Abstract

The number of Higher Education institutions (HEIs) that use mobile technology to support learning is increasing. Mobile technology overcomes geographical, physical, and time restrictions enabling services anytime, anywhere, and on any device. Advances in technology (wireless connectivity, large storage capacity, speech recognition, decreased cost, and increased ownership) have resulted in the adoption of mobile devices in the learning process. Mobile devices affect human-computer interaction, facilitate collaboration and communication, enhance student engagement in learning, stimulate motivation and improve student-academic interaction. In this context, there is an increasing interest in the use of games not only because of their characteristics but also because of the educational opportunities they offer. Games can serve as a link between the classroom and real-world setting, providing students with real-life learning experiences. Use of games and possible areas that these could support the learning process in Library and Information Science (LIS) are discussed.

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