TY - JOUR
T1 - Ubiquitous games for learning (UbiqGames)
T2 - Weatherlings, a worked example
AU - Klopfer, E.
AU - Sheldon, J.
AU - Perry, J.
AU - Chen, V. H. -H.
PY - 2012/10
Y1 - 2012/10
N2 - 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.
AB - 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.
UR - https://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=eur_pure&SrcAuth=WosAPI&KeyUT=WOS:000308926500005&DestLinkType=FullRecord&DestApp=WOS
U2 - 10.1111/j.1365-2729.2011.00456.x
DO - 10.1111/j.1365-2729.2011.00456.x
M3 - Article
SN - 0266-4909
VL - 28
SP - 465
EP - 476
JO - Journal of Computer Assisted Learning
JF - Journal of Computer Assisted Learning
IS - 5
ER -