Gamification
Gamification is the application of game-design elements and principles in non-game contexts. The idea of gamification has become a widespread pedagogical method with increased internet use and a large amount of consumers considering themselves as gamers (Ma et al., 2017). Applications like Kahoot, Minecraft Education Edition, and Gambit are a few of many gamification tools that are being used in classrooms. Most students have access to powerful mobile technologies to run complex and computationally expensive games and games are used in various educational settings, including distance learning, face-to-face classes, and large classes (Ma et al., 2017).
Gamification can promote interactive and fun approaches to "learn skills and knowledge, promote physical activities, support social-emotional development, and treat different types of psychological and physical disorders amongst others" (Ma et al., 2017, p.3). More specifically, integrating mobile learning and gamification has achieved ubiquitous learning opportunities where education is not restrained by physical space nor mediated by a teacher, but students are intrinsically and extrinsically motivated to learn outside a classroom (Wake, 2013).
Location-Based Games
Location-Based games, also known as GeoGames, began appearing around 2004-2005 along with mobile games, ubiquitous games, and adaptronic games (Ma et al., 2017).
As we are focusing on Location-Based games for our OER, here are some related examples and frameworks.
- Mobile games: Games designed for mobile devices. Mobile games vary in complexity (simple games like Snake to sophisticated 3D and AR games) and can facilitate wireless multiplayer games with today's mobile devices having a wide range of connectivity features (Bluetooth, Wi-Fi, 3G, 5G, etc.).
- Ubiquitous Games: Games that allow the gaming experience to extend out in the real world ("games that surround you"). Ubiquitous games may blend with everyday experiences or overlay the real world.
- Adaptronic Games: Games that use applications and information systems that simulate life processes observed in nature. Adaptronic games are embedded, flexible, and usually made up of "tangible bits" that oscillate between virtual and real space (Stenros, 2009).
- Location-Base Games: Students are able to use mobile devices to enrich outdoor experiences by using GPS-supported orientation and spatial navigation to collect images, audio, or videos on site. These location-based games played in outdoor environments can use real-world information and geographic information technologies to deliver educational content (Schlieder et al., 2017).
As we are focusing on Location-Based games for our OER, here are some related examples and frameworks.
“Entrance of mobile technology with vast opportunities for creating and sharing information and communication can represent a challenge to the traditional classroom as a central place for learning and education, and they provided examples of how schools have reacted negatively to children bringing and using mobile phones in schools” (Sharples et al., 2007, p. 243)