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QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions

QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions
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Author(s): Christopher Horne (Forth Valley College, UK)
Copyright: 2013
Pages: 22
Source title: Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Source Author(s)/Editor(s): Youngkyun Baek (Boise State University, USA)and Nicola Whitton (Manchester Metropolitan University, UK)
DOI: 10.4018/978-1-4666-2848-9.ch006

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Abstract

This chapter presents a case study on the use of Quick Response (QR) technologies in learning. It examines how these technologies can be applied to create an affordable learning game, which provides learners with a more active and student-led collaborative approach to campus inductions, whilst also familiarising them with the use of mobile technologies within a learning environment. The study focuses upon the design principles and development of the mobile based game itself and learner response to the effectiveness and validity of the game in enhancing the campus induction process.

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