The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game
Abstract
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated in terms of pupil engagement in the game, historical knowledge, and motivation for History in general and the topic of the Middle Ages in particular. A quasi‐experimental design was used with 458 pupils from 20 classes from five schools. The pupils in 10 of the classes played the mobile history game whereas the pupils in the other 10 classes received a regular, project‐based lesson series. The results showed those pupils who played the game to be engaged and to gain significantly more knowledge about medieval Amsterdam than those pupils who received regular project‐based instruction. No significant differences were found between the two groups with respect to motivation for History or the Middle Ages. The impact of location‐based technology and game‐based learning on pupil knowledge and motivation are discussed along with suggestions for future research.
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Cites
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Cited by
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.045 · Cited by 1,713
Sung, Y.-T., Chang, K.-E., & Liu, T.-C. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.008 · Cited by 1,574
A mobile gamification learning system for improving the learning motivation and achievements
Su, C., & Cheng, C. (2015) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12088 · Cited by 648
Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
A meta-analysis of serious digital games for healthy lifestyle promotion
DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., Poels, K., Van Lippevelde, W., Bastiaensens, S., Van Cleemput, K., et al. (2014) · Preventive Medicine · doi:10.1016/j.ypmed.2014.08.026 · Cited by 414
“An educational game showed that, possibly, more time may be needed to create learning effects via game-based learning than with traditional methods (Huizenga et al., 2009).”
Background
Metadata
- Authors
- Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T.
- Venue
- Journal of Computer Assisted Learning
- Publisher
- Wiley
- Published
- 2009-07-06
- Volume
- 25
- Issue
- 4
- Pages
- 332-344
- ISSN
- 0266-4909 (ISSN-L)
- 1365-2729
- OpenAlex
- W2139092232
- Cited by
- 548
- References
- 5
- FWCI
- 27.10
- Type
- journal article
- Language
- en
- Open access
- closed
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- Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T. (2009). Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning. https://doi.org/10.1111/j.1365-2729.2009.00316.x
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.