Using Mobile Phones in Education
WMTE '04 Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'04)
A Mobile Butterfly-Watching Learning System for Supporting Independent Learning
WMTE '04 Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'04)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Improving learning in CS1 via tablet-PC-based in-class assessment
Proceedings of the second international workshop on Computing education research
Exploring the potential of mobile phones for active learning in the classroom
Proceedings of the 38th SIGCSE technical symposium on Computer science education
AR gone wild: two approaches to using augmented reality learning games in Zoos
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 3
Mobile worlds: mobile gaming and learning?
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Hi-index | 0.00 |
This paper explores the introduction of mobile technologies in a particular serious games subset called learning games. We focus on two main purposes where mobility turns out to be useful: situated learning and collaborative learning. The article outlines the opportunities and the remaining challenges for these learning situations. Some important issues are highlighted for immerging learners in real context. We also propose some scenarios to illustrate the benefits of mobile devices in classroom situations