A meta-analysis of serious mobile games to support museum’s informal educational

Meng Wang, Miguel Baptista Nunes*

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

Abstract

This paper uses a meta-analysis approach to explore the state-of-the-art of the use of mobile devices to support gamification for informal learning in museum contexts. This study addresses a complex interdisciplinary type of research where information technology is the catalyzer for a complex intersection of museology, information science and educational studies, and aims at helping game designers, museum educators and educational practitioners on their decision making concerning the selection of IoT components of serious mobile games. Specifically, the paper focuses on investigating IoT technological architectures and IoT technological affordances to serve the diversity of functions and features that can be used by different types of games. As a result, this paper presents 5 main categories of IoT technologies used for serious mobile games in museums and illustrates how each type of well-known types of games implements their functions and features through IoT. The paper recommends that for mobile technologies location aware architectures are crucial and the foundation for design and development of exploratory and geolocation serious mobile games for museums.

Original languageEnglish
Title of host publicationProceedings of the 16th International Conference Mobile Learning 2020, ML 2020
PublisherIADIS
Pages11-22
Number of pages12
ISBN (Electronic)9789898704160
Publication statusPublished - 2020
Externally publishedYes
Event16th International Conference Mobile Learning 2020, ML 2020 - Sofia, Bulgaria
Duration: 2 Apr 20204 Apr 2020

Publication series

NameProceedings of the 16th International Conference Mobile Learning 2020, ML 2020

Conference

Conference16th International Conference Mobile Learning 2020, ML 2020
Country/TerritoryBulgaria
CitySofia
Period2/04/204/04/20

Keywords

  • Gamification
  • Informal Learning
  • IoT Technologies
  • Mobile Games
  • Museum
  • Serious Games
  • Serious Mobile Devices

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