arrow
Return

Designing educational experiences using ubiquitous technology

delete2006-01-01
delete31
PRE
AI
R
Richard Joiner *
R
Richard Hull
J
Jo‐Anne Reid
DOI:10.1016/j.chb.2005.01.001delete
deleteOriginal
deleteOriginal request for help
deleteShare
deleteSave
Abstract

Abstract

En 中文
The aim of the study was to explore the design of situated educational and compelling experiences using SoundScape technology - which is a ubiquitous technology. Two experiences were designed: one that had a goal and the other that did not. Twenty six children then explored both experiences. The children found that the SoundScape with a goal was more interesting and were more likely to want to have another go than the non-goal version. They also made more positive comments concerning the goal version. Mentioning the presence of a goal as important factor in determining why they liked the game. More negative comments were made concerning the non-goal version and the children mentioned the lack of a goal as negative aspect of the non-goal version. One improvement they suggested for the non-goal version was to add a goal and to include more sensory stimulation. They overwhelmingly preferred the goal version compared to the non-goal version and when asked by far the most popular reason was the presence of a goal. (c) 2005 Elsevier Ltd. All rights reserved.
Keywords:
ubiquitous technology
learning
Intrinsic motivation
location based games
AI Summary

AI Summary

Key information extracted from the uploaded paper, including a brief overview, abstract, background, key highlights, visual analysis, and future outlook.

Journal

Computers in Human Behavior cover
Computers in Human Behavior
IF:
8.9
Papers:
9.0K
Citations:
5.8W

Organization

No organization information available