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Making dead history come alive through mobile game-play

Published: 28 April 2007 Publication History

Abstract

This work in progress presents a design approach to digitally enhancing an existing paper-based game to support young students learning history at an archaeological site, by making use of recent advantages provided by mobile technology. It requires minimal investments and changes to the existing site exhibition because it runs on the visitors. own cellular phones. It is expected that game-play will trigger a desire to learn more about ancient history and to make archaeological visits more effective and exciting.

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Cited By

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  • (2014)National Palace Museum Adventure—A Mobile Educational Role-Playing Game for Museum LearningUbiquitous Learning Environments and Technologies10.1007/978-3-662-44659-1_11(201-223)Online publication date: 11-Sep-2014
  • (2013)The effects of the size and weight of a mobile device on an educational gameComputers & Education10.1016/j.compedu.2012.12.01564(24-41)Online publication date: 1-May-2013
  • (2013)Evaluation of learning outcomes using an educational iPhone game vs. traditional gameComputers & Education10.1016/j.compedu.2012.12.00164(1-23)Online publication date: 1-May-2013
  • Show More Cited By

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Published In

cover image ACM Conferences
CHI EA '07: CHI '07 Extended Abstracts on Human Factors in Computing Systems
April 2007
1286 pages
ISBN:9781595936424
DOI:10.1145/1240866
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 28 April 2007

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  1. educational games
  2. mobile devices

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CHI EA '07 Paper Acceptance Rate 212 of 582 submissions, 36%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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Cited By

View all
  • (2014)National Palace Museum Adventure—A Mobile Educational Role-Playing Game for Museum LearningUbiquitous Learning Environments and Technologies10.1007/978-3-662-44659-1_11(201-223)Online publication date: 11-Sep-2014
  • (2013)The effects of the size and weight of a mobile device on an educational gameComputers & Education10.1016/j.compedu.2012.12.01564(24-41)Online publication date: 1-May-2013
  • (2013)Evaluation of learning outcomes using an educational iPhone game vs. traditional gameComputers & Education10.1016/j.compedu.2012.12.00164(1-23)Online publication date: 1-May-2013
  • (2008)Using augmented reality to promote an understanding of materials science to school childrenACM SIGGRAPH ASIA 2008 educators programme10.1145/1507713.1507716(1-8)Online publication date: 10-Dec-2008
  • (2008)Explore! possibilities and challenges of mobile learningProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1357054.1357080(145-154)Online publication date: 6-Apr-2008

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