While much attention in location-based game and wearable research is about their benefits as in-class education or is aimed at children, rather less research has been done about the combination of location-based games and wearables in private use. This paper investigates a game solution for the low history knowledge of German teenagers and focuses on the learning success of the combination of a proposed location-based mobile game and wearable, called ‘Geocation’ for educational purposes as well as the enjoyment of it. Two prototype sets, functional and appearance, about the location-relevant topic ‘King Ludwig II’ were created and tested with 36 teenagers in Munich. To analyze the learning success pre-and post-test surveys were conducted and applied to the strategy of gamification. The enjoyment of the combination of the location-based mobile game and wearable was evaluated by connecting it to the GameFlow theory and conducting post-test interviews. The study has shown that the connected wearable was not crucial for the player’s learning success; however, it contributed to the user’s motivation and enjoyment.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:sh-38519 |
Date | January 2019 |
Creators | Leo, Mona |
Publisher | Södertörns högskola, Medieteknik |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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