Abstract

Mobile learning and educational gaming are two trends that are rapidly having an increasing impact in Technology-Enhanced Learning. However, both approaches present significant technological challenges. Mobile technologies are very diverse and the market pressure pushes the continuous development of new technologies and features. On the other hand, game-based learning needs to deal with enormous development costs and the problem of allowing instructors and experts to actively participate in the game development process. Moreover, there are numerous situations where bringing both approaches together could be very useful, but this combination magnifies the technological barriers previously described. In this work we present <e-Adventure>, an authoring environment for educational adventure games that supports the production of both desktop and mobile games. This framework provides a graphical environment that allows instructors to create their own educational games with a low cost. Then, the games can be exported to multiple formats, including support for diverse types of mobile platforms. This is achieved through a modular semi-automated exportation process, which is based on mobile device profiles.

Highlights

  • The concept of m-Learning is not as new as it could be imagined

  • As it has been described in this paper, m-Learning approaches are gaining momentum due to the new possibilities they offer

  • Game-based learning is another interesting branch in Technology-Enhanced learning

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Summary

INTRODUCTION

The concept of m-Learning (learning with the help of mobile devices) is not as new as it could be imagined. In the last three years, mobile technologies have dramatically evolved, promoting the interest in mLearning systems Such evolution has brought new mobile devices with higher computing power, affordable and pervasive Internet connections and high quality displays which can render complex learning contents. This technological evolution comes along with a great reduction in the prices of the devices and the cost of the connection services, making the purchase of a lastgeneration cell-phone or PDA (Personal Digital Assistants) no longer an unaffordable luxury. In this work we study the possibilities, advantages and the challenges of combining game-based learning and m-Learning paradigms To deal with such problematic blend we describe , an educational game platform that reduces the complexity and cost of developing educational videogames [10].

MOBILE LEARNING AND GAME-BASED LEARNING
Game-Based Learning
Game-Based Mobile Learning
THE DIVERSITY OF MOBILE TECHNOLOGIES
A simple authoring environment for instructors
Game exportation for multiple platforms
CONCLUSIONS AND FUTURE WORK
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