What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Proceedings of the 2008 Euro American Conference on Telematics and Information Systems
Pervasive learning games: a comparative study
The New Review of Hypermedia and Multimedia - Special issue: Observing users of digital educational technologies
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CRIWG'06 Proceedings of the 12th international conference on Groupware: design, implementation, and use
A situation-based delivery of learning resources in pervasive learning
EC-TEL'07 Proceedings of the Second European conference on Technology Enhanced Learning: creating new learning experiences on a global scale
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Pervasive eLearning is well-suited to teaching complex ideas that can't ordinarily be addressed in typical classroom or eLearning scenarios. However, there is very little practical information available to help anyone who is interested in designing a pervasive learning space to do so. This paper takes an important first step towards theorizing the pervasive learning space in a practical and useful way. First, it presents a working model of pervasive learning that can be used to help design, develop, and evaluate pervasive learning experiences. It then goes on to explain the philosophical underpinnings of the model by outlining 13 principles of effective pervasive learning derived from real-life pervasive learning projects.