Please use this identifier to cite or link to this item:
|Title:||Using pervasive games as learning tools: a systematic review|
Collazos, César A.
Gutiérrez Velas, Francisco Luis
|Citation:||Arango-López, J., Collazos, C. A., Gutiérrez Vela, F. L., & Moreira, F. (2018). Using pervasive games as learning tools: A systematic review. International Journal of Learning Technologies, 13(2), 93-114. Disponível no Repositório UPT, http://hdl.handle.net/11328/2332|
|Abstract:||Technology is now a vital part of our society and with such a significant impact on the educational system, information and communication technologies (ICT) cannot be dissociated from the educational process (Ramos and de Andrade, 2016). While the implementation of digital technologies in society and more specifically among young people represents a challenge for teachers, it might also provide the opportunity to improve academic performance. In this context, pervasive games have established a new trend and present a new way for people to interact with each other in a real environment by means of virtual worlds and the elements they bring to the table. Students are therefore able to enjoy a learning process with fun graphics on their mobile devices, as well as stories or other features common to pervasive games. In this paper, we focus our attention on the results of pervasive learning games, results which we had previously obtained from a systematic literature review (Arango-López et al., 2017a), as well as from a review of specific literature to identify different research projects for improving the learning process.|
|Appears in Collections:||REMIT – Artigos em Revistas Internacionais / Papers in International Journals|
Files in This Item:
|Using pervasive games as learning tools.pdf||299.25 kB||Adobe PDF||View/Open|
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.