scholarly journals Literature Review of Location-Based Mobile Games in Education: Challenges, Impacts and Opportunities

Informatics ◽  
2021 ◽  
Vol 8 (3) ◽  
pp. 43
Author(s):  
Fernando Reinaldo Ribeiro ◽  
Arlindo Silva ◽  
Ana Paula Silva ◽  
José Metrôlho

With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of 2010 to October of 2020, and from 127 records screened, 26 articles were analysed in full-text form. This analysis allowed us to answer the following six predefined research questions: Who are the target audiences for location-based games? In which subjects are location-based games most used? Which strategies are implemented with mobile devices to improve the student’s learning process? What are the main impacts of location-based games on students’ learning? What are the main challenges to the development of location-based games for education? What future tendencies and research opportunities can be identified from the analysis of the current state of the art?

2021 ◽  
Vol 11 (24) ◽  
pp. 11811
Author(s):  
Christian Delgado-von-Eitzen ◽  
Luis Anido-Rifón ◽  
Manuel J. Fernández-Iglesias

Blockchain is one of the latest technologies attracting increasing attention from different actors in diverse fields, including the educational sector. The objective of this study is to offer an overview of the current state of the art related to blockchain in education that may serve as a reference for future initiatives in this field. For this, a systematic review of reference journals was carried out. Eleven databases were systematically searched and eligible papers that focused on blockchain in education that made significant contributions, and not only generic statements about the topic, were selected. As a result, 28 articles were analyzed. Lack of precision, and selection and analysis bias were then minimized by involving three researchers. The analysis of the selected papers provided invaluable insight and answered the research questions posed about the current state of the application of blockchain in education, about which of its characteristics can benefit this sector, and about the challenges that must be addressed. Blockchain may become a relevant technology in the educational field, and therefore many proofs of concept are being developed. However, there are still some relevant technological, regulatory and academic issues to be addressed to pave the way for the mainstream adoption of this technology.


2021 ◽  
Vol 4 ◽  
Author(s):  
Sebastian Wollny ◽  
Jan Schneider ◽  
Daniele Di Mitri ◽  
Joshua Weidlich ◽  
Marc Rittberger ◽  
...  

Chatbots are a promising technology with the potential to enhance workplaces and everyday life. In terms of scalability and accessibility, they also offer unique possibilities as communication and information tools for digital learning. In this paper, we present a systematic literature review investigating the areas of education where chatbots have already been applied, explore the pedagogical roles of chatbots, the use of chatbots for mentoring purposes, and their potential to personalize education. We conducted a preliminary analysis of 2,678 publications to perform this literature review, which allowed us to identify 74 relevant publications for chatbots’ application in education. Through this, we address five research questions that, together, allow us to explore the current state-of-the-art of this educational technology. We conclude our systematic review by pointing to three main research challenges: 1) Aligning chatbot evaluations with implementation objectives, 2) Exploring the potential of chatbots for mentoring students, and 3) Exploring and leveraging adaptation capabilities of chatbots. For all three challenges, we discuss opportunities for future research.


2018 ◽  
Vol 8 (5) ◽  
pp. 529-546
Author(s):  
Christofer Laurell ◽  
Sten Soderman

PurposeThe purpose of this paper is to provide a systematic review of articles on sport published in leading business studies journals within marketing, organisational studies and strategy.Design/methodology/approachBased on a review of 38 identified articles within the subfields of marketing, strategy and organisation studies published between 2000 and 2015, the articles’ topical, theoretical and methodological orientation within the studied subfields were analysed followed by a cross-subfield analysis.FindingsThe authors identify considerable differences in topical, theoretical and methodological orientation among the studied subfields’ associated articles. Overall, the authors also find that articles across all subfields tend to be focussed on contributing to mature theory, even though the subfield of marketing in particular exhibits contributions to nascent theory in contrast to organisation studies and strategy.Originality/valueThis paper contributes by illustrating the current state of research that is devoted or related to the phenomenon of sport within three subfields in business studies. Furthermore, the authors discuss the role played by leading business studies journalsvis-à-vissport sector-specific journals and offer avenues for future research.


