Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Undergoing Oncological Treatment

Author(s):  
Débora N. F. Barbosa ◽  
Patrícia B. S. Bassani ◽  
João B. Mossmann ◽  
Guilherme T. Schneider ◽  
Eliseo Reategui ◽  
...  
2007 ◽  
Vol 44 (4) ◽  
pp. 307-318 ◽  
Author(s):  
Reuben Edwards ◽  
Paul Coulton

As standardised operating systems for mobile phones emerge the development skills required are not merely those of being able to programme in an object-orientated language; rather, they are those of the embedded programming engineer. In this paper we show that embedded programming can be both attractive to students and a novel way of delivering difficult engineering concepts.


2020 ◽  
Vol 6 (2) ◽  
pp. 60-66
Author(s):  
Ibrahim Said Ahmad ◽  
Hafsa Kabir Ahmad ◽  
Saminu Muhammad Aliyu ◽  
Ahmad Muhammad Ahmad

Attention Deficit Hyperactivity Disorder (ADHD) is a common neurobehavioral disorder that is prevalent in children and adolescents. ADHD affects student’s learning due to its symptoms which are inability to stay focused, hyperactivity, and challenges in self-control. In this paper, we explore the use of mobile games to engage children diagnosed with ADHD. Mobile games are now widely used in learning, which is part of mobile learning. Previous studies have shown a positive relationship between digital games and learning for children with ADHD. Therefore, we designed and developed a mobile game based on existing literature on techniques used to retain the attention and engage children with ADHD. The study was evaluated based on the duration of time the children spent playing the game and their activities and interactions while playing the game. Our findings showed that mobile-based games can be used to engage children with ADHD.


2011 ◽  
Vol 1 (4) ◽  
pp. 37-48
Author(s):  
Rebecca Petley ◽  
Guy Parker ◽  
Jill Attewell

The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and over 7,000 staff. MoLeNET projects have procured a range of handheld devices and supporting technologies since the initiative began in 2007, with a significant increase in purchases of games technologies (mainly the Nintendo DS and Sony PSP, but also the Nintendo Wii) observed in the second year of the programme. Colleges and schools across England have exploited both the gaming potential of these devices for teaching and learning and the numerous opportunities afforded by their impressive additional functionality. This paper explores the key findings from the MoLeNET research and evaluation strand in relation to mobile games technologies and games based learning and the contribution of these to improvements in teaching practice and learning experiences.


Author(s):  
M N H Zamri ◽  
N A F Ismail ◽  
A Ali ◽  
N M Suaib ◽  
S Sadimon

Author(s):  
Rebecca Petley ◽  
Guy Parker ◽  
Jill Attewell

The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and over 7,000 staff. MoLeNET projects have procured a range of handheld devices and supporting technologies since the initiative began in 2007, with a significant increase in purchases of games technologies (mainly the Nintendo DS and Sony PSP, but also the Nintendo Wii) observed in the second year of the programme. Colleges and schools across England have exploited both the gaming potential of these devices for teaching and learning and the numerous opportunities afforded by their impressive additional functionality. This paper explores the key findings from the MoLeNET research and evaluation strand in relation to mobile games technologies and games based learning and the contribution of these to improvements in teaching practice and learning experiences.


2006 ◽  
Vol 12 (1) ◽  
pp. 19-25 ◽  
Author(s):  
Fadi Chehimi ◽  
Paul Coulton ◽  
Reuben Edwards

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