The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
Digital Game-Based Learning
E-snakes and ladders: a hypermedia educational environment for portable devices
International Journal of Mobile Learning and Organisation
Design and Evaluation of a Project-Based Learning Ubiquitous Platform for Universal Client: PBL2U
International Journal of Mobile and Blended Learning
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mobile Game-Based Learning (mGBL) is a 3-year project that is supported by the European Commission (EC) within the Sixth Framework. The mobile games sector is an important growth area for the games industry and research indicates the potential of mobile games to encourage learning in young adults. mGBL therefore seeks to contribute new types of learning model to this emerging market. These will be games designed to support the development of decision-making skills for critical situations, an EC priority concern. Our mission: true games that can effectively engage users in cognitive and affective learning and that give them the means to adapt the games to their own purposes. This paper concerns the early development of the mGBL prototype "On the Edge": a hybrid game model that shares characteristics of board, strategy and role-playing games and acts a "games container" with authoring tools for users.