Mobile Media Learning: Ubiquitous Computing Environments for the Mobile Generation

  • Kurt D. Squire
Part of the Explorations in the Learning Sciences, Instructional Systems and Performance Technologies book series (LSIS)


This chapter reviews three augmented reality gaming curricula as a window toward understanding the potentials and challenges of mobile media in education. These examples illustrate how mobile media can be used to connect learning to place, to build and extend interests, and engage learners in a range of complex, authentic learning activities. Ultimately, the power of these tools may be to break down the walls of the classroom, connecting schools and communities. This promise (and challenge) reminds us that the opportunities and challenges presented by mobile media are primarily social, and not technical ones, forcing educators to consider deeply what learning experiences we want for students.


Mobile Device Invasive Species Augmented Reality Mobile Learning Expository Text 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer Science+Business Media New York 2013

Authors and Affiliations

  1. 1.Morgridge Institute for ResearchUniversity of Wisconsin-MadisonMadisonUSA

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