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Pervasive Learning Games: Explorations of Hybrid Educational Gamescapes
ARTICLE

Simulation & Gaming Volume 37, Number 1, ISSN 1046-8781

Abstract

Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning. Advances in pervasive and ubiquitous computing offer the potential for significant innovation in the use of games and education. Pervasive learning games build on the framework provided by commercial video games and the theoretical foundation (design and practice) offered by the field of games and education. Commercial pervasive games such as NOKIAGAME and Electronic Arts' MAJESTIC used multiple media platforms–mobile phones, computers, PDAs, fax machines, television, and newspapers–to deliver game content in real time. While the structure of these games is derived from a digitally created gameworld, the games are framed by the players' real-life physical surroundings and the players' interactions with these surroundings. This article presents a theoretical overview of pervasive games and pervasive and ubiquitous computing, looking specifically at the benefits these areas offer learning. (Contains 3 tables and 14 notes.)

Citation

Thomas, S. (2006). Pervasive Learning Games: Explorations of Hybrid Educational Gamescapes. Simulation & Gaming, 37(1), 41-55. Retrieved April 22, 2019 from .

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Cited By

  1. Middle Level Educators and Online Social Gaming

    John Lee & Carl Young, North Carolina State University, United States

    Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 1726–1732

  2. Urban expressions and experiential gaming

    Claire Dormann & Robert Biddle, Carleton University, Canada

    EdMedia + Innovate Learning 2007 (Jun 25, 2007) pp. 3506–3511

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