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Ubiquitous Game-Based Learning in Higher Education: A Framework towards the Effective Integration of Game-Based Learning in Higher Education using Emerging Ubiquitous Technologies

Ubiquitous Game-Based Learning in Higher Education: A Framework towards the Effective Integration of Game-Based Learning in Higher Education using Emerging Ubiquitous Technologies
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Author(s): Anna Kasimati (University of Piraeus, Athens, Greece), Sofia Mysirlaki (University of Piraeus, Athens, Greece), Hara Bouta (University of Piraeus, Athens, Greece) and Fotini Paraskeva (University of Piraeus, Athens, Greece)
Copyright: 2015
Pages: 25
Source title: Gamification: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-8200-9.ch051

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Abstract

The rise of mobile broadband devices and services has significantly changed the role of mobile devices in people's daily lives by enabling the provision of innovative applications and services anywhere, anytime. Despite the fact that new ideas and innovation mainly occur within Higher Education Institutions (HEIs), the adoption of mobile and ubiquitous technologies by HEIs is still in its early stages. This chapter attempts to provide a framework to support Higher Education Institutions towards implementing mobile and ubiquitous, game-based learning activities. Aligned with the objective of this book, this chapter presents some examples and best practices of implementing this framework towards achieving the learning goals of future professionals in the fields of electronic and ubiquitous commerce.

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