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Mobile educational game: adventure anywhere
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ACM International Conference Proceeding Series archive
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services table of contents
Bonn, Germany
POSTER SESSION: Posters table of contents
Article No. 66  
Year of Publication: 2009
ISBN:978-1-60558-281-8
Authors
Milovanović Miloš  Jove Ilića
Minović Miroslav  Jove Ilića
Lazović Miroslav  Jove Ilića
Starčević Dušan  Jove Ilića
Sponsors
SIGCHI : Specialist Interest Group in Computer-Human Interaction of the ACM
SIGMOBILE: ACM Special Interest Group on Mobility of Systems, Users, Data and Computing
Publisher
ACM  New York, NY, USA
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ABSTRACT

Main topic of this work is development of educational games that can be used on mobile devices. Paper describes a novel approach to educational game defining and interpretation. Idea is based on extracting knowledge, game rules and scenarios outside the program thus enabling reusability. On the other hand by applying a layered approach to educational game interpretation we enable use of the same educational game on different devices and platforms. Purpose of this is to take learning outside classrooms and homes and provide a fun and interesting way of learning anytime, anywhere. Paper shows an example adventure game that is created following this methodology.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Minović M., Milovanović M., Lazović M., Starčević D., 2008. XML Application For Educative Games, Proceedings of European Conference on Games Based Learning ECGBL 08, Barcelona, Spain, 307--31