Mobile Game-Based Methodology for Science Learning

  • Jaime Sánchez
  • Alvaro Salinas
  • Mauricio Sáenz
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4553)


This work presents the features and results of a problem-solving collaborative game for 8th graders science classes’ curriculum. Software for pocketPC was developed for this game, based on a complete framework methodology with students and teachers. From our point of view, the key to integrate mobile devices into school is the methodological framework which provides meaning; technology by itself does not contribute much to education. The evaluation study was focused on software usability and the results in the application of the methodology, observing their performance in problem-solving skills. A high degree of user satisfaction with the final product was found. They were motivated to participate actively in the proposed tasks. Results indicate that the experience contributed to the development of the student’s problem-solving skills obtaining positive gains as a result of this experience.


Children science PDA pocketPC gaming learning 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Amory, A., Naicker, K., Vincent, J., Adams, C.: The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements. British Journal of Educational Technology 30(4), 311–321 (1999)CrossRefGoogle Scholar
  2. 2.
    Chipcase, J., Persson, P.: What, how and why people carry what they do. In: DUX 2005. Proceedings of the Designing for User Experience Conference (accessed March 17, 2006),
  3. 3.
    Cortez, C., Nussbaum, M., López, X., Rodríguez, P., Santelices, R., Rosasw, R., Marianovz, V.: Teachers’ support with ad-hoc collaborative Networks. Journal of Computer Assisted Learning 21, 171–180 (2005)CrossRefGoogle Scholar
  4. 4.
    Csete, J., Wong, Y., Vogel, D.: Mobile devices in and out the classroom. In: Cantoni, L., McLoughlin (eds.) Proceedings of ED-MEDIA 2004, pp. 4729–4736 (2004)Google Scholar
  5. 5.
    Curtis, M., Luchini, K., Bobrowsky, W., Quintana, C., Soloway, E.: Handheld use in K-12. A descriptive account. In: Proceedings of the WMTE 2002, pp. 22–30 (2002)Google Scholar
  6. 6.
    Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., Kirk, D.: Savannah: mobile gaming and learning? Journal of Computer Assisted Learning 20, 399–409 (2004)CrossRefGoogle Scholar
  7. 7.
    Haddon, L.: Domestication and Mobile Telephony. Machines that Become Us Rutgers University, New Jersey, US (April 18-19, 2001) (accessed March 17, 2006),
  8. 8.
    Holtzblatt, K.: Designing for the mobile device: Experiences, challenges, and methods. Communications of the ACM 48, 33–35 (2005)CrossRefGoogle Scholar
  9. 9.
    James, J., Beaton, B., Csete, J., Vogel, D.: Mobile educational games. In: Lassner, D., McNaught, C. (eds.) Proceedings of ED-MEDIA 2003, pp. 801–802 (2003)Google Scholar
  10. 10.
    Kangas, E., Kinnunen, T.: Applying user/centered design to mobile application development. Communications of the ACM 48, 55–59 (2005)CrossRefGoogle Scholar
  11. 11.
    Klopfer, E., Yoon, S.: Developing Games and Simulations for Today and Tomorrow’s tech Savvy Youth TechTrends. Linking Research & Practice to Improve Learning 49(3), 33–41 (2005)Google Scholar
  12. 12.
    McDonald, K., Hannafin, R.: Using web-based computer games to meet the demands of today’s high stakes testing: A mixed method inquiry. Journal of Research on Technology in Education 55(4), 459–472 (2003)Google Scholar
  13. 13.
    Merrill, P., Hammons, K., Vincent, B., Reynolds, P., Cristiansen, L., Tolman, M.: Computers in Education, 3rd edn. Allyn & Bacon, Boston (1996)Google Scholar
  14. 14.
    Nielen, J.: Usability engineering, 1st edn., p. 362. Morgan Kaufmann Publishers, New York (1994)Google Scholar
  15. 15.
    Pellegrini, A., Blatchford, P., Kentaro, B.: A Short-term Longitudinal Study of Children’s Playground Games in Primary School: Implications for Adjustment to School and Social Adjustment in the USA and the UK. Social Development 13(1), 107–123 (2004)CrossRefGoogle Scholar
  16. 16.
    Polya, G.: How to Solve It, 2nd edn. Princeton University Press, Princeton, NJ (1957)Google Scholar
  17. 17.
    Salinas, A., Sánchez, J.: PDAs and Ubiquitous Computing in the School. Human Centered Technology Workshop 2006, Pori, Finland, June 11-13, 2006, pp. 249–258 ( 2006)Google Scholar
  18. 18.
    Sánchez, J.: End-user and facilitator questionnaire for Software Usability. Usability evaluation test. University of Chile (2003)Google Scholar
  19. 19.
    Sánchez, J.: Integración curricular de TICs. Conceptos y modelos. Revista Enfoques Educacionales 5(1), 51–65 (2003)Google Scholar
  20. 20.
    Schneiderman, B., Plaisant, C.: Designing the User Interface: Strategies for Effective Human-Computer Interaction, p. 652. Addison Wesley, New York (2004)Google Scholar
  21. 21.
    Swan, K., Holmes, A., Vargas, J.: Situated Professional Development and Technology Integration: The Capital Area Technology and Inquiry in Education (CATIE) Mentoring Program. JI. Of Technology and Teacher Education 10(2), 169–190 (2002)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • Jaime Sánchez
    • 1
  • Alvaro Salinas
    • 1
  • Mauricio Sáenz
    • 1
  1. 1.Department of Computer Science, University of Chile 

Personalised recommendations