2017
DOI: 10.1111/bjet.12546
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Mobile games and science learning: A comparative study of 4 and 5 years old playing the game Angry Birds

Abstract: Christothea Herodotou is a Lecturer in Innovating Pedagogy at The Open University, UK. She is interested in the design and use of innovative technologies, in particular web-based technologies, digital games and mobile applications for learning and their relationship to human motivation and cognition. She is also particularly interested in how learning analytics can inform our understanding of the use of technologies and improve the learning experience. She has recently received funding from the British Educati… Show more

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Cited by 66 publications
(56 citation statements)
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References 22 publications
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“…Articles early in the decade explored how social media could be used to enhance student learning, such as using Twitter to enhance meaning‐making (eg, Charitonos, Blake, Scanlon, & Jones, ) and engagement (eg, Junco, Elavsky, & Heiberger, ), and also how social media could be harnessed to expand professional learning networks (eg, Pimmer, Linxen, & Groehbiel, ). More recent articles have focused on the use of mobile messaging apps to enhance social interaction (eg, Sun, Lin, Wu, Zhou, & Luo, ), as well as the role of games to boost child interest in STEM (eg, Herodotou, ). However, there has been ongoing concern about the uptake of web 2.0 and collaborative tools by educators and students alike (James, ), as well as the psychological challenges mobile learning can pose for students (Terras & Ramsay, ).…”
Section: Resultsmentioning
confidence: 99%
“…Articles early in the decade explored how social media could be used to enhance student learning, such as using Twitter to enhance meaning‐making (eg, Charitonos, Blake, Scanlon, & Jones, ) and engagement (eg, Junco, Elavsky, & Heiberger, ), and also how social media could be harnessed to expand professional learning networks (eg, Pimmer, Linxen, & Groehbiel, ). More recent articles have focused on the use of mobile messaging apps to enhance social interaction (eg, Sun, Lin, Wu, Zhou, & Luo, ), as well as the role of games to boost child interest in STEM (eg, Herodotou, ). However, there has been ongoing concern about the uptake of web 2.0 and collaborative tools by educators and students alike (James, ), as well as the psychological challenges mobile learning can pose for students (Terras & Ramsay, ).…”
Section: Resultsmentioning
confidence: 99%
“…The use of games for learning also referred to as 'serious games' [6,7] has been suggested to have impacted positively on young people's learning experiences [8,9,10]. Studies suggest that motivation to engage with specific subject topics are higher when there is an association between the subject topic to be learnt and how the content is expressed or presented through games [11].…”
Section: Use Of Games For Learningmentioning
confidence: 99%
“…15, 16]. Several research studies have approached serious games for learning from the perspective of young people playing the games [17,18,19] rather than building games. Studies involving young people as producers of games [20,21] have concentrated on older children in secondary schools and above with less focus on the younger age group.…”
Section: Use Of Games For Learningmentioning
confidence: 99%
“…Ketamo () examined 6‐year‐old students' achievement in geometry through a game and a no‐game condition using mobile devices and obtained results favouring the game condition. Even Angry Birds game was used with 4‐ to 5‐year‐old kids, and a significant difference was found in science learning (Herodotou, ). In another study, Sung, Chang, and Lee () carried out an experiment with preschool children (4–5 years old) on concept learning and geometric shapes with a game and a no‐game condition.…”
Section: The Educational Gamementioning
confidence: 99%