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Using a Non-educational Mobile Game for Learning in Biology, Geography and Mathematics: Pokémon Go as a Case Study

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Technology and Innovation in Learning, Teaching and Education (TECH-EDU 2018)

Abstract

ICT offers new perspectives in teaching and learning. In this paper a popular non-educational mobile game, “Pokémon Go”, is used as a background for the design of educational activities in Biology, Geography and Mathematics and as a means of informal learning. Five secondary level students (14–15 years old) participated in this study. Data were collected through observation, field notes and interviews. The participants described the activities as attractive, pleasant and creative and stated that there is a lack of engaging learning and technology use in school. The results show that an effective integration of mobile technologies can enhance learning and students’ attitude.

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Deslis, D., Kosmidis, CV., Tenta, E. (2019). Using a Non-educational Mobile Game for Learning in Biology, Geography and Mathematics: Pokémon Go as a Case Study. In: Tsitouridou, M., A. Diniz, J., Mikropoulos, T. (eds) Technology and Innovation in Learning, Teaching and Education. TECH-EDU 2018. Communications in Computer and Information Science, vol 993. Springer, Cham. https://doi.org/10.1007/978-3-030-20954-4_29

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  • DOI: https://doi.org/10.1007/978-3-030-20954-4_29

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-20953-7

  • Online ISBN: 978-3-030-20954-4

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