Savannah: Mobile Gaming and Learning?*

Keri Facer, Richard Joiner, Danae Stanton, Jo Reid, Richard Hull, David Kirk

Research output: Chapter or section in a book/report/conference proceedingChapter or section

1 Citation (SciVal)

Abstract

This paper reports a study that attempts to explore how using mobile technologies in direct physical interaction with space and with other players can be combined with principles of engagement and self-motivation to create a powerful and engaging learning experience. We developed a mobile gaming experience designed to encourage the development of children’s conceptual understanding of animal behaviour. Ten children (five boys and five girls) aged between 11 and 12 years played and explored the game. The findings from this study offer interesting insights into the extent to which mobile gaming might be employed as a tool for supporting learning. It also highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources.

Original languageEnglish
Title of host publicationHandbook of Research on New Literacies
EditorsK. Facer, R. Joiner, D. Stanton, J. Reid, R. Hull, D. Kirk
PublisherTaylor and Francis/ Balkema
Pages1003-1020
Number of pages18
ISBN (Electronic)9781136650864
ISBN (Print)9781410618894
DOIs
Publication statusPublished - 1 Jan 2014

Bibliographical note

Publisher Copyright:
© 2008 by Taylor and Francis Group, LLC.

ASJC Scopus subject areas

  • General Social Sciences
  • General Arts and Humanities

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