Skip to main content

Exploring Context-Aware Activities to Enhance the Learning Experience

Part of the Lecture Notes in Computer Science book series (LNISA,volume 10653)

Abstract

Mobile geolocation applications have been growing in popularity in the last decade. The ability to run a service on a mobile device that provides facts or recreational information to users opens up new opportunities to create engaging learning contexts. However, the potential of such services has not been fully exploited within educational settings, as compiling functional, student-friendly, context-aware learning journeys required advanced programming skills. The authors discuss this challenge and present tools that facilitate the construction of gamified learning paths, which integrate context-aware activities and minigames as motivational drivers for learning. The paper reports on the user testing feedback obtained in workshop settings.

Keywords

  • Authoring tools
  • Learning path
  • STEM
  • Minigames
  • Beacons
  • QR codes
  • GPS
  • Learning experiences

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-319-71940-5_22
  • Chapter length: 10 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   54.99
Price excludes VAT (USA)
  • ISBN: 978-3-319-71940-5
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   69.99
Price excludes VAT (USA)
Fig. 1.
Fig. 2.
Fig. 3.
Fig. 4.
Fig. 5.
Fig. 6.
Fig. 7.

References

  1. Huang, Y.M., Chiu, P.S.: The effectiveness of a meaningful learning-based evaluation model for context-aware mobile learning. Br. J. Edu. Technol. 46(2), 437–447 (2015)

    CrossRef  Google Scholar 

  2. Hwang, G.-J.: Definition, framework and research issues of smart learning environments - a context-aware ubiquitous learning perspective. Smart Learn. Environ. 1, 4 (2014). https://doi.org/10.1186/s40561-014-0004-5

    CrossRef  Google Scholar 

  3. Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)

    CrossRef  Google Scholar 

  4. Wickham, C., Girvan, C., Tangney, B.: Constructionism and microworlds as part of a 21st century learning activity to impact student engagement and confidence in physics. In: Sipitakiat, A., Tutiyaphuengprasert, N. (eds.) Constructionism 2016, pp. 34–43. Suksapattana Foundation, Bangkok (2016)

    Google Scholar 

  5. Bodnar, C.A., Clark, R.M.: Exploring the impact game-based learning has on classroom environment and student engagement within an engineering product design class. In: Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 191–196. ACM (2014)

    Google Scholar 

  6. Sabourin, J.L., Lester, J.C.: Affect and engagement in game-based learning environments. IEEE Trans. Affect. Comput. 5(1), 45–56 (2014)

    CrossRef  Google Scholar 

  7. Petrolo, R., Loscri, V., Mitton, N.: Towards a smart city based on cloud of things, a survey on the smart city vision and paradigms. Trans. Emerg. Telecommun. Technol. 28, 1–11 (2015). Wiley, http://dx.doi.org/10.1002/ett.2931, https://hal.inria.fr/hal-01116370

    Google Scholar 

  8. Dai, W., Liu, J.J., Korthaus, A.: Dynamic on-demand solution delivery based on a context-aware services management framework. Int. J. Grid Utility Comput. 5(1), 33–49 (2014). 26

    CrossRef  Google Scholar 

  9. Curran, K.: Recent Advances in Ambient Intelligence and Context-Aware Computing, IGI Global (2014)

    Google Scholar 

  10. Gajjar, M.J.: Mobile Sensors and Context-Aware Computing, Morgan Kaufmann (2017). ISBN: 9780128017982 (electronic bk.), 0128017988 (electronic bk.), 9780128016602 (print)

    Google Scholar 

Download references

Acknowledgement

This research is partially funded under the Horizon 2020 Framework Program of the European Union, BEACONING – Grant Agreement 68676 and by Unitatea Executiva pentru Finantarea Invatamantului Superior, a Cercetarii, Dezvoltarii si Inovarii (UEFISCDI) in Romania, Contract no. 19/2014 (DESiG).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jannicke Baalsrud Hauge .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Hauge, J.B. et al. (2017). Exploring Context-Aware Activities to Enhance the Learning Experience. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_22

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-71940-5_22

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-71939-9

  • Online ISBN: 978-3-319-71940-5

  • eBook Packages: Computer ScienceComputer Science (R0)