دورية أكاديمية

Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game

التفاصيل البيبلوغرافية
العنوان: Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game
اللغة: English
المؤلفون: Huizenga, J., Admiraal, W., Akkerman, S., Dam, G. ten
المصدر: Journal of Computer Assisted Learning. Aug 2009 25(4):332-344.
الإتاحة: Wiley-Blackwell. 350 Main Street, Malden, MA 02148. Tel: 800-835-6770; Tel: 781-388-8598; Fax: 781-388-8232; e-mail: cs-journals@wiley.com; Web site: http://www.wiley.com/WileyCDA/
Peer Reviewed: Y
Page Count: 13
تاريخ النشر: 2009
نوع الوثيقة: Journal Articles
Reports - Research
Education Level: Elementary Secondary Education
Secondary Education
Descriptors: Quasiexperimental Design, Student Motivation, Active Learning, History Instruction, Educational Games, Secondary School Students, Foreign Countries, Learner Engagement, Computer Uses in Education, Internet, Computer Software, Educational Technology, Electronic Learning, Technology Integration, Computer Assisted Instruction, Handheld Devices, Instructional Effectiveness, European History
مصطلحات جغرافية: Netherlands (Amsterdam)
DOI: 10.1111/j.1365-2729.2009.00316.x
تدمد: 0266-4909
مستخلص: Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated in terms of pupil engagement in the game, historical knowledge, and motivation for History in general and the topic of the Middle Ages in particular. A quasi-experimental design was used with 458 pupils from 20 classes from five schools. The pupils in 10 of the classes played the mobile history game whereas the pupils in the other 10 classes received a regular, project-based lesson series. The results showed those pupils who played the game to be engaged and to gain significantly more knowledge about medieval Amsterdam than those pupils who received regular project-based instruction. No significant differences were found between the two groups with respect to motivation for History or the Middle Ages. The impact of location-based technology and game-based learning on pupil knowledge and motivation are discussed along with suggestions for future research.
Abstractor: As Provided
Number of References: 38
Entry Date: 2009
رقم الأكسشن: EJ846822
قاعدة البيانات: ERIC
الوصف
تدمد:0266-4909
DOI:10.1111/j.1365-2729.2009.00316.x