2015
DOI: 10.3991/ijim.v9i3.4421
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Interactive Design and Gamification of eBooks for Mobile and Contextual Learning

Abstract: Abstract-Given the global spread of mobile platforms like iOS and Android, it is relevant to consider the potential of these devices to teach and learn. Our exploratory research was designed to evaluate the possibility of using common eBook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to build a model of a dynamic book that may function as an educational game for "Envi… Show more

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Cited by 34 publications
(22 citation statements)
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“…The media used in the study is internet-based learning, media. Internet-based learning media is a very effective learning media (Sarwar, 2018;Reyna, 2017;Yancey, 2017;Bidarra, 2015;Thomas, 2013) because every student can access learning material through his cellular telephone, it also raises various problems with the existence of local culture. One of the problems of cultural existence is the decline of love's local culture.…”
Section: Resultsmentioning
confidence: 99%
“…The media used in the study is internet-based learning, media. Internet-based learning media is a very effective learning media (Sarwar, 2018;Reyna, 2017;Yancey, 2017;Bidarra, 2015;Thomas, 2013) because every student can access learning material through his cellular telephone, it also raises various problems with the existence of local culture. One of the problems of cultural existence is the decline of love's local culture.…”
Section: Resultsmentioning
confidence: 99%
“…Contextual Teaching Learning (CTL) aims to motivate students to understand the content of the lesson through more valuable learning and equip students with more meaningful knowledge (Bidarra et al, 2015). CTL learning outcomes are expected to be more meaningful for students in problemsolving, critical thinking, and observation, as well as drawing conclusions in their long-term life (D. A. Lestari, 2017).…”
Section: Theoretical Supportmentioning
confidence: 99%
“…Variety of learning media includes audio, visual, audiovisual, and other media (Irwandani, Latifah, Asyhari, Muzannur, & Widayanti, 2017;Saraç & Şekerci, 2017). Using learning media in learning is very beneficial for students and teachers (Bidarra, Figueiredo, & Natálio, 2015). Some advantages of using the media in learning; generating ideas that are conceptual, so as to reduce students' misconceptions in learning, increasing student interest for subject matter, providing real experiences that stimulate self-activity to learn, can develop sustainable thinking, and provide unusual experiences and make the learning process profound and diverse (Prayitno, 1989).…”
Section: Introductionmentioning
confidence: 99%
“…Stories also help build connections with prior knowledge and improve memory, and as a result good stories are remembered longer by students than regular lessons (Bidarra, 2014). In this day and age we are referring to digital artefacts that include: a compelling narration of a story; elements that provide a meaningful context for understanding the story being told; titles, images and graphics that capture and/or expand upon emotions found in the narrative; voice, music and sound effects that reinforce ideas; and mechanisms that invite thoughtful reflection from the audience (Bidarra, Figueiredo & Natálio, 2015). Given storytelling's central role in living and learning, and the technological explosion during the past decades, it is not surprising to find digital storytelling entering the academic mainstream, so long after being essential for theatre, movies, and games.…”
Section: Emerging Scenarios: Digital Storytelling and Gamificationmentioning
confidence: 99%