Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces

  • Authors:
  • Teemu H. Laine;Carolina A. Islas Sedano;Mike Joy;Erkki Sutinen

  • Affiliations:
  • University of Eastern Finland, Joensuu;University of Eastern Finland, Joensuu;University of Warwick, Coventry;University of Eastern Finland, Joensuu

  • Venue:
  • IEEE Transactions on Learning Technologies
  • Year:
  • 2010

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Abstract

Pervasive learning is a branch of mobile learning with an emphasis on context-awareness. Pervasive learning spaces (PLSs) create bridges from the real world to the virtual world, allowing the context-sensitive utilization of real-world objects and information in the learning process. Thus far, no model of technology integration for PLSs exists. We present a three-year process during which several game-based PLSs were developed. Based on the development experiences and a series of literature analyses, we present a technology integration model for game-based PLSs. The model meets the requirements of context, pedagogy, and game-design with technology. From these requirements, we derive three critical factors for technology integration in PLSs: 1) context-awareness, 2) available resources, and 3) unobtrusiveness of the technology. The model is discussed and evaluated through applying the model to the development process of LieksaMyst, a game-based PLS for a museum. User perceptions and usability of our games are also evaluated. The model can be utilized by PLS designers and developers for determining which requirements must be considered when integrating technology into a PLS. While the foundations of a technology integration model are now laid, work remains to be done in identifying development and evaluation methods based on the model.