2017
DOI: 10.1007/978-3-319-71940-5_19
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Design of a Component-Based Mobile Learning Game Authoring Tool

Abstract: Mobile learning games (MLGs) have great potential in education, especially in fields requiring outdoors activities such as botany or cultural heritage education. However, the number of mobile learning games actually used for outdoor education remains very low. The absence of dedicated applications allowing to build MLGs, without technical expertise, is certainly one of the most important factors. To overcome this limitation, we propose a design method for MLG authoring tools, based on reusable components. We d… Show more

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Cited by 4 publications
(4 citation statements)
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“…Games are also provided as a tool for linear tours that make use of storytelling [40] and for crowdsourcing 3D data for the reconstruction of historical sites using treasure hunts [22]. Despite the great potential for geolocated games that support learning and reflection, there are relatively few in mainstream use [26] and their potential has yet to be realised. Cultural heritage mobile applications that promote reflection are rare; those that exist are designed around specific path recommendations in the city and fail to maximise the flexibility offered from serendipitous exploration.…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
“…Games are also provided as a tool for linear tours that make use of storytelling [40] and for crowdsourcing 3D data for the reconstruction of historical sites using treasure hunts [22]. Despite the great potential for geolocated games that support learning and reflection, there are relatively few in mainstream use [26] and their potential has yet to be realised. Cultural heritage mobile applications that promote reflection are rare; those that exist are designed around specific path recommendations in the city and fail to maximise the flexibility offered from serendipitous exploration.…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
“…Secondly, a large part of the serious game content has to be developed by teachers, or subject-matter specialists, who may have few computer competencies [7]. The lack of efficient tools enabling the contribution of those non computer specialists is perceived as one of the main obstacles to serious games development [8].…”
Section: Serious Games Developmentmentioning
confidence: 99%
“…None of the existing authoring tools integrate the following features: possibility of collaborative development by a multidisciplinary team, wide range of features and possible game models, ease of use for non-computer scientists, and specific educational features [8], [20], [21].…”
Section: Existing Authoring Toolsmentioning
confidence: 99%
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