E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, United States ISBN 978-1-939797-35-3 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Since the advent of mobile learning around the early 2000s, developments in technology, user interface design and software distribution have changed the very nature of the devices used and the way people interact with them. The ubiquity of personal mobile devices and their connectedness to the internet allow and call for new ways of mobile learning that can easily be integrated in the users’ daily routines and stand up to the competition of numerous distractions that come with modern mobile phones. This paper analyzes the environment in which modern mobile learning apps and learning games are employed and discusses the requirements imposed by these as well as strategies for the design of up-to-date mobile learning games.
Schimanke, F. & Mertens, R. (2018). Mobile Game-Based Learning in the App-Age – Where we are and where we want to be. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1321-1330). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved January 17, 2019 from https://www.learntechlib.org/primary/p/185098/.
© 2018 Association for the Advancement of Computing in Education (AACE)
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