Pervasive learning is a branch of mobile learning with an emphasis on context-awareness. Pervasive learning spaces (PLSs) create bridges from the real world to the virtual world, allowing the context-sensitive utilization of real-world objects and information in the learning process. Thus far, no model of technology integration for PLSs exists. We present a three-year process during which several game-based PLSs were developed. Based on the development experiences and a series of literature analyses, we present a technology integration model for game-based PLSs. The model meets the requirements of context, pedagogy, and game-design with technology. From these requirements, we derive three critical factors for technology integration in PLSs:...
The growing availability of mobile communication infrastructure over the last decade has contributed...
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and...
Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements ...
Successfully blending real and virtual learning experiences remains challenging. Advances in mobile ...
Among the manifold of approaches to technology enhanced learning, game based learning is very attrac...
Pervasive games are bridging the physical and digital worlds through the use of mobile devices, posi...
This article presents the features, design and architecture of the Myst pervasive game platform that...
There is no appropriate learning model for pervasive learning environments (PLEs), and museums maint...
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surround...
International audienceLearning Games are mainly based on scenarios involving artificial situations i...
Though not widely researched or implemented in the field of blended learning, pervasive game framewo...
Pervasive games have been proposed as a suitable way to support learning, especially in places rich ...
This paper advances the state of the art in games design of serious pervasive games. We analyze the ...
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and...
Game-Based Learning (GBL) has become extensively used in Technology-Enhanced Learning (TEL) as a sub...
The growing availability of mobile communication infrastructure over the last decade has contributed...
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and...
Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements ...
Successfully blending real and virtual learning experiences remains challenging. Advances in mobile ...
Among the manifold of approaches to technology enhanced learning, game based learning is very attrac...
Pervasive games are bridging the physical and digital worlds through the use of mobile devices, posi...
This article presents the features, design and architecture of the Myst pervasive game platform that...
There is no appropriate learning model for pervasive learning environments (PLEs), and museums maint...
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surround...
International audienceLearning Games are mainly based on scenarios involving artificial situations i...
Though not widely researched or implemented in the field of blended learning, pervasive game framewo...
Pervasive games have been proposed as a suitable way to support learning, especially in places rich ...
This paper advances the state of the art in games design of serious pervasive games. We analyze the ...
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and...
Game-Based Learning (GBL) has become extensively used in Technology-Enhanced Learning (TEL) as a sub...
The growing availability of mobile communication infrastructure over the last decade has contributed...
Mobile and in particular pervasive games are a strong component of future scenarios for teaching and...
Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements ...