Abstract

Mobile technologies are increasingly the technologies of choice for social and leisure activities, particularly among young people. Mobile games are among the most popular applications and we are beginning to see how these may be translated into effective learning technologies. The 3-year mobile Game-based Learning project (mGBL) is a practical response to the emerging opportunities, designing new learning game models for delivery via mobile devices. These are to further the development of skills and strategies for dealing with crisis situations, a priority concern of the European Commission, which supports the project. Our vision is for great games that are user-led, not technology-led, informed by theory and competence-based, for use in blended learning programmes. Can all this work, or are the aims too disparate? Now mid-way through the project we take stock, engaging with findings from the first round of field research and from the first User Trials.

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