Learning with Location-Based Gaming
Vuorio, Jaakko; Tuomas Harviainen, J. (2021)
Vuorio, Jaakko
Tuomas Harviainen, J.
Teoksen toimittaja(t)
Wardaszko, Marcin
Meijer, Sebastiaan
Lukosch, Heide
Kanegae, Hidehiko
Kriz, Willy Christian
Grzybowska-Brzezińska, Mariola
Springer
2021
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202111048159
https://urn.fi/URN:NBN:fi:tuni-202111048159
Kuvaus
Peer reviewed
Tiivistelmä
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-based gaming has drawn interest in education. Schools may well pose a feasible context for the further mainstream use of location-based games aimed for educational purposes. We present conceptual work with location-based gaming in education and mobile learning literature together with in-use examples of location-based games to highlight the ongoing tendency in schools to adopt these games for pedagogic activities. Implications are provided for further research, practice and game design.
Kokoelmat
- TUNICRIS-julkaisut [14594]