Skip to content. | Skip to navigation


   PLEASE NOTE: This website was valid from August 2005 until December 2006, and is no longer current.

Ultralab
Sections
Personal tools
You are here: Home Publications Mitchell A, Cisic D (2006) Using mobile game-based technologies to engage young adults in lifelong learning

Mitchell A, Cisic D (2006) Using mobile game-based technologies to engage young adults in lifelong learning

by Alice Mitchell last modified Tuesday Oct 31, 2006 22:49

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.

Click here to get the file

Size 116.2 kB - File type application/pdf

Powered by Plone CMS, the Open Source Content Management System

This site conforms to the following standards: