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10 - Mobile Games for Learning

from Part II - Technologies in Cyber Behavior

Published online by Cambridge University Press:  06 December 2024

Zheng Yan
Affiliation:
University at Albany, State University of New York
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Summary

1 Introduction

2 A Framework for Reviewing Mobile GBL Applications

3 Context-Aware Mobile Learning and Mobile Games

 3.1 Space and Location Awareness and Time (Spatio-Temporal Dimension)

  3.1.1 Summary of Spatio-Temporal Characteristics and Strategies

 3.2 Collaboration and Social Dimension

  3.2.1 Summary of Collaboration and Social Characteristics and Strategies

 3.3 Short Duration and Flexible Mini Games (Session Dimension)

  3.3.1 Summary of Session Characteristics and Strategies

 3.4 Personalization Dimension

  3.4.1 Personalization Strategies

  3.4.2 Summary of Personalization Characteristics and Strategies

 3.5 Data Security and the Privacy Dimension

  3.5.1 Summary of Data Security and Privacy Characteristics

 3.6 Pedagogy Dimension

4 Discussion

 4.1 U-learning and Context Awareness

 4.2 Adaptivity

 4.3 Personalization

 4.4 Data Privacy and Security

 4.5 Motivation, Engagement, and Technological Trends

5 Future Directions

6 Conclusion

Type
Chapter
Information
Publisher: Cambridge University Press
Print publication year: 2023

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