Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
464913 | Pervasive and Mobile Computing | 2014 | 9 Pages |
Abstract
Offering pervasive game-based learning scenarios to at-risk learners is considered effective and motivating. This experimental study offers a detailed example of an educational setting that couples a mobile game with a PC browser game. It evaluates how this coupling supports engagement and learning for the target group. Nineteen participants aged between 17 and 21 years played and explored the game. The findings through seven-week gaming indicate that coupled games have potential to increase learners’ interest in a topic and can support learning activities.
Keywords
Related Topics
Physical Sciences and Engineering
Computer Science
Computer Networks and Communications
Authors
Birgit Schmitz, Roland Klemke, Marcus Specht,