Getting serious with ipads: The intersection of game design and teaching principals
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Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining application is often poorly understood. This problem motivated the authors to work collaboratively on the design and development of an iPad game targeted at foundation level classrooms and linked to the Australian science curriculum. In this paper we review the tools and processes that are available for the production of educational games. We begin by reviewing the technology and development paths available for targeting a variety of mobile platforms. Following this, we examine theories of game design as applied to educational settings. This review frames our discussion of the design features of the iPad game "Aussie Explorers" produced as an outcome of the project.
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Martin, Romana; Ostashewski, N.; Dickinson, Sonia (2013)This paper describes the design approach adopted for creating authentic iPad activities for use inclassroom settings with the aim of increasing student engagement. The challenge of this task was to also ensureequity for ...
Reconceptualizing learning designs in higher education: Using mobile devices to engage students in authentic tasksOstashewski, N.; Dickinson, Sonia; Martin, R. (2015)© 2015, IGI Global. All rights reserved. This goal of this chapter is to provide a design and development roadmap for the adaptation of traditional classroom activities into engaging iPad-based digital learning activities. ...
iPad applications that required a range of motor skills promoted motor coordination in children commencing primary schoolAxford, C.; Joosten, Annette; Harris, C. (2018)Â© 2018 Occupational Therapy Australia Background/aim: Children are reported to spend less time engaged in outdoor activity and object-related play than in the past. The increased use and mobility of technology, and the ...