Designing educational experiences using ubiquitous technology

The aim of the study was to explore the design of situated educational and compelling experiences using SoundScape technology – which is a ubiquitous technology. Two experiences were designed: one that had a goal and the other that did not. Twenty six children then explored both experiences. The chi...

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Bibliographic Details
Published inComputers in human behavior Vol. 22; no. 1; pp. 67 - 76
Main Authors Joiner, Richard, Nethercott, Jessica, Hull, Richard, Reid, Jo
Format Journal Article
LanguageEnglish
Published Elsevier Ltd 2006
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Summary:The aim of the study was to explore the design of situated educational and compelling experiences using SoundScape technology – which is a ubiquitous technology. Two experiences were designed: one that had a goal and the other that did not. Twenty six children then explored both experiences. The children found that the SoundScape with a goal was more interesting and were more likely to want to have another go than the non-goal version. They also made more positive comments concerning the goal version. Mentioning the presence of a goal as important factor in determining why they liked the game. More negative comments were made concerning the non-goal version and the children mentioned the lack of a goal as negative aspect of the non-goal version. One improvement they suggested for the non-goal version was to add a goal and to include more sensory stimulation. They overwhelmingly preferred the goal version compared to the non-goal version and when asked by far the most popular reason was the presence of a goal.
Bibliography:ObjectType-Article-2
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ISSN:0747-5632
1873-7692
DOI:10.1016/j.chb.2005.01.001