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Playful Learning with a Location-Based Digital Card Environment: A Promising Tool for Informal, Non-Formal, and Formal Learning

机译:与基于位置的数字卡环境的俏皮学习:非正式,非正式和正式学习的有希望的工具

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摘要

Most people are using their smartphones daily and carry them all the time. Therefore, mobile learning applications can be integrated in daily routines to make learning a part of daily life. While numerous mobile learning applications exist, each with their own goal, our aim was to explore the possibility of creating an engaging mobile environment that could be useful for informal learning, as well as for other forms of learning, i.e., non-formal and formal learning. The result is TICKLE, a playful learning environment for youngsters. It is a mobile location-based smartphone application that offers youngsters an interactive environment for exploring their surroundings. It offers cards related to physical locations, which can be collected by performing small challenges (based on the principles of micro learning). A design science research approach has been used to develop this software environment. Persuasive techniques and gamification are used to stimulate usage. Furthermore, a personalized approach is applied. The environment was evaluated by means of formative evaluations in different contexts. We obtained positive results and received useful feedback to improve and extend the application. We can conclude that, in the context of these evaluations, the app was usable for youngsters and able to engage them, and we see indications that it may be able to increase the intrinsic motivation and learning capacity of youngsters. In addition, our demonstrations show that the app is usable in different contexts and for different purposes. In this way, the environment can be used to offer youngsters appealing learning related experiences.
机译:大多数人每天都在使用他们的智能手机并一直携带它们。因此,移动学习应用程序可以集成在日常生活中,以便学习日常生活的一部分。虽然存在众多移动学习应用程序,每个都具有自己的目标,但我们的目标是探讨创建一个可能对非正式学习有用的吸引力的移动环境的可能性,以及其他形式的学习,即非正规和正式学习。结果是Tickle,一个为年轻人的俏皮学习环境。它是一个基于移动位置的智能手机应用程序,为年轻人提供了一个互动环境,用于探索周围环境。它提供与物理位置相关的卡,可以通过执行小挑战(基于微观学习原理)来收集。设计科学研究方法已被用于开发此软件环境。有说服力的技术和游戏用来刺激使用。此外,应用个性化方法。通过不同背景下的形成性评估评估环境。我们获得了积极的结果,并获得了有用的反馈,以改善和扩展申请。我们可以得出结论,在这些评估的背景下,该应用程序可用于年轻人并能够参与其中,我们认为迹象表明它可能能够提高青少年的内在动机和学习能力。此外,我们的演示表明该应用程序在不同的上下文中可以使用和不同的目的。通过这种方式,环境可用于提供年轻人吸引人的学习相关经验。

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