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Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning
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Author(s):
Robert Costello
(Newcastle College University Centre, UK)and Murray Lambert (Newcastle College University Centre, UK)
Copyright:
2022
Pages:
26
Source title:
Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s):
Information Resources Management Association
(USA)
DOI:
10.4018/978-1-6684-3710-0.ch034
Keywords:
Educational Technologies
/
Gaming in Education
/
Information Science Reference
/
Knowledge Management and Library Science
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Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning
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Abstract
The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.
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