Mitchell A, Cisic D (2006) Using mobile game-based technologies to engage young adults in lifelong learning
Paper published in the proceedings of MIPRO 2006, Rijeka, Croatian Society for Information and Communication Technology, Electronics and Microelectronics, pages 133-136 ISBN 953-233-022-4. Abstract: Tough challenges face Higher Education in a knowledge-based, net-centric economy as we gear up to meet the pressures of global competition. New perspectives are needed in catering for the needs and interests of learners who have grown up in a digital age. Increasingly schools, colleges and universities are harnessing mobile technologies and the Internet to support learning. At the same time research findings indicate the motivating potential and possible learning gains of games played on mobile devices with young adult audiences. Arguably therefore the ‘mobile learning’ approach (m-learning) needs to be extended to include use of mobile learning games. The 3-year EC-funded project mG-BL (mobile Game-based Learning) is a practical response to that need.
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