Designing educational experiences using ubiquitous technology

R Joiner, J Nethercott, R Hull, J Reid

Research output: Contribution to journalArticle

41 Citations (Scopus)

Abstract

The aim of the study was to explore the design of situated educational and compelling experiences using SoundScape technology - which is a ubiquitous technology. Two experiences were designed: one that had a goal and the other that did not. Twenty six children then explored both experiences. The children found that the SoundScape with a goal was more interesting and were more likely to want to have another go than the non-goal version. They also made more positive comments concerning the goal version. Mentioning the presence of a goal as important factor in determining why they liked the game. More negative comments were made concerning the non-goal version and the children mentioned the lack of a goal as negative aspect of the non-goal version. One improvement they suggested for the non-goal version was to add a goal and to include more sensory stimulation. They overwhelmingly preferred the goal version compared to the non-goal version and when asked by far the most popular reason was the presence of a goal. (c) 2005 Elsevier Ltd. All rights reserved.
Original languageEnglish
Pages (from-to)67-76
Number of pages10
JournalComputers in Human Behavior
Volume22
Issue number1
DOIs
Publication statusPublished - 2006

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Technology
Education
Soundscape
Sensory Stimulation

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Designing educational experiences using ubiquitous technology. / Joiner, R; Nethercott, J; Hull, R; Reid, J.

In: Computers in Human Behavior, Vol. 22, No. 1, 2006, p. 67-76.

Research output: Contribution to journalArticle

Joiner, R ; Nethercott, J ; Hull, R ; Reid, J. / Designing educational experiences using ubiquitous technology. In: Computers in Human Behavior. 2006 ; Vol. 22, No. 1. pp. 67-76.
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