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Mobile gaming - A serious business!

Authors
Parsons, DavidPetrova, KrassieRyu, Hokyoung
Issue Date
Mar-2012
Publisher
IEEE
Keywords
augmented reality; critical thinking; mobile learning; problem-solving; serious games; simulation
Citation
Proceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012, pp.17 - 24
Indexed
SCOPUS
Journal Title
Proceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012
Start Page
17
End Page
24
URI
https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/166090
DOI
10.1109/WMUTE.2012.11
ISSN
0000-0000
Abstract
This paper describes the design and development of a mobile serious game and discusses the outcomes of a prototype evaluation. The game augments a physical location to represent a virtual company. Players take the role of business consultants hired by this company to help it address its problems and 'interview' virtual employees, obtaining information and physical artifacts, players must infer the problems behind the symptoms the company is facing, and offer change recommendations, utilizing higher level thinking skills. The game-like activities address issues common to business simulations by leveraging the contextual learning made possible by mobile devices and provide a context within which students bring their higher level thinking skills to bear on the problems presented by the game.
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서울 기술경영전문대학원 > 서울 기술경영학과 > 1. Journal Articles

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GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT (DEPARTMENT OF TECHNOLOGY MANAGEMENT)
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