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You are here: Home Publications Mitchell A (2006) Classifying mobile games and their applicability to different learning situations and target audiences

Mitchell A (2006) Classifying mobile games and their applicability to different learning situations and target audiences

by Alice Mitchell last modified Tuesday Oct 31, 2006 22:53

Paper published in the proceedings of Mobile Learning 2006, Dublin, Ireland, IADIS Press, pages 384-389 ISBN: 972-8924-15-1. Abstract: Research shows the potential of computer games, including mobile games, to promote learning in young adults. The 3-year EC-supported project mobile Game-Based Learning (mG-BL) will prototype a platform for the cost- and time-efficient development and deployment of mobile learning games. These will be strategy games that can support young adults in developing decision-making skills for crisis situations. At least two types of game model will be designed.Example implementations will be in the fields of e-health, e-commerce and career guidance. This short paper outlines the theory-based development of a Classification of mobile games that has been an important first step in the mG-BL gamesdesign process and highlights emerging findings of underpinning field research.

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