An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts. New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In Augmented Learning , Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game Boys, and Sony PSPs--to make a substantial impact on learning. Examining mobile games from both educational and gaming perspectives, Klopfer argues that the strengths of the mobile platform--its portability, context sensitivity, connectivity, and ubiquity--make it ideal for learning games in elementary, secondary, university, and lifelong education. Klopfer begins by exploring the past and present of education, educational technology, "edutainment," and mobile games, and then offers a series of case studies of mobile educational games that have been developed and implemented in recent years. These games--either participatory (which require interaction with other players) or augmented reality (which augment the real world with virtual information)--can be produced at lower cost than PC or full-size console games. They use social dynamics and real-world context to enhance game play, they can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and they can create compelling educational and engaging environments for learners. They are especially well-suited for helping learners at every level develop twenty-first century skills--including the ability to tackle complex problems and acquire information in "just-in-time" fashion. All of this, Klopfer argues, puts mobile learning games in a unique and powerful position within educational technology.
When I saw in the table of contents the chapter called 'The Aftermath of Math Blaster', I knew this was going to be a good book. :) The first four or so chapters I skipped/skimmed. They are the explanation for why games in the classroom, why all the best known games aren't really all that good, and the theory behind creating a better game. This is all stuff I've figured out by myself. Finally, someone else who dislikes Math Blaster and Jumpstart for the same reasons I do! The rest of this book is just fun. Case study after case study of mobile games before cell phones, of games remarkably similar to Pokemon Go played on PDAs, and class simulations that rival escape rooms in terms of entertainment- except all of these case studies also teach important skills. Not content- you aren't going to find out about math or science games from the 2000s you never heard of. These games teach skills like decision making, problem solving and creating persuasive arguments. My favorite game in the set was Outbreak @ the Institute: a simulation 'game' where, through their PDAs, players interact with each other and with NPCs. There is an outbreak of avian influenza, as well as the common cold. Players take one of three roles (doctor, technician, public health official), and try to stop the virus before they become infected themselves. The PDAs serve as a window into the augmented reality- players can pick up 'objects' like surgical masks and test kits, talk to NPCs who aren't really present, become infected, and infect others. But the whole thing takes place in a real building, all spread out, so players have to walk to get places. They can't go everywhere and do everything, so they have to prioritize. Tough choices ensue as players find themselves and their teammates get sick. Of all the games in this book, this is the one I want to play the most. Or facilitate. Or design. But mostly play. :)