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The AIDLET Model : a framework for selecting games, simulations and augmented reality environments in mobile learning

dc.contributor.authorBidarra, José
dc.contributor.authorRothschild, Meagan
dc.contributor.authorSquire, Kurt
dc.contributor.authorFigueiredo, Mauro
dc.date.accessioned2014-05-07T16:38:19Z
dc.date.available2014-05-07T16:38:19Z
dc.date.issued2013
dc.description.abstractSmartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educa- tors’ interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.por
dc.identifier.doi10.4018/ijwltt.2013100104
dc.identifier.eissn1548-1107
dc.identifier.issn1548-1093
dc.identifier.urihttp://hdl.handle.net/10400.2/3186
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherIGI Globalpor
dc.subjectAIDLET Modelpor
dc.subjectAugmented realitypor
dc.subjectElearningpor
dc.subjectGamespor
dc.subjectMobile learningpor
dc.subjectSimulationspor
dc.titleThe AIDLET Model : a framework for selecting games, simulations and augmented reality environments in mobile learningpor
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage71
oaire.citation.startPage50
oaire.citation.titleInternational Journal of Web-Based Learning and Teaching Technologies (IJWLTT)por
person.familyNameBidarra
person.familyNameGuerreiro Figueiredo
person.givenNameJosé
person.givenNameMauro Jorge
person.identifierM-9115-2013
person.identifier.ciencia-id1B13-3753-EC0A
person.identifier.ciencia-id2F1E-E93D-B252
person.identifier.orcid0000-0002-2082-5996
person.identifier.orcid0000-0001-9394-4868
person.identifier.scopus-author-id6505859253
rcaap.rightsrestrictedAccesspor
rcaap.typebookPartpor
relation.isAuthorOfPublication9eadf6dc-1afb-4c1c-9c3d-2e46e56df529
relation.isAuthorOfPublication96410177-6a0f-4dda-a5df-86a9995e0c65
relation.isAuthorOfPublication.latestForDiscovery9eadf6dc-1afb-4c1c-9c3d-2e46e56df529

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