The design of personal mobile technologies for lifelong learning
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
Log on education: Handheld devices are ready-at-hand
Communications of the ACM
Problems and Programmers: an educational software engineering card game
Proceedings of the 25th International Conference on Software Engineering
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Teaching Science with Mobile Computer Supported Collaborative Learning (MCSCL)
WMTE '04 Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'04)
SimSE: an educational simulation game for teaching the Software engineering process
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Digital Game-Based Learning
An application of a game development framework in higher education
International Journal of Computer Games Technology - Game Technology for Training and Education
Extensive Evaluation of Using a Game Project in a Software Architecture Course
ACM Transactions on Computing Education (TOCE)
Using game development to teach software architecture
International Journal of Computer Games Technology
International Journal of Computer Games Technology
A guideline for game development-based learning: a literature review
International Journal of Computer Games Technology
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This paper describes a new mobile game application, Lec-ture Quiz, which can be used within lectures in higher education to promote strong student participation and enable variation in how lectures are taught. The new idea is to provide a lecture game using the devices and infrastructure already available in lecture halls like the teacher's portable PC, a large screen and a video projector, network connections, and the students' mobile phones. The architecture of the game application consists of a server, a client for the students and a client for the teacher. The game is a multi-player quiz game with a variation in game modes where an unlimited number of players can play simultaneously. The main contribution of this paper is a description of a novel game concept for lectures and an evaluation of the application in use. The paper also reports technology choices we made when implementing the game and how we solved the problem of variation in latency between the server and various mobile clients running on different wireless networks.