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What is Mobile Game-Based Learning (mGBL)

Encyclopedia of Information Science and Technology, Fourth Edition
A notion rooted in the belief that games played on a mobile device (e.g., cell phone, personal digital assistant, smartphone, tablet) can be leveraged in the learning process. AU72: Reference appears to be out of alphabetical order. Please check AU73: Could not find a publisher location in a book reference (in reference "Mobile Games, 2015").
Published in Chapter:
Mobile Game-Based Learning
Boaventura DaCosta (Solers Research Group, USA), Soonhwa Seok (Korea University, South Korea), and Carolyn Kinsell (Solers Research Group, USA)
Copyright: © 2018 |Pages: 15
DOI: 10.4018/978-1-5225-2255-3.ch553
Abstract
The massive spread of mobile computing is undeniable with the draw of mobile games reaching epic proportions. This popularity, along with the anytime-, anywhere-, and on-any-device characteristics of mobile computing has ignited mounting interest in the use of mobile games in educational contexts, as illustrated by a growing number of articles on this topic. This chapter offers a review of the research on mobile game-based learning (mGBL), citing mobile games that have been experimented with and/or used to explore learning. Although many of the studies to date have emphasized the location-based capabilities of mobile devices, the emerging research focused on mGBL is promising, showing that learning can take place through the use of these games. Future research, however, should look beyond individual devices and functionality, and place greater importance on pedagogy.
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