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Issue No. 04 - October-December (2010 vol. 3)
ISSN: 1939-1382
pp: 294-306
Teemu H. Laine , University of Eastern Finland, Joensuu
Carolina A. Islas Sedano , University of Eastern Finland, Joensuu
Mike Joy , University of Warwick, Coventry
Erkki Sutinen , University of Eastern Finland, Joensuu
Pervasive learning is a branch of mobile learning with an emphasis on context-awareness. Pervasive learning spaces (PLSs) create bridges from the real world to the virtual world, allowing the context-sensitive utilization of real-world objects and information in the learning process. Thus far, no model of technology integration for PLSs exists. We present a three-year process during which several game-based PLSs were developed. Based on the development experiences and a series of literature analyses, we present a technology integration model for game-based PLSs. The model meets the requirements of context, pedagogy, and game-design with technology. From these requirements, we derive three critical factors for technology integration in PLSs: 1) context-awareness, 2) available resources, and 3) unobtrusiveness of the technology. The model is discussed and evaluated through applying the model to the development process of LieksaMyst, a game-based PLS for a museum. User perceptions and usability of our games are also evaluated. The model can be utilized by PLS designers and developers for determining which requirements must be considered when integrating technology into a PLS. While the foundations of a technology integration model are now laid, work remains to be done in identifying development and evaluation methods based on the model.
Pervasive learning, technology integration, context-awareness, pervasive learning space, game-based learning.

T. H. Laine, C. A. Sedano, M. Joy and E. Sutinen, "Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces," in IEEE Transactions on Learning Technologies, vol. 3, no. , pp. 294-306, 2010.
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