GeneyTM: designing a collaborative activity for the palmTM handheld computer
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Role of Mobile Devices in E-Learning - First Experiences with a Wireless E-Learning Environment
WMTE '02 Proceedings IEEE International Workshop on Wireless and Mobile Technologies in Education
WMTE '02 Proceedings IEEE International Workshop on Wireless and Mobile Technologies in Education
M-Education: Bridging the Gap of Mobile and Desktop Computing
WMTE '02 Proceedings IEEE International Workshop on Wireless and Mobile Technologies in Education
SMS-based Discussions - Technology Enhanced Collaboration for a Literature Course
WMTE '04 Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'04)
Mobile educational features in authoring tools for personalised tutoring
Computers & Education
Digital Game-Based Learning
Collaboration in a multi-user game: impacts of an awareness tool on mutual modeling
Multimedia Tools and Applications
Mobile learning: A framework and evaluation
Computers & Education
Activity theory for designing mobile learning
International Journal of Mobile Learning and Organisation
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
"On the Edge" of design for mobile game-based learning
Advanced Technology for Learning
Slide test maker: an educational software tool for test composition
ICWL'12 Proceedings of the 11th international conference on Advances in Web-Based Learning
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This article presents e-snakes and ladders (e-S&L), a game-based educational environment for portable devices. The e-S&L is based on the classic table game 'snakes and ladders' and enriches the table game with various types of activities, such as questions and answers and webquests. It provides a pleasant electronic-learning environment with an easy to use authoring tool for the instructor. The e-S&L is based on communication services and protocols (e.g. e-mail, short message service (SMS), MMS, HTTP and FTP) and on context-aware technologies. It supports learning standards, such as the IMS question and test interoperability (QTI) specification, the IMS Learner Information Package (IMS LIP) specification, e-portfolio, Dublin Core metadata creation and webquest. Furthermore, the article presents a learning scenario which is authored for demonstrating the e-S&L functionality. The findings from this study offer interesting insights into the extent to which computer gaming might be employed as a tool for supporting learning.