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Issue No.04 - October-December (2008 vol.15)
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
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, October-December 2008, doi:10.1109/MMUL.2008.87
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.
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