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Pervasive learning games: explorations of hybrid educational gamescapes

Published: 01 March 2006 Publication History

Abstract

Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning. Advances in pervasive and ubiquitous computing offer the potential for significant innovation in the use of games and education. Pervasive learning games build on the framework provided by commercial video games and the theoretical foundation (design and practice) offered by the field of games and education. Commercial pervasive games such as NOKIAGAME and Electronic Arts" MAJESTIC used multiple media platforms--mobile phones, computers, PDAs, fax machines, television, and newspapers to-- deliver game content in real time. While the structure of these games is derived from a digitally created gameworld, the games are framed by the players' real-life physical surroundings and the players' interactions with these surroundings. This article presents a theoretical overview of pervasive games and pervasive and ubiquitous computing, looking specifically at the benefits these areas offer learning.

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  • (2021)ProtoTeamsProceedings of the ACM on Human-Computer Interaction10.1145/34341824:CSCW3(1-27)Online publication date: 5-Jan-2021
  • (2013)A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual InformationInternational Journal of Mobile and Blended Learning10.4018/ijmbl.20131001045:4(59-71)Online publication date: 1-Oct-2013
  • (2012)Challenging reality using techniques from interactive drama to support social simulations in virtual worldsProceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System10.1145/2336727.2336739(1-10)Online publication date: 21-Jul-2012
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Information

Published In

cover image Simulation and Gaming
Simulation and Gaming  Volume 37, Issue 1
Symposium: Video games: Issues in research and learning, part 2
March 2006
139 pages

Publisher

Sage Publications, Inc.

United States

Publication History

Published: 01 March 2006

Author Tags

  1. ambient learning
  2. immersive games
  3. mobile games
  4. pervasive computing
  5. pervasive games
  6. pervasive learning
  7. pervasive learning games
  8. serious games
  9. ubiquitous computing
  10. ubiquitous learning
  11. urban mobile games

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Cited By

View all
  • (2021)ProtoTeamsProceedings of the ACM on Human-Computer Interaction10.1145/34341824:CSCW3(1-27)Online publication date: 5-Jan-2021
  • (2013)A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual InformationInternational Journal of Mobile and Blended Learning10.4018/ijmbl.20131001045:4(59-71)Online publication date: 1-Oct-2013
  • (2012)Challenging reality using techniques from interactive drama to support social simulations in virtual worldsProceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System10.1145/2336727.2336739(1-10)Online publication date: 21-Jul-2012
  • (2010)Authenticity in learning gameProceedings of the 5th European conference on Technology enhanced learning conference on Sustaining TEL: from innovation to learning and practice10.5555/1889250.1889260(109-122)Online publication date: 28-Sep-2010
  • (2008)Pervasive games for educationProceedings of the 2008 Euro American Conference on Telematics and Information Systems10.1145/1621087.1621093(1-6)Online publication date: 10-Sep-2008
  • (2007)Where is the answer?Proceedings of the 2007 conference on Future Play10.1145/1328202.1328211(46-53)Online publication date: 14-Nov-2007
  • (2007)Pervasive learning gamesThe New Review of Hypermedia and Multimedia10.1080/1361456070171287313:2(93-116)Online publication date: 1-Dec-2007

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