Mobile Game-Based Learning in University Education
Access to information and learning materials should be as independent and
efficient as possible. Mobile Learning (m-learning) makes this happen as a consequence
of the mobile diffusion. This new educational approach offers many
chances to extend the possibilities of e-learning since learning is no longer
dependent on a specific time of occurrence or a particular location. Besides
an integrated pedagogical framework, the process of how sustainable knowledge
can be transformed to students’ minds seems to be the main challenge.
To achieve this sustainability, gamification would be an appropriate method.
Combining gamification-aspects and social interaction to increase the engagement
of students, leads to an application for mobile devices. Its concept and
the different scenarios of using the application in a university context will be
presented in this contribution.
References
Abke, Jörg, Philipp Brune, Wolfram Haupt, Dieter Landes, Volkhard Pfeiffer, Yvonne Sedelmaier, Georg Hagel, Jürgen Mottok, Michael Niemetz, Irmgard Schroll-Decker, and Reimer Studt
2012 “
EVELIN. Ein Forschungsprojekt Zur Systematischen Verbesserung Des Lernens Von Software Engineering” In
Embedded Software Engineering Kongress
, Sindelfingen, 653–658.
Alfano, Lauren, Megan Horowitch, and Natalie Kitchen
2010 Cell Phone Use and Concentration During Class. Whittemore School of Business and Economics. University of New Hampshire.
[URL]. visited on 25-03-2013.
Aljohani, Naif, Seng Loke, and Wan Ng
2010 “
A Mobile-Based Group Quiz System to Promote Collaborative Learning and Facilitate Instant Feedback”. In
9th International Conference on Mobile Learning
, Valletta, 1–5.
[URL]. visited on 11.12.2013.
Anderson, Lorin W., David R. Krathwohl, and Benjamin S. Bloom
2001 A Taxonomy for Learning, Teaching and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. New York: Longman.
Bloom, Benjamin
1956 Taxonomy of Educational Objectives Book 1: Cognitive Domain. New York: Longman.
Claren, Sascha, and Yvonne Sedelmaier
2012 “
Ein Kompetenzrahmenmodell für Software Engineering”. In
Embedded Software Engineering Kongress
, Sindelfingen, 647–652.
Cobcroft, Rachel S., Stephen J. Towers, Judith E. Smith, and Axel Bruns
2006 “
Mobile Learning in Review: Opportunities and Challenges for Learners, Teachers, and Institutions”.
Proceedings Online Learning and Teaching Conference (OLT)
, Queensland University of Technology, Brisbane.
Csikszentmihalyi, Mihaly
1990 Flow: The Psychology of Optimal Experience. New York: Harper & Row.
Csikszentmihalyi, Mihaly
1997 Finding Flow: The Psychology of Engagement with Everyday Life. New York: Basic Books.
Edmodo
2013 Edmodo. Where Learning Happens.
[URL]. Visited on 03.04.2013.
Esposito, Nicolas
2005 “A Short and Simple Definition of What a Videogame Is: Printversion”. In
Changing Views – Worlds in Play, ed. by Digital Games Research Association, 1–6.
[URL]. Visited on 09.02.2013.
Figas, Paula, Georg Hagel, and Alexander Bartel
2013 “
The Furtherance of Motivation in the Context of Teaching Software Engineering”. In
Proceedings Global Engineering Education Conference. Institute of Electrical and Electronics Engineers,
IEEE, Berlin, 1299–1304.
Fischer, Nikolaus, and Stefan Smolnik
2012 “Das Potential Von Tablets in Der Universitären Lehre”. In
Proceedings e-Learning Fachtagung Informatik Der Gesellschaft Für Informatik e.V (DeLFI), vol. 207, ed. by
Jörg Desel,
Jörg M. Haake, and
Christian Spannagel, 237–242. Bonn: Gesellschaft für Informatik.
Fromme, Johannes, Benjamin Jörissen, and Alexander Unger
2008 “Bildungspotenziale Digitaler Spiele Und Spielkulturen: Printversion”.
Zeitschrift Für Theorie Und Praxis Der Medienbildung 15 (16): 1–23.
Goertz, Lutz
2012 “Lern-Apps Für Tablet-Computer Und Smartphones: Möglichkeiten Und Grenzen Für Die Digitale Weiterbildung im Unternehmen”.
Personalführung 4: 18–24.
Google Inc. AG
2013 Google Scholar Database.
[URL]. Visited on 22.03.2013.
Hall, G. Stanley
1904 Psychology of Adolesence. New York: Appleton.
Huizinga, Johan
1955 Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press.
Hwang, Gwo-Jen, Chih-Hsiang Wu, Iwen Huang, and Fan-Ray Kuo
2012 “
A Mind Map-Oriented Mobile Learning Approach to Promoting Creative Thinking Ability of Students in a Business Course”. In
Proceedings Seventh International Conference on Wireless, Mobile and Ubiquitous Technologies in Education (WMUTE),
IEEE, Takamatsu, 242–248.
