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Mobile Game Based Learning Based on Adaptive Curricula and Location Change

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9599))

Abstract

With the diffusion of mobile technologies, the classic learning process of class room learning as well as e-learning has changed. Mobile devices enable individuals to learn anywhere and anytime, even if only little time is available. Usually, m-learning is often seen as e-learning on mobile devices. This disregards the real potential of m-learning. Instead, the characteristics of mobility should be taken into account when designing m-learning, namely different places of learning and the process of location change. In this paper, we therefore introduce the concept of location-sequence-based learning (LSBL) that explicitly considers these characteristics. Then, we combine LSBL with the concept of game based learning (GBL) in order to even enhance the motivational aspect of both concepts.

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Correspondence to Markus Siepermann .

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Frank, E., Lackes, R., Siepermann, M. (2016). Mobile Game Based Learning Based on Adaptive Curricula and Location Change. In: De Gloria, A., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2015. Lecture Notes in Computer Science(), vol 9599. Springer, Cham. https://doi.org/10.1007/978-3-319-40216-1_16

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  • DOI: https://doi.org/10.1007/978-3-319-40216-1_16

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-40215-4

  • Online ISBN: 978-3-319-40216-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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