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Using Mobile and Pervasive Technologies to Engage Formal and Informal Learners in Scientific Debate

Using Mobile and Pervasive Technologies to Engage Formal and Informal Learners in Scientific Debate
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Author(s): Dawn Woodgate (University of Bath, UK), Danaë Stanton Fraser (University of Bath, UK), Amanda Gower (BT Innovate, UK), Maxine Glancy (BBC Research & Innovation, UK), Andrew Gower (BT Innovate, UK), Alan Chamberlain (University of Nottingham, UK), Teresa Dillon (Polar Produce, UK) and David Crellin (Abington Partners, UK)
Copyright: 2010
Pages: 19
Source title: Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Judith Symonds (AUT University, New Zealand)
DOI: 10.4018/978-1-60566-960-1.ch074

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Abstract

This chapter investigates how mobile games can be used for an efficient transfer of knowledge in learning processes that connect between the real world and the virtual world. In this chapter, the pervasive game concept is implemented on mobile phones as a means of enabling interaction and communication to support learning activities. The chapter presents the design of a new pervasive learning game, which was compared with a conventional pedagogical approach in terms of long-term learning results and learning efficiency. The empirical results revealed that the pervasive game led to higher energetic activation, more positive emotions and attitudes towards learning activities, and more efficient knowledge transfer than the conventional case-study approach.

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