A taxonomy of wireless micro-sensor network models
ACM SIGMOBILE Mobile Computing and Communications Review
Communications of the ACM
Wireless sensor networks: a survey
Computer Networks: The International Journal of Computer and Telecommunications Networking
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Insectopia: exploring pervasive games through technology already pervasively available
Proceedings of the international conference on Advances in computer entertainment technology
A Card Based Metaphor for Organising Pervasive Educational Experiences
PERCOMW '07 Proceedings of the Fifth IEEE International Conference on Pervasive Computing and Communications Workshops
Where is the answer?: the importance of curiosity in pervasive mobile games
Future Play '07 Proceedings of the 2007 conference on Future Play
Uncovering the Richness of an Authentic Living Museum through Pervasive Learning Environment
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
Distributed weather net: wireless sensor network supported inquiry-based learning
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Environmental sensor network for a pervasive learning space in a Finnish biosphere reserve
Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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A Pervasive Learning Space (PLS) uses context-awareness to link a virtual world with real world objects. We define viability as the extent to which a given PLS can be adapted to different purposes, and portability to be the extent to which a given PLS can be transferred to a new physical context. Heroes of Koskenniska is a game-based PLS combining mobile technology and a wireless sensor network in a forest context to raise the environmental awareness in a Biosphere Reserve in Finland. The game was built upon a screen-based architecture, and our analysis shows that it has higher portability and viability than a selection of related PLSs. The screen-based architecture is highly viable and portable because it is based on the model-view-controller division. Our preliminary observations indicate that the game helps to increase visitor count of the area and to promote interaction between visitors and nature.