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User Expectations and Experiences in Using Location-Based Game in Educational Context

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Digital Turn in Schools—Research, Policy, Practice

Abstract

Location-based services offer intriguing possibilities for creating immersive learning experiences of various kinds. A location-based serious game was used among Finnish comprehensive school students (n = 325) to compare user expectations and user experiences to provide implications for educational purposes. SUXES method and System Usability Scale were used for analysis. Open-ended data was examined to deliver insight into further outcomes. Results argue that location-based serious game was scalable to multiple subject disciplines, and users appreciated its ease of use and enjoyed using it. Problems occurred with systems technical reliability. Implications for educationalists and developers are provided.

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Acknowledgements

We would like to thank the European Regional Development Fund (ERDF) and the Council of Tampere Region for funding Inno-Oppiva project. In addition, we would like to remember all stakeholders involved in this research.

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Correspondence to Jaakko Vuorio .

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© 2019 Springer Nature Singapore Pte Ltd.

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Vuorio, J., Okkonen, J., Viteli, J. (2019). User Expectations and Experiences in Using Location-Based Game in Educational Context. In: Väljataga, T., Laanpere, M. (eds) Digital Turn in Schools—Research, Policy, Practice. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-13-7361-9_2

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  • DOI: https://doi.org/10.1007/978-981-13-7361-9_2

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-7360-2

  • Online ISBN: 978-981-13-7361-9

  • eBook Packages: EducationEducation (R0)

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