1,851
Views
41
CrossRef citations to date
0
Altmetric
Articles

The use of mobile games in formal and informal learning environments: a review of the literature

&
Pages 49-65 | Received 21 Nov 2013, Accepted 27 Jan 2013, Published online: 06 Mar 2014

References

  • Akkerman, S., Admiraal, W., & Huizenga, J. (2009). Storification in history education: A mobile game in and about medieval Amsterdam. Computers & Education, 52, 449–459. doi:10.1016/j.compedu.2008.09.014
  • Avraamidou, L. (2008). Prospects for the use of mobile technologies in science education. Association for the Advancement of Computing in Education Journal, 14, 178–205.
  • Avraamidou, L. (2013). The use of mobile technologies in project-based science: A case study. Journal of Computers and Mathematics and Science Teaching, 32, 361–379.
  • Aubusson, P., Griffin, J., & Kearney, M. (2012). Learning beyond the classroom: Implications for school science. In B. J. Fraser, K. Tobin, & C. McRobbie (Eds.), Second international handbook of science education (pp. 1123–1134). Dordrecht: Springer.
  • Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28, 771–780. doi:10.1016/j.chb.2011.11.020
  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of the empirical evidence on computer games and serious games. Computers & Education, 59, 661–686. doi:10.1016/j.compedu.2012.03.004
  • Dierking, L. D., Falk, J. H., Rennie, L., Anderson, D., & Ellenbogen, K. (2003). Policy statement of the ‘informal science education’ ad hoc committee. Journal of Research in Science Teaching, 40, 108–111.
  • Dillon, J. (2012). Science, the environment and education beyond the classroom. In B. J. Fraser, K. Tobin, & C. McRobbie (Eds.), Second international handbook of science education (pp. 1081–1095). Dordrecht: Springer.
  • Dubendorf, V. A. (2003). Wireless data technologies. New York, NY: John Wiley.
  • Facer, K., Joiner, R., Stanton, D., Reidz, J., Hullz, R., & Kirk, D. (2004). Savannah: Mobile gaming and learning? Journal of Computer Assisted Learning, 20, 399–409. doi:10.1111/j.1365-2729.2004.00105.x
  • Falk, J. (2004). The director’s cut: Toward an improved understanding of learning from museums. Science Education, 88, S83–S96.
  • Falk, J. H., & Dierking, L. D. (2000). Learning from museums: Visitor experiences and the making of meaning. Walnut Creek, CA: AltaMira Press.
  • Furió, D., González-Gancedo, S., Juan, M. C., Seguí, I., & Costa, M. (2013a). The effects of the size and weight of a mobile device on an educational game. Computers & Education, 64, 24–41. doi:10.1016/j.compedu.2012.12.015
  • Furió, D., González-Gancedo, S., Juan, M. C., Seguí, I., & Rando, N. (2013b). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1–23. doi:10.1016/j.compedu.2012.12.001
  • Griffin, J. (1994). Learning to learn in informal science settings. Research in Science Education, 24, 1–8. Retrieved from http://link.springer.com/article/10.1007/BF02356336
  • Hein, G. (1998). Learning in the museum. London: Routledge.
  • Huizenga, J., Admiraal, W., Akkerman, S., & ten Dam, G. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25, 332–344. doi:10.1111/j.1365-2729.2009.00316.x
  • Jeong, E. J., & Kim, D. J. (2009). Definitions, key characteristics, and generations of mobile games. In D. Taniar (Ed.), Mobile computing: Concepts, methodologies, tools, and applications (pp. 289–295). Hershey: Idea Group.
  • Kim, S. H., Mims, C., & Holmes, K. P. (2006). An introduction to current trends and benefits of mobile wireless technology use in higher education. AACE Journal, 14, 77–100. Retrieved from http://www.editlib.org/j/AACEJ/v/14/n/1
  • Kisiel, J. (2012). Introducing science teachers to science beyond the classroom. Journal of Science Teacher Education, 24, 67–91. doi:10.1007/s10972-012-9288-x
  • Klopfer, E., Sheldon, J., Perry, J., & Chen, V. H. H. (2011). Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example. Journal of Computer Assisted Learning, 28, 465–475. doi:10.1111/j.1365-2729.2011.00456.x
