Abstract
The research presented in this paper is part of a 5-year renewable national research program in Canada, namely the NSERC/iCORE/Xerox/Markin research chair program that aims to explore possibilities of adaptive mobile learning and to provide learners with a learning environment which facilitates personalized learning at any time and any place. One of the sub-projects of this 5-year national research program is to design and develop context-aware mobile learning services. The research team of the sub-project applied narrative theory to design a location based Context-Aware Mobile Role Playing Game (CAM-RPG) in order to give students feeling of living in the game world and role playing, exploring the game world, completing the quests, and learning things. A pilot study was then conducted to see how the two game features-context-awareness and story generation-influence students' attitude towards the use of the mobile educational game. The research findings suggest that the story generated in CAM-RPG positively influences users' attitude towards game use and increases users' perceived game usefulness. With the research findings, other components and outcomes of sub-projects, such as natural language processing, location-awareness, multiple input forms, social networking, and student modeling, can then be put together as one piece to provide students effective and efficient mobile learning experiences.
| Original language | English |
|---|---|
| Pages (from-to) | 101-114 |
| Number of pages | 14 |
| Journal | Educational Technology and Society |
| Volume | 17 |
| Issue number | 2 |
| Publication status | Published - 2014 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 7 Affordable and Clean Energy
Keywords
- Context-awareness
- Educational game
- Location-based
- Mobile game
- Narrative theory
- Role-playing game
- Technology acceptance model
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