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Mobile Gaming - A Serious Business

Title
Mobile Gaming - A Serious Business
Author
류호경
Keywords
Keywords-mobile learning; serious games; augmented; reality; problem-solving; simulation; critical thinking
Issue Date
2012-03
Publisher
Institute of Electrical and Electronics Engineers
Citation
Mobile and Ubiquitous Technology in Education (WMUTE), Mar 2012
Abstract
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.
URI
https://ieeexplore.ieee.org/document/6185075/https://repository.hanyang.ac.kr/handle/20.500.11754/74875
ISBN
978-1-4673-0884-7; 978-0-7695-4662-9
DOI
10.1109/WMUTE.2012.11
Appears in Collections:
GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT[S](기술경영전문대학원) > TECHNOLOGY MANAGEMENT(기술경영학과) > Articles
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