Abstract
The use of mobile devices by students is growing every day. Students are connected all the time and can use them anywhere. To link the advantages of mobile learning (learn at any time and any place) with the fascinating features that attract students to play games, is one of the goals of the project “From Games to Interactive Activities for Mobile-Learning”. The project aims to analyze students’ game preferences and the games most played, based on data collected from students, in order to provide inputs for the development of educational games adjusted to this target group.
This chapter presents findings based on data collected through a national survey carried out to students from grade 7 to 9 (n = 555). The survey provided information on the games most played by students and findings were analyzed in the light of Paul Gee’s learning principles. Inputs for the development of educational games will be presented and discussed.
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Notes
- 1.
Project url: http://education.mit.edu/projects/radix-endeavor
- 2.
To determine the time, the average of answers was calculated by giving each item the following values: less than 1 h = 1 h; from 1 to 5 h = 3 h; from 6 to 10 h = 8 h; from 11 to 20 h = 15 h; more than 20 h = 20 h
- 3.
The project is available for download in the following link: http://eng.gst.dk/maps-topography/denmark-in-minecraft/#.VWuXpdJVg9o
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Acknowledgements
This research project is funded by FEDER through the Programa Operacional Factores de Competitividade—COMPETE and by national funds through FCT—Fundação para a Ciência e a Tecnologia—PTDC/CPECED/118337/2010.
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Carvalho, A.A., Araújo, I. (2016). What Do Portuguese Students Play on Mobile Devices: Inputs for the Development of Educational Games. In: Marcelino, M., Mendes, A., Gomes, M. (eds) ICT in Education. Springer, Cham. https://doi.org/10.1007/978-3-319-22900-3_5
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