Fun - A Prerequisite for Learning Games
Christoph Hannak, Michael Pilz, Martin Ebner, Graz University of Technology, Austria
EdMedia + Innovate Learning, in Denver, Colorado, USA ISBN 978-1-880094-95-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Mobile games are booming. On average, every child in Central Europe aged 15 years has a mobile phone on his/her own today. If a closer look is taken, it can be pointed out that children mainly own a smart phone running on iOS or Android operating systems. With other words, the youth carry very strong and powerful devices in their pockets, which can and should be used for educational purposes too. In this publication we like to introduce a new mobile game basing on the old traditional concept of learning cards but in a new innovative and more collaborating variant. The first prototype is presented that has been tested by a number of students and educators. It can be shown that the game is motivating and engaging. Furthermore an occurring incidental learning effect can be carried out, which leads to the assumption that mobile games can play an important role for the future of education and it makes simply fun.
Hannak, C., Pilz, M. & Ebner, M. (2012). Fun - A Prerequisite for Learning Games. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 1292-1299). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).
© 2012 Association for the Advancement of Computing in Education (AACE)
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Alexander Schwaiger, Markus Ebner & Martin Ebner, Graz University of Technology, Austria
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1222–1230
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