TY - GEN
T1 - A meta-analysis of serious mobile games to support museum’s informal educational
AU - Wang, Meng
AU - Nunes, Miguel Baptista
N1 - Publisher Copyright:
© International Conference Mobile Learning 2020.All rights reserved.
PY - 2020
Y1 - 2020
N2 - 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.
AB - 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.
KW - Gamification
KW - Informal Learning
KW - IoT Technologies
KW - Mobile Games
KW - Museum
KW - Serious Games
KW - Serious Mobile Devices
UR - http://www.scopus.com/inward/record.url?scp=85086583894&partnerID=8YFLogxK
M3 - Conference Proceeding
AN - SCOPUS:85086583894
T3 - Proceedings of the 16th International Conference Mobile Learning 2020, ML 2020
SP - 11
EP - 22
BT - Proceedings of the 16th International Conference Mobile Learning 2020, ML 2020
PB - IADIS
T2 - 16th International Conference Mobile Learning 2020, ML 2020
Y2 - 2 April 2020 through 4 April 2020
ER -