류호경
2018-09-04T09:59:53Z
2018-09-04T09:59:53Z
2012-03
Mobile and Ubiquitous Technology in Education (WMUTE), Mar 2012
978-1-4673-0884-7
978-0-7695-4662-9
https://ieeexplore.ieee.org/document/6185075/
https://repository.hanyang.ac.kr/handle/20.500.11754/74875
This paper describes the design and development of a mobile serious game and discusses the outcomes of a prototype evaluation. The game augments a physical location to represent a virtual company. Players take the role of business consultants hired by this company to help it address its problems and 'interview' virtual employees, obtaining information and physical artifacts, players must infer the problems behind the symptoms the company is facing, and offer change recommendations, utilizing higher level thinking skills. The game-like activities address issues common to business simulations by leveraging the contextual learning made possible by mobile devices and provide a context within which students bring their higher level thinking skills to bear on the problems presented by the game.
We gratefully acknowledge the contributions of Casey Smith, David Lasike and Alan Montefiore and the funding support provided by an AKO Aotearoa grant.
en
Institute of Electrical and Electronics Engineers
Keywords-mobile learning
serious games
augmented
reality
problem-solving
simulation
critical thinking
Mobile Gaming - A Serious Business
Article
10.1109/WMUTE.2012.11
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David Parsons
Krassie Petrova
Ryu, Hokyoung
S
GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT[S]
DEPARTMENT OF TECHNOLOGY MANAGEMENT
hryu