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Design and implementation of location-based learning games: four case studies with “QuesTInSitu: The Game”

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dc.contributor.author Melero Gallardo, Javier
dc.contributor.author Hernández Leo, Davinia
dc.date.accessioned 2021-07-20T07:55:30Z
dc.date.available 2021-07-20T07:55:30Z
dc.date.issued 2017
dc.identifier.citation Melero J, Hernández Leo D. Design and implementation of location-based learning games: four case studies with “QuesTInSitu: The Game”. IEEE Trans Emerg Top Comput. 2017;5(1):84-94. DOI: 10.1109/TETC.2016.2615861
dc.identifier.issn 2168-6750
dc.identifier.uri http://hdl.handle.net/10230/48244
dc.description.abstract Over the past few years the use of educational games for learning purposes has reported many educational benefits in terms of students' motivation and engagement towards learning. One of the challenges in the research field of Game-Based Learning (GBL) is to create or adapt educational games to teachers' requirements depending on their particular situations. An approach to face this problem is to provide teachers with strategies that allow them to design meaningful games for their learning scenarios. To address this issue, a metaphor has been proposed for supporting teachers in the design of the so-called location-based learning games. In this study, we describe four real learning contexts, including 16 secondary education teachers use the proposed metaphor to design their own location-based games. Besides, in order to gain meaningful insights about the impact of the designed games in students' satisfaction, we deployed the teachers' designs in “QuesTInSitu: The Game”. A total of 253 students from the 4 secondary schools played the designed games. The main findings derived from the evaluation with teachers and students provide meaningful insights about main considerations when designing and deploying location-based learning games for outdoors and indoors.
dc.description.sponsorship This research has been partially funded by the Spanish Ministry of Economy and Competitiveness in the EEE Project (TIN2011-28308-C03-03). The authors would also like to thank the teachers and the students of the Dolmen Educational Centre in L’Hospitalet, the Escola Pia Santa Anna in Mataró, the Centre Escolar Jacint Verdaguer in Sant Sadurni d’Anoia, and the Escola Salesiana Mare de Déu dels Dolors in Sant Boi del Llobregat.
dc.format.mimetype application/pdf
dc.language.iso eng
dc.publisher Institute of Electrical and Electronics Engineers (IEEE)
dc.relation.ispartof IEEE Transactions on Emerging Topics in Computing. 2017;5(1):84-94
dc.rights © 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. http://dx.doi.org/10.1109/TETC.2016.2615861
dc.title Design and implementation of location-based learning games: four case studies with “QuesTInSitu: The Game”
dc.type info:eu-repo/semantics/article
dc.identifier.doi http://dx.doi.org/10.1109/TETC.2016.2615861
dc.subject.keyword Learning Technologies
dc.subject.keyword Educational games
dc.subject.keyword Mobile and personal devices
dc.relation.projectID info:eu-repo/grantAgreement/ES/3PN/TIN2011-28308-C03-03
dc.rights.accessRights info:eu-repo/semantics/openAccess
dc.type.version info:eu-repo/semantics/acceptedVersion


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