QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions

Christopher Horne (Forth Valley College, UK)
Copyright: © 2013 |Pages: 118
EISBN13: 9781466642621|DOI: 10.4018/978-1-4666-2848-9.ch006
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This chapter presents a case study on the use of Quick Response (QR) technologies in learning. It examines how these technologies can be applied to create an affordable learning game, which provides learners with a more active and student-led collaborative approach to campus inductions, whilst also familiarising them with the use of mobile technologies within a learning environment. The study focuses upon the design principles and development of the mobile based game itself and learner response to the effectiveness and validity of the game in enhancing the campus induction process.
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