Along with popular location-based game Pokémon GO and advancements with mobile technology, location-based gaming has drawn interest in education. Schools may well pose a feasible context for the further mainstream use of location-based games aimed for educational purposes. We present conceptual work with location-based gaming in education and mobile learning literature together with in-use examples of location-based games to highlight the ongoing tendency in schools to adopt these games for pedagogic activities. Implications are provided for further research, practice and game design.
CITATION STYLE
Vuorio, J., & Tuomas Harviainen, J. (2021). Learning with Location-Based Gaming. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11988 LNCS, pp. 405–416). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-72132-9_34
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