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ACM SIGCUE Outlook - Special issue on computer supported collaborative learning
Creating the invisible interface: (invited talk)
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
StarLogo: an environment for decentralized modeling and decentralized thinking
Conference Companion on Human Factors in Computing Systems
The invisible computer
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IBM Systems Journal
Sizzle: A Standards-Based End-to-End Security Architecture for the Embedded Internet (Best Paper)
PERCOM '05 Proceedings of the Third IEEE International Conference on Pervasive Computing and Communications
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
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Future Play '07 Proceedings of the 2007 conference on Future Play
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Pervasive '08 Proceedings of the 6th International Conference on Pervasive Computing
Developments in Business Gaming
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Proceedings of the 2008 Euro American Conference on Telematics and Information Systems
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PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
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EC-TEL'10 Proceedings of the 5th European conference on Technology enhanced learning conference on Sustaining TEL: from innovation to learning and practice
Pervasive learning games: a comparative study
The New Review of Hypermedia and Multimedia - Special issue: Observing users of digital educational technologies
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Homo Virtualis: Virtual Worlds, Learning, and an Ecology of Embodied Interaction
International Journal of Virtual and Personal Learning Environments
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Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning. Advances in pervasive and ubiquitous computing offer the potential for significant innovation in the use of games and education. Pervasive learning games build on the framework provided by commercial video games and the theoretical foundation (design and practice) offered by the field of games and education. Commercial pervasive games such as NOKIAGAME and Electronic Arts" MAJESTIC used multiple media platforms--mobile phones, computers, PDAs, fax machines, television, and newspapers to-- deliver game content in real time. While the structure of these games is derived from a digitally created gameworld, the games are framed by the players' real-life physical surroundings and the players' interactions with these surroundings. This article presents a theoretical overview of pervasive games and pervasive and ubiquitous computing, looking specifically at the benefits these areas offer learning.