Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/4584
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dc.contributor.authorPerry, Judy
dc.date.accessioned2020-06-10T13:52:41Z
dc.date.accessioned2020-06-10T20:04:08Z-
dc.date.available2020-06-10T13:52:41Z
dc.date.available2020-06-10T20:04:08Z-
dc.date.issued2019-06
dc.identifier.citationPerry, J. (2019). Gaming the Schoolyard: Promoting High School Students’ Collaborative Learning Through Geolocative Mobile Game Design. In Lund, K., Niccolai, G. P., Lavoué, E., Hmelo-Silver, C., Gweon, G., & Baker, M. (Eds.), A Wide Lens: Combining Embodied, Enactive, Extended, and Embedded Learning in Collaborative Settings, 13th International Conference on Computer Supported Collaborative Learning (CSCL) 2019, Volume 2 (pp. 957-958). Lyon, France: International Society of the Learning Sciences.en_US
dc.identifier.urihttps://doi.dx.org/10.22318/cscl2019.957
dc.identifier.urihttps://repository.isls.org//handle/1/4584-
dc.description.abstractGeolocative augmented reality game design offers students a potentially rich collaborative learning experience connected to their local school's physical and cultural environment. This qualitative study describes a pilot implementation of a collaborative geolocative mobile game design curriculum within a high school computer science classroom setting, considered through the lens of embodied and enactive learning, and suggests ways in which teacher facilitation strategies can support utilizing this approach in a classroom setting.en_US
dc.language.isoenen_US
dc.publisherInternational Society of the Learning Sciences (ISLS)en_US
dc.titleGaming the Schoolyard: Promoting High School Students’ Collaborative Learning Through Geolocative Mobile Game Designen_US
dc.typePostersen_US
Appears in Collections:CSCL 2019

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