The adoption of mobile devices and context-aware technologies offers the opportunity of designing educational mobile-based games across multiple spaces that enrich the learners’ experience. But producing these games is challenging from both the authoring and technical points of view. This paper proposes a framework to facilitate the design of these games. The framework consists of two elements: (1) a narrative structure, and (2) a platform for its deployment. Both elements defined as a set of templates to be completed for facilitating both the authoring of the narrative and the design of the platform. In order to show a usage example, the framework has been used to develop a mobile-based game for a museum. The game designed has been piloted with 10 students between 6 and 12 years old. The results of the pilot show that it is technically feasible to use this framework to design a mobile-base game across three spaces: a museum, home and a classroom. The students found the activity a good and engaging learning experience.
- Game-based learning
- Augmented reality
- Situated and embodied cognition
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Work partially funded by the EEE (TIN2008-05163/TSI), RESET (TIN2014-53199-C3-1-R) eMadrid projects (S2013/ICE-2715) and the PhyMEL strategic action. The authors would also like to thank especially A. Martínez, I. Quiñones, A. García, J. Hidalgo, D. Novillo and R. Alonso.
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Fernández-Panadero, C., Pérez-Sanagustín, M., Pardo, A., Crespo García, R.M., Kloos, C.D. (2015). A Framework to Design Educational Mobile-Based Games Across Multiple Spaces. In: Conole, G., Klobučar, T., Rensing, C., Konert, J., Lavoué, E. (eds) Design for Teaching and Learning in a Networked World. EC-TEL 2015. Lecture Notes in Computer Science(), vol 9307. Springer, Cham. https://doi.org/10.1007/978-3-319-24258-3_32
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