Using pervasive games as learning tools: a systematic review

Detalhes bibliográficos
Autor(a) principal: Arango-López, Jeferson
Data de Publicação: 2018
Outros Autores: Collazos, César A., Gutiérrez Vela, Francisco Luis, Moreira, Fernando
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11328/2332
Resumo: 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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spelling Using pervasive games as learning tools: a systematic reviewPervasive gamesLearning gamesEducationSystematic reviewMobile learningTechnology 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.2018-10-10T16:49:14Z2018-01-01T00:00:00Z2018info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/11328/2332eng10.1504/IJLT.2018.092094Arango-López, JefersonCollazos, César A.Gutiérrez Vela, Francisco LuisMoreira, Fernandoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-06-15T02:10:41ZPortal AgregadorONG
dc.title.none.fl_str_mv Using pervasive games as learning tools: a systematic review
title Using pervasive games as learning tools: a systematic review
spellingShingle Using pervasive games as learning tools: a systematic review
Arango-López, Jeferson
Pervasive games
Learning games
Education
Systematic review
Mobile learning
title_short Using pervasive games as learning tools: a systematic review
title_full Using pervasive games as learning tools: a systematic review
title_fullStr Using pervasive games as learning tools: a systematic review
title_full_unstemmed Using pervasive games as learning tools: a systematic review
title_sort Using pervasive games as learning tools: a systematic review
author Arango-López, Jeferson
author_facet Arango-López, Jeferson
Collazos, César A.
Gutiérrez Vela, Francisco Luis
Moreira, Fernando
author_role author
author2 Collazos, César A.
Gutiérrez Vela, Francisco Luis
Moreira, Fernando
author2_role author
author
author
dc.contributor.author.fl_str_mv Arango-López, Jeferson
Collazos, César A.
Gutiérrez Vela, Francisco Luis
Moreira, Fernando
dc.subject.por.fl_str_mv Pervasive games
Learning games
Education
Systematic review
Mobile learning
topic Pervasive games
Learning games
Education
Systematic review
Mobile learning
description 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.
publishDate 2018
dc.date.none.fl_str_mv 2018-10-10T16:49:14Z
2018-01-01T00:00:00Z
2018
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dc.relation.none.fl_str_mv 10.1504/IJLT.2018.092094
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