2016 ◽  
Vol 5 (S7) ◽  
pp. S1521-S1530 ◽  
Author(s):  
Thomas Wilhelm ◽  
Guoyang Wu ◽  
Afshin Teymoortash ◽  
Christian Güldner ◽  
Thomas Günzel ◽  
...  

Author(s):  
Thaísa C. Lacerda ◽  
Juliane V. Nunes ◽  
Christiane Gresse von Wangenheim

In this chapter, we discuss the importance of evaluating the usability of mobile applications using tools and technics that consider their specific characteristics. One common way to evaluate usability is using heuristics. However, since many assumptions regarding usability of computer applications are not true for mobile applications, a question arises: does there exist usability heuristics specific for this type of device? To answer this question, we conducted a systematic literature review. We mapped the encountered sets of heuristics to Nielsen's ten heuristics and identified additional ones specifically proposed for this kind of device. Our review indicates that research with respect to usability heuristics for mobile phones are still sparse. Nevertheless, this chapter provides an overview on the state of the art that can guide the design and evaluation of interfaces for mobile applications as well as provide a starting point for the evolution of such customized heuristics.


Author(s):  
George M. Giaglis

The term “mobile era” as a characterization of the 21st century can hardly be considered an exaggeration (Kalakota & Robinson, 2001). Mobile phones are the fastest penetrating technology in the history of mankind, and global mobile phone ownership has surpassed even the ownership of fixed phones. Mobile applications, despite potentially being very different in nature from each other, all share a common characteristic that distinguishes them from their wire-line counterparts: they allow their users to move around while remaining capable of accessing the network and its services. In the mobility era, location identification has naturally become a critical attribute, as it opens the door to a world of applications and services that were unthinkable only a few years ago (May, 2001).


Author(s):  
Nicklas Svendsen ◽  
Torben Anker Lenau

AbstractAs catalysts for product innovation and product development, different approaches for biologically inspired design (BID) are exciting options. However, while general BID theory require a focus on single functions, real world products are characterized by performing multiple functions. The development of an anterior eye-chamber model is used to showcase the issue.In a systematic literature review (SLR), state-of-the-art methodologies, methods and tools BID practice are discovered and the current state of multi-functionality in BID are assessed.The SLR revealed 18 contributions with 8 BID methodologies and 12 stage-specific BID tools (of which 50% addressed the solution search phase) in addition to 5 papers addressing multi-functionality in BID. At present multi-functionality in BID is only treated in a limited set of papers. While designers interested in BID are advised to discover multi-functional analogies, the present approach to handling multi-functional problems in BID suggest functional decomposition and multiple BID efforts. Therefore, the development of design support for handling multi-functional problems, including tools for problem analysis are needed.


2018 ◽  
Vol 10 (9) ◽  
pp. 88 ◽  
Author(s):  
Vasileios Gkioulos ◽  
Håkon Gunleifsen ◽  
Goitom Weldehawaryat

Software Defined Networking (SDN) is an evolving network architecture paradigm that focuses on the separation of control and data planes. SDN receives increasing attention both from academia and industry, across a multitude of application domains. In this article, we examine the current state of obtained knowledge on military SDN by conducting a systematic literature review (SLR). Through this work, we seek to evaluate the current state of the art in terms of research tracks, publications, methods, trends, and most active research areas. Accordingly, we utilize these findings for consolidating the areas of past and current research on the examined application domain, and propose directions for future research.


2021 ◽  
Vol 14 (2) ◽  
pp. 262-274
Author(s):  
Orlando Rosa Junior ◽  
Tiago De Oliveira ◽  
Ezequiel Zorzal

This paper presents a Systematic Literature Review (RSL) on the use of Gamification and Augmented Reality applied in Education. RSL enabled mapping and knowledge of the current state of related studies. Thirty articles related to the state of the art were analyzed. From the analysis, it was found that there is no specific learning assessment methodology when applying the Augmented Reality and Gamification tools. An analysis of the results was made to answer the research questions. The study showed that lack of programming knowledge is also a factor that hinders the advancement of research since the researcher must know how to develop the application or have in his team someone who has the competence to do so. Finally, we present the comparatives and analyzes of the studies to obtain answers based on the research questions developed.


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