Jong, Morris, Junjie Shang, Fong-Lok Lee, and Jimmy Lee
2010 Learning through Computer Gaming.
[URL]. Visited on 22.03.2013.
Kapp, Karl M
2012 The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. San Francisco: John Wiley & Sons.
Kloos, Carlos D., Carmen Fernández-Panadero, Mª B. Ibáñez, Mario Muñoz, and Abelardo Pardo
2012 “
M-learning will Disrupt Educational Practices”. In
Proceedings Global Engineering Education Conference (EDUCON)
. IEEE, Marrakesh, 1–6.
Maske, Philipp
2012 Mobile Applikationen 2: Interdisziplinäre Entwicklung Am Beispiel Des Mobile Learning. Hannover: Gabler.
Meiers, Christina
2012 “From E-learning to M-learning”.
eLearning Papers 32: 1–10.
[URL]. Visited on 22.03.2013.
Mercer, Neil
2008 “Talk and the Development of Reasoning and Understanding”.
Human Development 51 (1): 90–100.
mGBL
2013 Project Description mGBL – Mobile Game-Based Learning.
[URL]. Visited on
[URL].
Mottok, Juergen, Irmgard Schroll-Decker, Michael Niemetz, Georg Scharfenberg, and Georg Hagel
2012 “
Internal Conferences as a Constructivism Based Learning Arrangement for Research Master Students in Software Engineering”. In
Proceedings International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS),
Las Vegas.
Murphy, Curtiss, Dustin Chertoff, Michael Guerrero, and Kerry Moffitt
2011 Creating Flow, Motivation and Fun in Learning Games.
[URL]. Visited on 02.04.2013.
Pivec, Maja, and Olga Dziabenko
2004 “Game-Based Learning Framework for Collaborative Learning and Student E-Teamwork”.
E-Mentor 2.
[URL]. Visited on 10.02.2013.
Prensky, Marc
2001 Types of Learning.
[URL]. Visited on 21.01.2013.
Robertson, Suzanne, and James Robertson
1999 Mastering the Requirements Process. New York: ACM Press.
Rupp, Chris
2009 Requirements-Engineering und -Management. München: Hanser.
Salem, Katie, and Eric Zimmermann
2004 Rules of Play: Game Design Fundamentals. Cambridge: MIT Press.
Sandford, Richard, Mary Ulicsak, Keri Facer, and Tim Rudd
2006 Teaching with Games. Using Commercial Off-The-Shelf Computer Games in Formal Education. Bristol: Futurelab.
Scardamalia, Marlene
2002 “
Collective Cognitive Responsibility for the Advancement of Knowledge”.
Liberal Education in a Knowledge Society 67–98.
Schwertfeger, Bärbel
2012 “Mobile Learning: Wie Sinnvoll Sind Lern-Snacks? Ashridge-Studie.” Wirtschaft + Weiterbildung 6: 46–48.
Tarja, Susi, Mikael Johannesson, and Per Backlund
2007 Serious Games: An Overview. Skövde.
Vosloo, Steven
2012 Mobile Learning and Policies. Key Issues to Consider. Paris: UNESCO.
Wechselberger, Ulrich
2008 “Einige Theoretische Überlegungen Über Das Pädagogische Potential Digitaler Lernspiele: Autorenversion”. In
Wie Wir Spielen, Was Wir Werden, ed. by
Tobias Bevc, and
Holger Zapf, 1–24. Konstanz: UVK.
Wechselberger, Ulrich
2009 “Lernspiele Aus Pädagogischer Sicht”. In
Geteilter Bildschirm – Getrennte Welten? Konzepte Für Pädagogik Und Bildung, ed. by
Berward Hofmann, and
Hans-Joachim Ulbrich, 145–152. München: Kopaed.
Whitton, Nicola
2007 “
Motivation and Computer Game Based Learning”. In
Providing Choices for Learners and Learning, 1063–1067. ICT.
Whitton, Nicola, and Alex Moseley
2012 Using Games to Enhance Learning and Teaching: A Beginner’s Guide. New York: Routledge.
Winters, Niall
2006 “What is Mobile Learning?” In
Big Issues in Mobile Learning, ed. by
Mike Sharples, 5–9. University of Nottingham.
Withall, Steven
2007 Software Requirement Patterns. Washington: Microsoft Press.
Zichermann, Gabe, and Christopher Cunningham
2011 Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O’Reilly Media.
Zimmermann, Eric
2010 Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of Discipline.
[URL]. Visited on 01.05.2013.
Cited by
Cited by 1 other publications
Bartel, A. & G. Hagel
2014.
2014 IEEE Global Engineering Education Conference (EDUCON),
► pp. 957 ff.
This list is based on CrossRef data as of 19 april 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
Any errors therein should be reported to them.