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Pervasive games for education

Published: 10 September 2008 Publication History

Abstract

The paper analyzes how pervasive games can be used for an efficient transfer of knowledge at universities. Pervasive games provide an innovative game model that combines the real world with the virtual world. In this instance, the game concept is used in conjunction with mobile phones as a means of interaction and communication enabler to support learning. The paper presents the design of a pervasive learning game, which was compared with a conventional case study approach in an empirical study with 100 students in respect of learning efficiency and motivation to learn. The empirical results reveal that the pervasive game leads to higher energetic activation, more positive emotions, more positive attitudes towards learning content and more efficient knowledge transfer than the conventional case study approach.

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Cited By

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  • (2018)Introduciendo una historia interactiva en una experiencia geolocalizadaRevista Colombiana de Computación10.29375/25392115.323019:1(69-85)Online publication date: 1-Jun-2018
  • (2017)Introducing an interactive story in a geolocalized experienceProceedings of the XVIII International Conference on Human Computer Interaction10.1145/3123818.3123850(1-7)Online publication date: 25-Sep-2017
  • (2010)A case study of course design for software development on mobile phoneProceedings of 2010 IEEE/ASME International Conference on Mechatronic and Embedded Systems and Applications10.1109/MESA.2010.5552093(59-64)Online publication date: Jul-2010

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    EATIS '08: Proceedings of the 2008 Euro American Conference on Telematics and Information Systems
    September 2008
    287 pages
    ISBN:9781595939883
    DOI:10.1145/1621087
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 10 September 2008

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    Author Tags

    1. education
    2. empirical study
    3. learning
    4. mobile phone
    5. pervasive game

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    View all
    • (2018)Introduciendo una historia interactiva en una experiencia geolocalizadaRevista Colombiana de Computación10.29375/25392115.323019:1(69-85)Online publication date: 1-Jun-2018
    • (2017)Introducing an interactive story in a geolocalized experienceProceedings of the XVIII International Conference on Human Computer Interaction10.1145/3123818.3123850(1-7)Online publication date: 25-Sep-2017
    • (2010)A case study of course design for software development on mobile phoneProceedings of 2010 IEEE/ASME International Conference on Mechatronic and Embedded Systems and Applications10.1109/MESA.2010.5552093(59-64)Online publication date: Jul-2010

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