A critical review of 13 years of mobile game-based learning
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive m...
Gespeichert in:
Veröffentlicht in: | Educational technology research and development 2018-04, Vol.66 (2), p.341-384 |
---|---|
Hauptverfasser: | , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 384 |
---|---|
container_issue | 2 |
container_start_page | 341 |
container_title | Educational technology research and development |
container_volume | 66 |
creator | Giannakas, Filippos Kambourakis, Georgios Papasalouros, Andreas Gritzalis, Stefanos |
description | With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a sixdimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well. |
doi_str_mv | 10.1007/s11423-017-9552-z |
format | Article |
fullrecord | <record><control><sourceid>gale_proqu</sourceid><recordid>TN_cdi_proquest_journals_1975833676</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A713965209</galeid><ericid>EJ1171709</ericid><jstor_id>45018630</jstor_id><sourcerecordid>A713965209</sourcerecordid><originalsourceid>FETCH-LOGICAL-c399t-5923da9d35edda4715ef5f2886e11bd38f7c8fba5ad8dc733238c895021404863</originalsourceid><addsrcrecordid>eNqFUUtLxDAQLqLg8wd4EAqes2aSpknwtIhPBC96DtlksmTptppURX-9WSvizcwhA98jmW-q6hjoDCiVZxmgYZxQkEQLwcjnVrUHQrSkFRS2S08bRqBlerfaz3lFy5Gt2qvO57VLcYzOdnXCt4jv9RBq4PUH2pQ3_XpYxA7rpV0jWdiMvu4K1Md-eVjtBNtlPPq5D6qnq8vHixty_3B9ezG_J45rPRKhGfdWey7Qe9tIEBhEYEq1CLDwXAXpVFhYYb3yTnLOuHJKC8qgoY1q-UF1Ovk-p-HlFfNoVsNr6suTBrQUivNWblizibW0HZrYh2FM1pXyuI5u6DGUMcxcAtetYFQXAUwCl4acEwbznOLapg8D1GxCNVOopoRqNqGaz6I5mTSYovvlX94BSJDfnmzCc8H6JaY_X_3fdJXHIf26NmVzZXrKvwB0jIqq</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1975833676</pqid></control><display><type>article</type><title>A critical review of 13 years of mobile game-based learning</title><source>Jstor Complete Legacy</source><source>Education Source</source><source>Springer Nature - Complete Springer Journals</source><creator>Giannakas, Filippos ; Kambourakis, Georgios ; Papasalouros, Andreas ; Gritzalis, Stefanos</creator><creatorcontrib>Giannakas, Filippos ; Kambourakis, Georgios ; Papasalouros, Andreas ; Gritzalis, Stefanos</creatorcontrib><description>With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a sixdimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.</description><identifier>ISSN: 1042-1629</identifier><identifier>EISSN: 1556-6501</identifier><identifier>DOI: 10.1007/s11423-017-9552-z</identifier><language>eng</language><publisher>New York: Springer Science+Business Media LLC</publisher><subject>Analysis ; Barriers ; Education ; Educational Games ; Educational Technology ; Electronic Learning ; Game Based Learning ; Handheld Devices ; Learning ; Learning and Instruction ; Learning Strategies ; RESEARCH ARTICLE ; Surveys ; Teaching Methods ; Technology Uses in Education ; Telecommunications ; Video Games</subject><ispartof>Educational technology research and development, 2018-04, Vol.66 (2), p.341-384</ispartof><rights>2018 Association for Educational Communications & Technology</rights><rights>Association for Educational Communications and Technology 2017</rights><rights>COPYRIGHT 2018 Springer</rights><rights>Educational Technology Research and Development is a copyright of Springer, (2017). All Rights Reserved.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c399t-5923da9d35edda4715ef5f2886e11bd38f7c8fba5ad8dc733238c895021404863</citedby><cites>FETCH-LOGICAL-c399t-5923da9d35edda4715ef5f2886e11bd38f7c8fba5ad8dc733238c895021404863</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.jstor.org/stable/pdf/45018630$$EPDF$$P50$$Gjstor$$H</linktopdf><linktohtml>$$Uhttps://www.jstor.org/stable/45018630$$EHTML$$P50$$Gjstor$$H</linktohtml><link.rule.ids>314,776,780,799,27901,27902,41464,42533,51294,57992,58225</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1171709$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Giannakas, Filippos</creatorcontrib><creatorcontrib>Kambourakis, Georgios</creatorcontrib><creatorcontrib>Papasalouros, Andreas</creatorcontrib><creatorcontrib>Gritzalis, Stefanos</creatorcontrib><title>A critical review of 13 years of mobile game-based learning</title><title>Educational technology research and development</title><addtitle>Education Tech Research Dev</addtitle><description>With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a sixdimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.</description><subject>Analysis</subject><subject>Barriers</subject><subject>Education</subject><subject>Educational Games</subject><subject>Educational Technology</subject><subject>Electronic Learning</subject><subject>Game Based Learning</subject><subject>Handheld Devices</subject><subject>Learning</subject><subject>Learning and Instruction</subject><subject>Learning Strategies</subject><subject>RESEARCH ARTICLE</subject><subject>Surveys</subject><subject>Teaching Methods</subject><subject>Technology Uses in Education</subject><subject>Telecommunications</subject><subject>Video