2010
DOI: 10.1007/s11858-010-0276-3
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MobileMath: exploring mathematics outside the classroom

Abstract: Computer games seem to have a potential for engaging students in meaningful learning, inside as well as outside of school. With the growing availability of mobile handheld technology (HHT), a number of location-based games for handheld mobile phones with GPS have been designed for educational use. The exploitation of this potential for engaging students into meaningful learning, however, so far remains unexplored. In an explorative design research, we investigated whether a location-based game with HHT provide… Show more

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Cited by 86 publications
(60 citation statements)
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“…An example is the work of Wijers et al (2010), who used a location-based game called MobileMath for mobile phones with GPS to allow students to create and explore quadrilaterals and their properties on a real playing field outside the classroom. The researchers found that certain features of this game (like the fact that the game in itself as a whole is competitive) result in quite an engaging experience for the students; in addition, the game allows students to notice geometrical aspects of the real world.…”
Section: (A) Studies On the Potential Of Mobile Devices For Teaching mentioning
confidence: 99%
“…An example is the work of Wijers et al (2010), who used a location-based game called MobileMath for mobile phones with GPS to allow students to create and explore quadrilaterals and their properties on a real playing field outside the classroom. The researchers found that certain features of this game (like the fact that the game in itself as a whole is competitive) result in quite an engaging experience for the students; in addition, the game allows students to notice geometrical aspects of the real world.…”
Section: (A) Studies On the Potential Of Mobile Devices For Teaching mentioning
confidence: 99%
“…Its application to mobile learning literature is just as prominent as it is in maths learning literature. Mobile technologies support constructivist learning through active learning activities (Wijers et al 2010), immersion in authentic environments (Sommerauer and Müller 2014), and learner-generated context (Bray et al 2013). Moreover, mobile devices are ''inherently social collaboration and communication devices that provide powerful tools for enabling social constructivist pedagogy (Cochrane 2014, p. 72)''.…”
Section: Design Frameworkmentioning
confidence: 99%
“…Learners are engaged and motivated to learn and use foreign languages (Conolly et al, 2011). Learners are attentive (Wijers, Jonker, & Drijvers, 2010). Students are mentally ready for learning (Schwabe & Göth, 2005).…”
Section: Learning Outcomes Patterns and Ar Taxonomiesmentioning
confidence: 99%