Please use this identifier to cite or link to this item: http://hdl.handle.net/10400.2/9984
Title: Serious pervasive games
Author: Coelho, António
Rodrigues, Rui Manuel Gonçalves Calejo
Nóbrega, Rui
Jacob, João
Morgado, Leonel
Cardoso, Pedro
van Zeller, Maria
Santos, Liliana
Sousa, A. Augusto
Keywords: Serious pervasive games
Pervasive games
Serious games
Location-based games
Servasive learning
Science communication
Issue Date: 2020
Abstract: Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.
Peer review: yes
URI: http://hdl.handle.net/10400.2/9984
DOI: 10.3389/fcomp.2020.00030
ISSN: 2624-9898
Appears in Collections:Informática e Sistemas de Informação | Artigos em revistas internacionais / Papers in international journals

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