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Explore! possibilities and challenges of mobile learning

Published: 06 April 2008 Publication History

Abstract

This paper reports the experimental studies we have performed to evaluate Explore!, an m-learning system that supports middle school students during a visit to an archaeological park. It exploits a learning technique called excursion-game, whose aim is to help students to acquire historical notions while playing and to make archaeological visits more effective and exciting. In order to understand the potentials and limitations of Explore!, our studies compare the experience of playing the excursion-game with and without technological support. The design and evaluation of Explore! have provided knowledge on the advantages and pitfalls of m-learning that may be instrumental in informing the current debate on e-learning.

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        cover image ACM Conferences
        CHI '08: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
        April 2008
        1870 pages
        ISBN:9781605580111
        DOI:10.1145/1357054
        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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        Published: 06 April 2008

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        Author Tags

        1. children
        2. cooperative inquiry
        3. digital augmentation
        4. edutainment
        5. mobile learning

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        • (2024)Exploring the Impact of an IoT-based Game on the Experience of Visitors at a Natural Science MuseumJournal on Computing and Cultural Heritage 10.1145/365216317:4(1-21)Online publication date: 12-Mar-2024
        • (2024)Mobile Games for LearningThe Cambridge Handbook of Cyber Behavior10.1017/9781107165250.013(285-318)Online publication date: 6-Dec-2024
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