Over the past two decades, location-based games have moved from media art fringes to the mass cultural mainstream. Through their locative affordances, these game types enable practices of wayfaring and placemaking, with the capacity to deliver powerful tacit knowledge. These affordances suggest the potential for the development of location-based games in educational contexts. This paper presents three cases studies—TIMeR and Wayfinder Live and Pet Playing four Placemaking—to illustrate how each uses elements of wayfaring and placemaking to bring new opportunities for education through a tacit knowledge approach
Around a century ago John Dewey (2015) questioned the idea of schooling with a mandatory focus on cl...
The contribution aims at corroborating location-based mobile games as models for the integration of ...
International audienceIn this paper we discuss the concept of ludicization by describing an empirica...
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-...
The paper discusses how Location-Based Mobile Games can successfully support informal educational ac...
Research argues that digital educational games have the potential to make learning more interesting ...
Research argues that digital educational games have the potential to make learning more interesting ...
Location based games (LBGs) provide an opportunity to look at how new technologies can support a rec...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
The rapid development of digital technologies has the potential to revitalisecontemporary education....
Recent developments in mobile technology have facilitated the emergence of a vast number of games to...
[EN] The paper discusses how Location Based Mobile Games can successfully support informal education...
This paper compares two kinds of educational treatment within location-based game approach; learning...
In this paper we propose the use of ‘Encountering’ a location-based game (LBG) based on the Wherigo ...
In this paper we review mobile location-based games for learning. These games are played in physical...
Around a century ago John Dewey (2015) questioned the idea of schooling with a mandatory focus on cl...
The contribution aims at corroborating location-based mobile games as models for the integration of ...
International audienceIn this paper we discuss the concept of ludicization by describing an empirica...
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-...
The paper discusses how Location-Based Mobile Games can successfully support informal educational ac...
Research argues that digital educational games have the potential to make learning more interesting ...
Research argues that digital educational games have the potential to make learning more interesting ...
Location based games (LBGs) provide an opportunity to look at how new technologies can support a rec...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
The rapid development of digital technologies has the potential to revitalisecontemporary education....
Recent developments in mobile technology have facilitated the emergence of a vast number of games to...
[EN] The paper discusses how Location Based Mobile Games can successfully support informal education...
This paper compares two kinds of educational treatment within location-based game approach; learning...
In this paper we propose the use of ‘Encountering’ a location-based game (LBG) based on the Wherigo ...
In this paper we review mobile location-based games for learning. These games are played in physical...
Around a century ago John Dewey (2015) questioned the idea of schooling with a mandatory focus on cl...
The contribution aims at corroborating location-based mobile games as models for the integration of ...
International audienceIn this paper we discuss the concept of ludicization by describing an empirica...