Augmented Learning: Research and Design of Mobile Educational Games
By Eric Klopfer. 2008
465 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Science Applications
View Paper: https://www.semanticscholar.org/paper/1c17115107af364952261c68f9796bd3fc1b5436
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Guido Makransky
- Thomas Terkildsen
- Chin-Chung Tsai
- Agnes Kukulska-Hulme
- Richard E. Mayer
- Kun-Hung Cheng
- C. Dede
- Roxana Moreno
In Computer Science Applications
- Agnes Kukulska-Hulme
- Sanne F. Akkerman
- Richard E. Mayer
- Kun-Hung Cheng
- Chin-Chung Tsai
- Geert Ten Dam
- Jantina Huizenga
- Wilfried Admiraal
Citations in the corpus
- A systematic mapping on gamification applied to education (2014, background): “Since the eighties, researchers have been investigating the benefits of game and game-based approaches in education [24][12][30][19].”
- EcoMOBILE: Integrating augmented reality and probeware with environmental education field trips (2013, background): “…as students may use tools and media that are not dictated by the curriculum (Klopfer & Squire, 2008), and the activities can draw on tools and techniques that may be available to them outside of the classroom and can be used during future informal learning opportunities (Klopfer, 2008, p. 58).”
- Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game (2009, background): “Keywords engagement, game-based learning, learning effects, location-based technology, mobile History game, motivation.”
- Current status, opportunities and challenges of augmented reality in education (2013, unknown): “For example, several mobile-AR games such as Environmental Detectives (Klopfer, 2008; Squire & Klopfer, 2007) and Mad City Mystery (Squire & Jan, 2007) were developed to support learning outside of classrooms.”
- Affordances of Augmented Reality in Science Learning: Suggestions for Future Research (2012, background): “…identified three characteristics of AR: (1) combines real and virtual, (2) interactive in real time, and (3) registered in 3D. Recently, instead of emphasizing the 3D characteristic, Klopfer (2008) proposed a spectrum describing AR with lightly to heavily virtual information provided to users.”
- Adding immersive virtual reality to a science lab simulation causes more presence but less learning (2017, background): “…science labs has a long history in science education dating back decades, so it is reasonable that the advances in computer-based learning would include the development of computer-based simulations of science labs and learning experiences (Honey & Hilton, 2011; Klopfer, 2008; Slotta & Linn, 2009).”
- Immersive Interfaces for Engagement and Learning (2009, background): “users to physically move throughout a real-world location while collecting place-dependent simulated field data, interviewing virtual characters, and collaboratively investigating simulated scenarios (19).”
- Will mobile learning change language learning? (2009, background): “The MIT Scheller Teacher Education Program (2008) has created various ‘‘augmented reality’’ simulations to engage people in games that combine real world experiences with additional information supplied to them by handheld computers (see also Klopfer, 2008).”