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Designing educational experiences using ubiquitous technology


Reference:

Joiner, R., Nethercott, J., Hull, R. and Reid, J., 2006. Designing educational experiences using ubiquitous technology. Computers in Human Behavior, 22 (1), pp. 67-76.

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Abstract

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. (c) 2005 Elsevier Ltd. All rights reserved.

Details

Item Type Articles
CreatorsJoiner, R., Nethercott, J., Hull, R. and Reid, J.
DOI10.1016/j.chb.2005.01.001
DepartmentsFaculty of Humanities & Social Sciences > Psychology
RefereedYes
StatusPublished
ID Code9409
Additional InformationID number: ISI:000233330100005

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