Context aware systems: present and future
IMSA'07 IASTED European Conference on Proceedings of the IASTED European Conference: internet and multimedia systems and applications
Mobile phones in the classroom: if you can't beat them, join them
Communications of the ACM - A Direct Path to Dependable Software
Context aware systems: present and future
EurolMSA '07 Proceedings of the Third IASTED European Conference on Internet and Multimedia Systems and Applications
Innovative ICT to improve student learning support: the case of an Austral-Asian University
International Journal of Learning Technology
Learning about cultural heritage by playing geogames
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Recording Mobile Learning: An Evaluation of the Number of Audio Recorders Needed in an M-Tel Study
International Journal of Mobile and Blended Learning
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Most mobile learning applications support individual users, although experience with similar conventional learning games indicates that teams may be more appropriate. This paper reports on tests of the MobileGame to see whether individual users, teams of two, teams of three or teams of four are more successful. The test was conducted with over 100 natural users. The significantly increased activity level and team-building show that a preference for teams of two rather than individual players would be justified. There is little significant evidence to prefer teams of two to teams of three. However, the data shows that teams of four are suboptimal: This team size decreases fun and immersion as well as (maybe) learning. There is no evidence that these negative effects are balanced by improved team-building. The relatively high success of teams of two leads to a need for more research on dyadic users not only for mobile learning games, but also for other areas such as tourism, health, museum visitors, and entertainment.