803267-4-1 | |
dc.identifier.uri | https://hdl.handle.net/10292/2997 | |
dc.publisher | ICITA | |
dc.relation.uri | http://www.icita.org/index.html | |
dc.rights | NOTICE: this is the author’s version of a work that was accepted for publication. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in (see Citation). The original publication is available at (see Publisher's Version) | |
dc.rights.accessrights | OpenAccess | |
dc.subject | Mobile learning | |
dc.subject | Mobile games | |
dc.subject | Augmented reality | |
dc.subject | Serious games | |
dc.subject | Business education | |
dc.subject | Problem solving | |
dc.subject | Critical thinking | |
dc.title | Designing mobile games for engagement and learning | |
dc.type | Conference Contribution | |
pubs.organisational-data | /AUT | |
pubs.organisational-data | /AUT/Design & Creative Technologies | |
pubs.organisational-data | /AUT/Design & Creative Technologies/School of Computing & Mathematical Science | |
pubs.organisational-data | /AUT/PBRF Researchers | |
pubs.organisational-data | /AUT/PBRF Researchers/Design & Creative Technologies PBRF Researchers | |
pubs.organisational-data | /AUT/PBRF Researchers/Design & Creative Technologies PBRF Researchers/DCT C & M Computing |