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Using pervasive games as learning tools in educational contexts: a systematic review
Author(s) -
Jeferson ArangoLópez,
César A. Collazos,
Francisco Luis Gutiérrez Velas,
Fernando Moreira
Publication year - 2018
Publication title -
international journal of learning technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.23
H-Index - 9
eISSN - 1741-8119
pISSN - 1477-8386
DOI - 10.1504/ijlt.2018.092094
Subject(s) - computer science , context (archaeology) , process (computing) , information and communications technology , metaverse , mobile device , focus (optics) , graphics , augmented reality , multimedia , ubiquitous computing , table (database) , data science , human–computer interaction , world wide web , virtual reality , paleontology , physics , computer graphics (images) , data mining , optics , biology , operating system
Technology is now a vital part of our society and with such a significant impact on the educational system, information and communication technologies (ICT) cannot be dissociated from the educational process (Ramos and de Andrade, 2016). While the implementation of digital technologies in society and more specifically among young people represents a challenge for teachers, it might also provide the opportunity to improve academic performance. In this context, pervasive games have established a new trend and present a new way for people to interact with each other in a real environment by means of virtual worlds and the elements they bring to the table. Students are therefore able to enjoy a learning process with fun graphics on their mobile devices, as well as stories or other features common to pervasive games. In this paper, we focus our attention on the results of pervasive learning games, results which we had previously obtained from a systematic literature review (Arango-Lopez et al., 2017a), as well as from a review of specific literature to identify different research projects for improving the learning process.

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