Mobile Game-based Learning
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Recent papers in Mobile Game-based Learning
During the late 1960s and into the 1970s game-based approaches to sport teaching and coaching emerged in scholarly literature on sport and physical education teaching. Game based pedagogical approaches for games and sport teaching have... more
Synthesis: We all want to learn. But how can we make it more engaging both for the teacher and the learner? How to learn better? The best way to do it is through a game. Keep on reading and find out why developing mobile video game can be... more
Designing a mobile learning environment for mathematics education requires an understanding of how technology relates to various epistemological and pedagogical systems. The purpose of this study was to systematically analyze scientific... more
Across many developing countries, children of low-income families often end up being forced out of an education to help support their parents and siblings by selling candy, cigarettes or lottery tickets on the streets. According to... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
Halo teman-teman, disini saya akan sedikit sharing bagaimana caranya membuat game dengan menggunakan Construct 2 tanpa coding. Aplikasi yang saya gunakan yaitu Construct 2 versi r277. Nah, aplikasi Construct 2 ini sangat cocok digunakan... more
Mobile language learning applications have the potential to transform the way languages are learned. This study examined the fifty most popular commercially-available language learning applications for mobile phones and evaluated them... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
Περίληψη Οι φυσικοί και ανθρωπογενείς ή τεχνολογικοί κίνδυνοι, τις περισσότερες φορές, εμφανίζονται χωρίς προειδοποίηση. Αυτοί οι κίνδυνοι, μπορούν να επιφέρουν μεγάλες καταστροφές, όπως απώλειες ανθρώπινων ζωών, περιουσιών, ρύπανση του... more
The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for... more
For decades now, video games have been a pervasive part of our culture. Recent data indicate that approximately half of all American adults and seventy percent of college students play video games “at least once in a while”. Some video... more
Penguasaan kemahiran membaca Jawi di kalangan masyarakat Melayu mula menampakkan kemerosotan apabila Inggeris berjaya memerintah Semenanjung Tanah Melayu dan perlaksanaan Penyata Jawatankuasa Pelajaran (1956). Dapatan kajian-kajian lampau... more
Learning disabilities are a problem that influences the brain's capacity to receive, process, analyze, and store information. These processing issues can interfere with learning fundamental abilities, especially for math. Fortunately,... more
Children with diagnosis of down syndrome has different kinds of personalities, mental states, and talents similar to other children. The key point is that every child needs proper support at the right time. There are options like special... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
We present a mobile phone based cricket game for improving the spoken English pronunciation of school children designed and tested within a specific socio-cultural context in rural India, the Mewat district of Haryana State. The... more
Mobile devices, equipped with various features and functions, are rapidly changing human social interaction, resulting in both new challenges and new opportunities. The processes and effects of human social interaction in the age of... more
This study investigated whether the use of a gamified mobile learning app influenced students' academic performance and boosted their engagement in the subject. Created to better engage students in lecture content, the app was used to... more
—The evolution of learning environments is huge in recent years in the fields of mobile, blended learning and telecommunication technologies. Many courses are using VR tools to recreate historic and natural sites, while teachers use VR,... more
Dans cet article, nous nous intéressons à l’intégration des dispositifs mobiles dans l’enseignement supérieur au marocain. Nous proposons une solution basée sur l’apprentissage mobile est particulièrement dans les travaux pratique de... more
Riddles, while perceived as a past time activity for kids, have educational features that enhances the logical thinking of a person. In this paper, the researchers aimed to develop a logical guessing riddle mobile gaming application that... more
Telling stories is traditionally achieved by writing the story and having it printed on a book. In today's world, however, one can take advantage of current technology. The aim of this dissertation is to create an interactive story that... more
Learning a new language is a challenging task. In many countries, students are encouraged to learn an international language at school level. In particular, English is the most widely used international language and is being taught at the... more
A life without language as a system of communication is a life that cannot be lived to the fullest. Aphasia, a multimodal neurophysiologic disorder manifested by a substantial communication restriction due to brain damage, is one of the... more
INPLACE is an acronym that stands for: Interdependent, Networked, Participatory Learning, Augmented, Collaborative Experience. Previous research using INPLACE mobile games in science education revealed that such games can be used to... more
In recent times there has been a great evolution in the creation of educational games, known as Serious games (SGs). SGs are environments that were designed based on a playful approach to learning for educational purposes. Empirical... more
Nowadays, basic cybersecurity education and awareness is deemed necessary, even for children as young as elementary school-aged. If knowledge on this topic is delivered in the form of a digital game-based activity, then it has greater... more
Pokemon Go is a game app that successfully introduced augmented reality (AR) to mass consumers due to its user friendly game design, as the AR game app offers ease of use, the free-to-play (F2P) marketing model, and the childhood... more
Nowadays, due to widespread participation of elementary school children in cyberspace activities, basic cybersecurity education and awareness is deemed necessary. Within this context, knowledge acquisition in this timely and important... more
This study investigated students’ perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of... more
Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA PERMATA UPSI Malaysia. The platform... more