This Article 
 Bibliographic References 
 Add to: 
Experiencing the Past through the Senses: An M-Learning Game at Archaeological Parks
October-December 2008 (vol. 15 no. 4)
pp. 76-81
Carmelo Ardito, University of Bari, , Italy
Paolo Buono, University of Bari, , Italy
Maria F. Costabile, University of Bari, , Italy
Rosa Lanzilotti, University of Bari, , Italy
Thomas Pederson, University of Bari, , Italy
Antonio Piccinno, University of Bari, , Italy
M-learning--the combination of e-learning with mobile technologies--captures the very nature of e-learning by providing users with independence from the constraints of time and location.1 To exploit the potential of mobile technologies for learning, researchers must define new teaching and learning techniques.2 The Explore! m-learning system implements an excursion-game technique to help middle school students (ages 11 through 13) acquire historic knowledge while playing in an archaeological park

1. A. Holzinger et al., "Lifelong-Learning Support by M-Learning: Example Scenarios," eLearn, vol. 11, no. 2005 2005, p. 2.
2. J. Berri, R. Benlamri, and Y. Atif, "Ontology-Based Framework for Context-Aware Mobile Learning," Proc. Int'l Conf. Wireless Comm. and Mobile Computing, ACM Press, 2006, pp. 1307-1310.
3. C. Ardito et al., "Navigation Help in 3D Worlds: Some Empirical Evidences on Use of Sound," Multimedia Tools and Applications, vol. 33, no. 1 2007, pp. 201-216.
4. M. Hassenzahl and N. Tractinsky, "User Experience—A Research Agenda," Behaviour &Information Technology, vol. 25, no. 2 2006, pp. 91-97.
5. M.F. Costabile et al., "Explore! Possibilities and Challenges of Mobile Learning," Proc. Int'l Conf. Human Factors in Computing Systems (CHI), ACM Press, 2008, pp. 145-154.
1. Z. Pan, "Special Issue on Edutainment (E-Learning and Game)," Computers &Graphics, vol. 30, no. 1, 2006, pp. 1-2.
2. F. Garzotto, "Investigating the Educational Effectiveness of Multiplayer Online Games for Children," Proc. 6th Int'l Conf. Interaction Design and Children (IDC), ACM Press, 2007, pp. 29-36.
3. G. Abowd et al., "Cyberguide: A Mobile Context-Aware Tour Guide," ACM Wireless Networks, vol. 3, no. 5, 1997, pp. 421-433.
4. T. Rueb, "TRACE—A Memorial Environmental Sound Installation," 1999;
5. W. Mackay et al., "Reinventing the Familiar: Exploring an Augmented Reality Design Space for Air Traffic Control," Proc. Int'l Conf. Human Factors in Computing Systems (CHI), ACM Press, 1998, pp. 558-565.
6. A.K. Dey, D. Salber, and G.D. Abowd, "A Conceptual Framework and a Toolkit for Supporting the Rapid Prototyping of Context-Aware Applications," Human-Computer Interaction, vol. 16, no. 2-4, 2001, pp. 97-166.
7. Y. Rogers et al., "Ambient Wood: Designing New Forms of Digital Augmentation for Learning Outdoors," Proc. 3rd Int'l Conf. Interaction Design and Children (IDC), ACM Press, 2004, pp. 3-10.
8. C. Dede, "Enabling Distributed-Learning Communities via Emerging Technologies," Proc. Int'l Conf. Society for Information Technology in Teacher Education (SITE), AACE Press, 2004, pp. 3-12.
9. K. Schrier, "Using Augmented Reality Games to Teach 21st Century Skills," Proc. Siggraph, ACM Press, 2006, no. 15.
10. N. Shin, C. Norris, and E. Soloway, "Effects of Handheld Games on Students Learning in Mathematics," Proc. 7th Int'l Conf. Learning Sciences (ICLS), ACM Press, 2006, pp. 702-708.
11. K. Squire et al., "Electromagnetism Supercharged!: Learning Physics with Digital Simulation Games," Proc. 6th Int'l Conf. Learning Sciences (ICLS), ACM Press, 2004, pp. 513-520.

Index Terms:
mobile technology, m-learning, educational game, contextual sound
Carmelo Ardito, Paolo Buono, Maria F. Costabile, Rosa Lanzilotti, Thomas Pederson, Antonio Piccinno, "Experiencing the Past through the Senses: An M-Learning Game at Archaeological Parks," IEEE Multimedia, vol. 15, no. 4, pp. 76-81, Oct.-Dec. 2008, doi:10.1109/MMUL.2008.87
Usage of this product signifies your acceptance of the Terms of Use.