TY - GEN
T1 - Game-based educational application for informal learning of English using FLEG
AU - Wang, Boyu
AU - Tang, Feier
AU - Kaneko, Kousuke
AU - Yamada, Masanori
AU - Okada, Yoshihiro
N1 - Funding Information:
This research project is supported by Grant-in-aid for Challenging Exploratory Research (Number: 15K12415) sponsored by Japan Society for the Promotion of Science (JSPS).
Publisher Copyright:
© Springer International Publishing AG 2017.
PY - 2017
Y1 - 2017
N2 - With the development of Information and Communication Technology (ICT), various types of educational applications have emerged to enhance learning. Informal learning using a mobile device or an ICT tool is one among them. The problem with an educational application is that an educator has to possess the required programming skills and knowledge of ICT skills to develop the application. Educators can hardly be expected to develop their own educational application. Therefore, this paper introduces an educational framework called FLEG (Framework for Location-based Educational Game Application) to help educators develop their gamification-based application using geolocation information without needing any programming skills, and it offers an explanation of the design and development of this framework. A sample game-based educational application is also presented with results to evaluate the application.
AB - With the development of Information and Communication Technology (ICT), various types of educational applications have emerged to enhance learning. Informal learning using a mobile device or an ICT tool is one among them. The problem with an educational application is that an educator has to possess the required programming skills and knowledge of ICT skills to develop the application. Educators can hardly be expected to develop their own educational application. Therefore, this paper introduces an educational framework called FLEG (Framework for Location-based Educational Game Application) to help educators develop their gamification-based application using geolocation information without needing any programming skills, and it offers an explanation of the design and development of this framework. A sample game-based educational application is also presented with results to evaluate the application.
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U2 - 10.1007/978-3-319-52836-6_74
DO - 10.1007/978-3-319-52836-6_74
M3 - Conference contribution
AN - SCOPUS:85014299947
SN - 9783319528359
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 691
EP - 700
BT - Emerging Technologies for Education - 1st International Symposium, SETE 2016 Held in Conjunction with ICWL 2016, Revised Selected Papers
A2 - Gennari, Rosella
A2 - Cao, Yiwei
A2 - Huang, Yueh-Min
A2 - Wu, Wu
A2 - Xie, Haoran
PB - Springer Verlag
T2 - 1st International Symposium on Emerging Technologies for Education, SETE 2016 Held in Conjunction with ICWL 2016
Y2 - 26 October 2016 through 29 October 2016
ER -