  • Klopfer, E., Yoon, S., & Rivas, L. (2004). Comparative analysis of Palm and wearable computers for participatory simulations. Journal of Computer Assisted Learning, 20, 347–359. doi:10.1111/j.1365-2729.2004.00094.x
  • Kong, X., Dadney, K. P., & Tai, R. H. (2013). The association between science summer camps and career interest in science and engineering. International Journal of Science Education, Part B, 1–12. doi: 10.1080/21548455.2012.760856
  • Kukulska-Hulme, A. (2005). Introduction. In A. Kukulska-Hulme, & J. Traxler (Eds.), Mobile learning: A handbook for educators and trainers (pp. 1–8). London: Routledge.
  • Liao, C. C. Y., Chen, Z. H., Cheng, H. N. H., Chen, F. C., & Chan, T. W. (2011). My-Mini-Pet: A handheld pet-nurturing game to engage students in arithmetic practices. Journal of Computer Assisted Learning, 27, 76–89. doi:10.1111/j.1365-2729.2010.00367.x
  • Lim, K. Y. T., & Wang, J. Y. Z. (2005). Collaborative handheld gaming in education. Educational Media International, 42, 351–359. doi:10.1080/09523980500237765
  • Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55, 630–643. doi:10.1016/j.compedu.2010.02.023
  • Martin, S., Diaz, G., Sancristobal, E., Gil, R., Castro, M., & Peire, J. (2011). New technology trends in education: Seven years of forecasts and convergence. Computers & Education, 57, 1893–1906. doi:10.1016/j.compedu.2011.04.003
  • McGhee, R., & Kozma, R. (2001, April). New teacher and student roles in the technology-supported classroom. Paper presented at the Annual Meeting of the American Educational Research Association (AERA), Seattle, Washington.
  • Murmann, M., & Avraamidou, L. (2014). Animals, emperors, senses: Exploring a story-based learning design in a museum setting. International Journal of Science Education, 4, 66–91.
  • Naismith, L., Lonsdale, P., Vavoula, G., & Sharples, M. (2005). Literature review in mobile technologies and learning. A report for NESTA futurelab. (Report No. 11). Retrieved from Futurelab: http://www2.futurelab.org.uk/resources/documents/lit_reviews/Mobile_Review.pdf
  • Papastergiou, Μ. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53, 603–622. doi:10.1016/j.compedu.2009.04.001
  • Quan-yin, Z., Yin, J., Chengjie, X., & Rui, G. (2011). A UML model for mobile game on the Android OS. Procedia Engineering, 24, 313–318. doi:10.1016/j.proeng.2011.11.2648
  • Quinn, C. (2000). mLearning: Mobile, wireless, in-your-pocket learning. LiNE Zine. Retrieved from http://www.linezine.com/2.1/features/cqmmwiyp.htm
  • Rahm, J. (2010). Science in the making at the margin: A multisited ethnography of learning and becoming in an afterschool program, a garden, and a Math and Science Upward Bound Program. Rotterdam: Sense publishers.
  • Rennie, L. J. (1994). Measuring affective outcomes from a visit to a Science Education Centre. Research in Science Education, 24, 261–269.
  • Sánchez, J., & Olivares, R. (2011). Problem solving and collaboration using mobile serious games. Computers & Education, 57, 1943–1952. doi.org/10.1016/j.compedu.2011.04.012
  • Santos, B., Romão, T., Dias, A. E., & Centieiro, P. (2013). e-Vision: A mobile game to improve environmental awareness. In D. Reidsma, H. Katayose, & A. Nijholt (Eds.), ACE 2013, LNCS 8253 (pp. 380–391). Boekelo: Springer.
  • Seppala, P., & Alamaki, H. (2003). Mobile learning in teacher training. Journal of Computer Assisted Learning, 19, 330–335.
  • Soomro, S., Ahmad, W. F. W., & Sulaiman, S. (2013). Evaluation of mobile games using playability heuristics. In H. Badioze, P. Robinson, P. Olivier, T. K. Shih, & S. Velastin (Eds.), Proceedings of the Third International Visual Informatics Conference, Selangor.
  • Toh, Y., So, H. J., Seow, P., Chen, W., & Looi, C. K. (2013). Seamless learning in the mobile age: A theoretical and methodological discussion on using cooperative inquiry to study digital kids on-the-move. Learning, Media and Technology, 38, 301–318.
  • Wu, W. H., Wu, Y. C. J., Chen, C. Y., Kao, H. Y., Lin, C. H., & Huang, S. H. (2012). Review of trends from mobile learning studies: A meta-analysis. Computers & Education, 59, 817–827. doi.10.1016/j.compedu.2012.03.016

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.