Games</subject><issn>1042-1629</issn><issn>1556-6501</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>8G5</sourceid><sourceid>BENPR</sourceid><sourceid>GUQSH</sourceid><sourceid>M2O</sourceid><recordid>eNqFUUtLxDAQLqLg8wd4EAqes2aSpknwtIhPBC96DtlksmTptppURX-9WSvizcwhA98jmW-q6hjoDCiVZxmgYZxQkEQLwcjnVrUHQrSkFRS2S08bRqBlerfaz3lFy5Gt2qvO57VLcYzOdnXCt4jv9RBq4PUH2pQ3_XpYxA7rpV0jWdiMvu4K1Md-eVjtBNtlPPq5D6qnq8vHixty_3B9ezG_J45rPRKhGfdWey7Qe9tIEBhEYEq1CLDwXAXpVFhYYb3yTnLOuHJKC8qgoY1q-UF1Ovk-p-HlFfNoVsNr6suTBrQUivNWblizibW0HZrYh2FM1pXyuI5u6DGUMcxcAtetYFQXAUwCl4acEwbznOLapg8D1GxCNVOopoRqNqGaz6I5mTSYovvlX94BSJDfnmzCc8H6JaY_X_3fdJXHIf26NmVzZXrKvwB0jIqq</recordid><startdate>20180401</startdate><enddate>20180401</enddate><creator>Giannakas, Filippos</creator><creator>Kambourakis, Georgios</creator><creator>Papasalouros, Andreas</creator><creator>Gritzalis, Stefanos</creator><general>Springer Science+Business Media LLC</general><general>Springer US</general><general>Springer</general><general>Springer Nature B.V</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>7XB</scope><scope>88B</scope><scope>88G</scope><scope>8A4</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8G5</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>M0P</scope><scope>M2M</scope><scope>M2O</scope><scope>MBDVC</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PSYQQ</scope><scope>Q9U</scope><scope>S0X</scope></search><sort><creationdate>20180401</creationdate><title>A critical review of 13 years of mobile game-based learning</title><author>Giannakas, Filippos ; Kambourakis, Georgios ; Papasalouros, Andreas ; Gritzalis, Stefanos</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c399t-5923da9d35edda4715ef5f2886e11bd38f7c8fba5ad8dc733238c895021404863</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Analysis</topic><topic>Barriers</topic><topic>Education</topic><topic>Educational Games</topic><topic>Educational Technology</topic><topic>Electronic Learning</topic><topic>Game Based Learning</topic><topic>Handheld Devices</topic><topic>Learning</topic><topic>Learning and Instruction</topic><topic>Learning Strategies</topic><topic>RESEARCH ARTICLE</topic><topic>Surveys</topic><topic>Teaching Methods</topic><topic>Technology Uses in Education</topic><topic>Telecommunications</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Giannakas, Filippos</creatorcontrib><creatorcontrib>Kambourakis, Georgios</creatorcontrib><creatorcontrib>Papasalouros, Andreas</creatorcontrib><creatorcontrib>Gritzalis, Stefanos</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>ProQuest Central (Corporate)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Education Database (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Education Periodicals</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Research Library (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>Education Collection</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>Education Database</collection><collection>Psychology Database</collection><collection>Research Library</collection><collection>Research Library (Corporate)</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><collection>SIRS Editorial</collection><jtitle>Educational technology research and development</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Giannakas, Filippos</au><au>Kambourakis, Georgios</au><au>Papasalouros, Andreas</au><au>Gritzalis, Stefanos</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1171709</ericid><atitle>A critical review of 13 years of mobile game-based learning</atitle><jtitle>Educational technology research and development</jtitle><stitle>Education Tech Research Dev</stitle><date>2018-04-01</date><risdate>2018</risdate><volume>66</volume><issue>2</issue><spage>341</spage><epage>384</epage><pages>341-384</pages><issn>1042-1629</issn><eissn>1556-6501</eissn><abstract>With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a sixdimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.</abstract><cop>New York</cop><pub>Springer Science+Business Media LLC</pub><doi>10.1007/s11423-017-9552-z</doi><tpages>44</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1042-1629 |
ispartof | Educational technology research and development, 2018-04, Vol.66 (2), p.341-384 |
issn | 1042-1629 1556-6501 |
language | eng |
recordid | cdi_proquest_journals_1975833676 |
source | Jstor Complete Legacy; Education Source; Springer Nature - Complete Springer Journals |
subjects | Analysis Barriers Education Educational Games Educational Technology Electronic Learning Game Based Learning Handheld Devices Learning Learning and Instruction Learning Strategies RESEARCH ARTICLE Surveys Teaching Methods Technology Uses in Education Telecommunications Video Games |
title | A critical review of 13 years of mobile game-based learning |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-01T19%3A02%3A37IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_proqu&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=A%20critical%20review%20of%2013%20years%20of%20mobile%20game-based%20learning&rft.jtitle=Educational%20technology%20research%20and%20development&rft.au=Giannakas,%20Filippos&rft.date=2018-04-01&rft.volume=66&rft.issue=2&rft.spage=341&rft.epage=384&rft.pages=341-384&rft.issn=1042-1629&rft.eissn=1556-6501&rft_id=info:doi/10.1007/s11423-017-9552-z&rft_dat=%3Cgale_proqu%3EA713965209%3C/gale_proqu%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1975833676&rft_id=info:pmid/&rft_galeid=A713965209&rft_ericid=EJ1171709&rft_jstor_id=45018630&rfr_iscdi=true |