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[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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