Log on education: science in the palms of their hands
Communications of the ACM
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Supporting children's collaboration across handheld computers
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
M-Education: Bridging the Gap of Mobile and Desktop Computing
WMTE '02 Proceedings IEEE International Workshop on Wireless and Mobile Technologies in Education
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Personal and Ubiquitous Computing
Augmented Learning: Research and Design of Mobile Educational Games
Augmented Learning: Research and Design of Mobile Educational Games
A walk on the WILD side: how wireless handhelds may change CSCL
CSCL '02 Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Mobile game-based methodology for science learning
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
Weatherlings: a new approach to student learning using web-based mobile games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Statecraft X: Enacting Citizenship Education Using a Mobile Learning Game Played on Apple iPhones
WMUTE '10 Proceedings of the 2010 6th IEEE International Conference on Wireless, Mobile, and Ubiquitous Technologies in Education
Effects of mobile gaming patterns on learning outcomes: a literature review
International Journal of Technology Enhanced Learning
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This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design. © 2012 Wiley Periodicals, Inc.