Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (Wmute 2008) 2008
DOI: 10.1109/wmute.2008.37
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Combining Physical Activities and Mobile Games to Promote Novel Learning Practices

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Cited by 34 publications
(14 citation statements)
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“…Mobile games for learning have potential to involve children in different tasks of learning such as content generation, collaboration, problem solving or navigation in space and may thus supporting a wide variety of cognitive and social skills (Spikol & Milrad, 2008). Also, Wong & Looi (2011) in their review on mobile--assisted seamless learning argue in favour of integrating a variety of inquiry tasks into the mobile-assisted seamless learning flows in order to nurture 21st century skills and competencies.…”
Section: Integrating Learning Tasksmentioning
confidence: 99%
“…Mobile games for learning have potential to involve children in different tasks of learning such as content generation, collaboration, problem solving or navigation in space and may thus supporting a wide variety of cognitive and social skills (Spikol & Milrad, 2008). Also, Wong & Looi (2011) in their review on mobile--assisted seamless learning argue in favour of integrating a variety of inquiry tasks into the mobile-assisted seamless learning flows in order to nurture 21st century skills and competencies.…”
Section: Integrating Learning Tasksmentioning
confidence: 99%
“…For example, Savannah (Facer et al, 2004) aimed at children, who use devices with GPS to navigate and study animal behavior in a virtual savannah. Education is also the goal of Skattjakt (Treasure Hunt), (Spikol and Milrad, 2008), which encourages players to get physically active by solving a mystery surrounding a castle. It considers that mobile outdoor games are well suited for novel learning activities that involve physical motion, problem solving, inquiry and collaboration.…”
Section: Related Workmentioning
confidence: 99%
“…Games are considered an interactive form of learning, able to capture pupils' attention and engage them in their activities. The literature reports numerous examples of educational games to help pupils learn various topics, such as mathematics [Shin et al 2006] (we report only one reference as example), physics [Wieman et al 2008], logic [Lanzilotti and Roselli 2007], science [Rogers et al 2005], history [Spikol and Milrad 2008], national cultures [Garzotto 2007], music [Read and Beale 2009], art [Cabrera et al 2005], shape writing [Kristensson and Zhai 2007], and reading [Revelle and Reardon 2009].…”
Section: Educational Gamesmentioning
confidence: 99%