Title: Using pervasive games as learning tools in educational contexts: a systematic review

Authors: Jeferson Arango-López; Cesar A. Collazos; Francisco Luis Gutiérrez Velas; Fernando Moreira

Addresses: Departamento de Sistemas, Facultad de Ingeniería Electrónica y Telecomunicaciones - FIET, Universidad del Cauca, Cl. 5 #4-70, Popayán, Cauca, Colombia; Departamento de Lenguajes y Sistemas Informáticos, ETS de Ingeniería Informática y Telecomunicaciones, Universidad de Granada, c/ Periodista Daniel Saucedo Aranda, s/n - 18071 - Granada, Spain ' Departamento de Sistemas, Facultad de Ingeniería Electrónica y Telecomunicaciones - FIET, Universidad del Cauca, Cl. 5 #4-70, Popayán, Cauca, Colombia; Information Systems Department, King Abdulaziz University (KAU), P.O. Box: 80200, Jeddah, 21589, Saudi Arabia ' Departamento de Lenguajes y Sistemas Informáticos, ETS de Ingeniería Informática y Telecomunicaciones, Universidad de Granada, c/ Periodista Daniel Saucedo Aranda, s/n - 18071 - Granada, Spain ' Universidad Portucalense, Univ. Portucalense, IJP, REMIT and Univ. Aveiro, IEETA, Rua Dr. António Bernardino de Almeida, 541-619, Porto, Portugal

Abstract: Technology is now a vital part of our society and with such a significant impact on the educational system, information and communication technologies (ICT) cannot be dissociated from the educational process (Ramos and de Andrade, 2016). While the implementation of digital technologies in society and more specifically among young people represents a challenge for teachers, it might also provide the opportunity to improve academic performance. In this context, pervasive games have established a new trend and present a new way for people to interact with each other in a real environment by means of virtual worlds and the elements they bring to the table. Students are therefore able to enjoy a learning process with fun graphics on their mobile devices, as well as stories or other features common to pervasive games. In this paper, we focus our attention on the results of pervasive learning games, results which we had previously obtained from a systematic literature review (Arango-López et al., 2017a), as well as from a review of specific literature to identify different research projects for improving the learning process.

Keywords: pervasive games; learning games; education; systematic review; mobile learning.

DOI: 10.1504/IJLT.2018.092094

International Journal of Learning Technology, 2018 Vol.13 No.2, pp.93 - 114

Available online: 22 May 2018 *

Full-text access for editors Access for subscribers Purchase this article Comment on this article