The effect of story in mobile educational game

Chris Lu, Maiga Chang, Kinshuk, Echo Huang, Ching Wen Chen

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

2 Citations (Scopus)


The trend of designing and developing mobile apps attracts many researchers’ attention on using mobile devices to make users have feelings that they are living in the era or the place in which they can learn knowledge of particular domain, e.g., the users can learn rainforest plants and ecology in the Amazon River zone of a botanic garden (Chang and Chang 2006; Chen et al. 2004; Kurti et al. 2007; Wu et al. 2008). Some other researchers further develop mobile games for educational purpose; these games not only make users do learning activities in authentic environments such as museums and historical sites, but also make them get motivated if compared with the abovementioned mobile learning systems (Chang et al. 2008; Wu et al. 2010).

Original languageEnglish
Title of host publicationLecture Notes in Educational Technology
Number of pages22
Publication statusPublished - 2015

Publication series

NameLecture Notes in Educational Technology
ISSN (Print)2196-4963
ISSN (Electronic)2196-4971


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