“Premierløytnant Bielke”: A Mobile Game for Teaching and Learning History

“Premierløytnant Bielke”: A Mobile Game for Teaching and Learning History

Jo Dugstad Wake, Rune Baggetun
DOI: 10.4018/978-1-60960-481-3.ch008
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Abstract

Developments in mobile phone technology, together with an increased research interest in utilizing computer games to facilitate teaching and learning, are an important catalyst for the emergence of the area of mobile, location-based computer games in schools. This article describes both the design process and an evaluation of Premierløytnant Bielke, a mobile, location-based game for teaching and learning history using mobile phones. We argue that by using the surroundings and milieu that are local to the students in a playful context, we can support the construction of meaning related to the subject of history in a way that is both engaging and worthwhile.
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Prensky (2001) has described the young generation as digital natives, where the computer is considered a naturally embedded part of youth culture. Several authors (e.g., Fromme, 2003; Gee, 2003) highlight that computer games are a significant element of computer use for the same generation. The impact for society in general is also notable. The first references to the notion that the gaming industry has surpassed the movie industry in annual turnover, for example, are now many years old (Schirra, 2001). The gaming industry and computer games are becoming an increasingly significant cultural phenomenon or an “enculturation force” (Halverson, Shaffer, Squire, & Steinkuehler, 2006, p. 1049). Computer games have also been entering the educational sector on several levels for quite a while. According to Egenfeldt-Nielsen (2006), the first experiments with computer games in the classroom started in the early 1970s.

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