2021
DOI: 10.3390/informatics8030043
|View full text |Cite
|
Sign up to set email alerts
|

Literature Review of Location-Based Mobile Games in Education: Challenges, Impacts and Opportunities

Abstract: With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
9
0
1

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 18 publications
(10 citation statements)
references
References 28 publications
0
9
0
1
Order By: Relevance
“…Since 2000, many articles have mentioned LBGs as a new trend and recently this seems to be gaining ground. In the following decades, more and more location-based and mobile AR applications were developed (Ribeiro et al, 2021). Their field covers a wide spectrum, from environmental education (Schneider & Schaal, 2018), geography, IT (Lovászová & Palmárová, 2013), science, astronomy (Cecotti, 2022), business (Puja & Parsons, 2011), urban sustainability (Mangnus et al, 2022) history, physical exercise, tourism and various learning activities for the elderly or disabled (Marco et al, 2008).…”
Section: Research Focusmentioning
confidence: 99%
See 1 more Smart Citation
“…Since 2000, many articles have mentioned LBGs as a new trend and recently this seems to be gaining ground. In the following decades, more and more location-based and mobile AR applications were developed (Ribeiro et al, 2021). Their field covers a wide spectrum, from environmental education (Schneider & Schaal, 2018), geography, IT (Lovászová & Palmárová, 2013), science, astronomy (Cecotti, 2022), business (Puja & Parsons, 2011), urban sustainability (Mangnus et al, 2022) history, physical exercise, tourism and various learning activities for the elderly or disabled (Marco et al, 2008).…”
Section: Research Focusmentioning
confidence: 99%
“…For the formulation of the research questions, individual research articles on the use of locationbased games for educational purposes were taken into account, as well as research review articles covering long periods of time, from 2010 onwards (Ribeiro et al, 2021;Laato et al, 2019). Individual studies usually check the degree of the positive reception of the game by the participants, the success criteria of the games (competition, collaboration, use of augmented reality, etc.…”
Section: Research Aim and Research Questionsmentioning
confidence: 99%
“…Among the location-based apps that first attracted significant public attention were game apps (e.g., Ingress and Pokémon GO). While these games have entertainment as the primary goal, they are also well suited for achieving secondary goals, such as learning (Laine, 2018;Ribeiro et al, 2021) and physical activity (Althoff et al, 2016;Ellis et al, 2020;Laato et al, 2020). They can thereby also be considered Serious Location-based Games (SLGs)-understood as location-based games serving additional purposes beyond entertainment (Westerholt et al, 2020), such as learning and physical activity-as name above-or data collection and fostering teamwork or collaboration contextualized in social and cultural aspects of the game tasks.…”
Section: Editorial On the Research Topic "Serious Location-based Games"mentioning
confidence: 99%
“…There is no tidy definition of the location-based game but it is understood to be a part of a larger family of games that include pervasive games, reality games, alternative reality games, augmented reality games, geogames, big games, hybrid games, and urban games (Montola et al, 2009, p. xix). While site-specific games and locative media have been developed widely in creative practice (Tuters & Varnelis, 2006), designed to teach history (Schrier, 1999), geography (Schaal, 2020) and other disciplines (Ribeiro et al, 2021), and have been made available for serious play (LeMenager & Eklund, 2017), a literature search did not uncover a text that summarizes the practice of developing site-specific location-games in a library context.…”
Section: Site-specific Location-based Gamesmentioning
confidence: 99%