Mobile Game-Based Learning in STEM Subjects

Mobile Game-Based Learning in STEM Subjects

DOI: 10.4018/978-1-5225-7365-4.ch064
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Abstract

The acronym STEM (science, technology, engineering, and mathematics) has entered the agenda of educational policies. The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education, and game design. These fields are rather new and intrinsically multidisciplinary, making it even more exciting. There is a growing interest in mobile game-related research, whether strictly technological or applied in social contexts. In this chapter, the authors thought a nice way to connect this data and depict the current scenario would be to break the subject into pieces: game design; affection and play; mobile learning; games for learning; science and mathematics education; and lastly, summarizing it in the games for STEM education section. The conclusions point to the fact that we are taking the first steps in a digital game development process for teaching mathematics in the school environment and the acceptance of smartphones as tools that add value to education.
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Background

The development of mobile game-based learning has been seen as a new line of research and technological development in the field of educational technology, STEM education and game design.

These fields are rather new and intrinsically multidisciplinary, making it even more exciting. Regarding the use of mobile devices for teaching and conceptual learning, we can highlight the work of John Traxler. He is the Director of the Learning Lab at the University of Wolverhampton and a Founding Director of the International Association for Mobile Learning, among many other academic attributions related to m-learning.

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