
Augmented Learning
Research and Design of Mobile Educational Games
Eric Klopfer(Author)
MIT Press
Published on 19. August 2011
Book
Paperback/Softback
272 pages
978-0-262-51652-5 (ISBN)
Description
An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts.New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In Augmented Learning, Eric Klopfer describes the largely untapped potential of mobile learning games-games played on such handheld devices as cell phones, Game Boys, and Sony PSPs-to make a substantial impact on learning. Examining mobile games from both educational and gaming perspectives, Klopfer argues that the strengths of the mobile platform-its portability, context sensitivity, connectivity, and ubiquity-make it ideal for learning games in elementary, secondary, university, and lifelong education. Klopfer begins by exploring the past and present of education, educational technology, "edutainment," and mobile games, and then offers a series of case studies of mobile educational games that have been developed and implemented in recent years. These games-either participatory (which require interaction with other players) or augmented reality (which augment the real world with virtual information)-can be produced at lower cost than PC or full-size console games. They use social dynamics and real-world context to enhance game play, they can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and they can create compelling educational and engaging environments for learners. They are especially well-suited for helping learners at every level develop twenty-first century skills-including the ability to tackle complex problems and acquire information in "just-in-time" fashion. All of this, Klopfer argues, puts mobile learning games in a unique and powerful position within educational technology.
More details
Series
Language
English
Place of publication
Cambridge, Mass.
United States
Publishing group
MIT Press Ltd
Target group
Professional and scholarly
US School Grade: College Graduate Student and over
Product notice
Paperback (trade)
Illustrations
56 s/w Abbildungen
56 b&w illus.; 112 Illustrations
Dimensions
Height: 229 mm
Width: 152 mm
Thickness: 11 mm
Weight
363 gr
ISBN-13
978-0-262-51652-5 (9780262516525)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
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Other editions
Additional editions

Book
05/2008
MIT Press
€10.00
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Person
Eric Klopfer is Associate Professor of Education at MIT, Director of MIT's Scheller Teacher Education Program (TEP), with a joint appointment at the MIT Media Lab.
Author
Professor and Director of the MIT Scheller Teacher Education Program and Education ArcadeMassachusetts Institute of Technology
Content
Preface vii Acknowledgments xv 1 Educational Innovation through Time 1 2 Educational? Games? 13 3 The Aftermath of Math Blaster 23 4 Great Moments in Mobile and Handheld Games 33 5 What Does an Award-Winning Video Game Look Like? 53 6 Participatory Simulations Technology Adapting to the Classroom 61 7 The Importance of Reality 87 8 Location Matters The Role of Place 109 9 Authentic Outcomes 129 10 Designing for Collaboration Roles and Game Mechanics 147 11 Learning to Write without a Stylus 173 12 Anytime, Anywhere: Palmagotchi© 197 13 Conclusion 221 References 229 Index