"On the Edge" of design for mobile game-based learning

  • Authors:
  • A. Mitchell;M. Doherty;R. Millwood;S. Mininel;P. Inchingolo;F. Vatta;A. Parvu;A. Tarkus

  • Affiliations:
  • Anglia Ruskin University, Chelmsford, Essex, UK;Anglia Ruskin University, Chelmsford, Essex, UK;Anglia Ruskin University, Chelmsford, Essex, UK;Universita degli studi di Trieste, Trieste, Italy;Universita degli studi di Trieste, Trieste, Italy;Universita degli studi di Trieste, Trieste, Italy;Verein Schul- und Ausbildungsberatung, Graz, Austria;Verein Schul- und Ausbildungsberatung, Graz, Austria

  • Venue:
  • Advanced Technology for Learning
  • Year:
  • 2007

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Abstract

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.