Using Pervasive Games as Learning Tools

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Sous-titre: A Systematic Review
Liste des auteurs: Moreira, F., Arango-López, J., Collazos, C.A., Gutiérrez Vela, F.L.
Editeur: Inderscience
Année de publication: 2018
Journal: International Journal of Learning Technology (1477-8386)
Numéro du volume: 13
Numéro de publication: 2
Page d'accueil: 93
Dernière page: 114
Nombre de pages: 22
ISSN: 1477-8386
eISSN: 1741-8119
Languages: Anglais-Royaume-Uni (EN-GB)


Technology is now a vital part of our society and with such a
significant impact on the educational system, information and
communication technologies (ICT) cannot be dissociated from the
educational process (Ramos and de Andrade, 2016). While the
implementation of digital technologies in society and more specifically
among young people represents a challenge for teachers, it might also
provide the opportunity to improve academic performance. In this
context, pervasive games have established a new trend and present a new
way for people to interact with each other in a real environment by
means of virtual worlds and the elements they bring to the table.
Students are therefore able to enjoy a learning process with fun
graphics on their mobile devices, as well as stories or other features
common to pervasive games. In this paper, we focus our attention on the
results of pervasive learning games, results which we had previously
obtained from a systematic literature review (Arango-López et al.,
2017a), as well as from a review of specific literature to identify
different research projects for improving the learning process.


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