On designing a pervasive mobile learning platform

This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of desi...

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Bibliographic Details
Main Authors: Teemu H. Laine (Author), Mikko Vinni (Author), Carolina Islas Sedano (Author), Mike Joy (Author)
Format: Book
Published: Association for Learning Technology, 2010-12-01T00:00:00Z.
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100 1 0 |a Teemu H. Laine  |e author 
700 1 0 |a Mikko Vinni  |e author 
700 1 0 |a Carolina Islas Sedano  |e author 
700 1 0 |a Mike Joy  |e author 
245 0 0 |a On designing a pervasive mobile learning platform 
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520 |a This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a pervasive game platform that can be easily ported to various contexts. These principles advocate openness, flexibility, interaction models, connections to the outside world, and participatory design of the game content. In the evaluation part we present preliminary results of tests conducted in Finland at the SciFest 2008 festival in Joensuu and at the Museum of Technology in Helsinki. The results suggest that games built with the Myst platform are particularly suitable for children and young adults, and these games motivate players to interact with the environment and help to learn by discovering new things. The Myst platform has clearly potential for similar success in other environments due to easy portability and extensibility. 
546 |a EN 
690 |a pervasive learning space 
690 |a mobile learning 
690 |a pervasive game 
690 |a design principles 
690 |a participatory design 
690 |a Education 
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786 0 |n Research in Learning Technology, Vol 18, Iss 1 (2010) 
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787 0 |n https://doaj.org/toc/2156-7077 
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