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Digital Turn in Schools—Research, Policy, PracticeUser Expectations and Experiences in Using Location-Based Game in Educational Context

Digital Turn in Schools—Research, Policy, Practice: User Expectations and Experiences in Using... [Location-based services offer intriguing possibilities for creating immersive learning experiences of various kinds. A location-based serious game was used among Finnish comprehensive school students (n = 325) to compare user expectations and user experiences to provide implications for educational purposes. SUXES method and System Usability Scale were used for analysis. Open-ended data was examined to deliver insight into further outcomes. Results argue that location-based serious game was scalable to multiple subject disciplines, and users appreciated its ease of use and enjoyed using it. Problems occurred with systems technical reliability. Implications for educationalists and developers are provided.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Digital Turn in Schools—Research, Policy, PracticeUser Expectations and Experiences in Using Location-Based Game in Educational Context

Editors: Väljataga, Terje; Laanpere, Mart

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References (41)

Publisher
Springer Singapore
Copyright
© Springer Nature Singapore Pte Ltd. 2019
ISBN
978-981-13-7360-2
Pages
17 –35
DOI
10.1007/978-981-13-7361-9_2
Publisher site
See Chapter on Publisher Site

Abstract

[Location-based services offer intriguing possibilities for creating immersive learning experiences of various kinds. A location-based serious game was used among Finnish comprehensive school students (n = 325) to compare user expectations and user experiences to provide implications for educational purposes. SUXES method and System Usability Scale were used for analysis. Open-ended data was examined to deliver insight into further outcomes. Results argue that location-based serious game was scalable to multiple subject disciplines, and users appreciated its ease of use and enjoyed using it. Problems occurred with systems technical reliability. Implications for educationalists and developers are provided.]

Published: Jun 5, 2019

Keywords: Location-based game; Game-based learning; School; User experiences

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