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Using a Non-educational Mobile Game for Learning in Biology, Geography and Mathematics: Pokémon Go as a Case Study

First author: Deslis
Year: 2019


Abstract

ICT offers new perspectives in teaching and learning. In this paper a popular non-educational mobile game, “Pokémon Go”, is used as a background for the design of educational activities in Biology, Geography and Mathematics and as a means of informal learning. Five secondary level students (14–15 years old) participated in this study. Data were collected through observation, field notes and interviews. The participants described the activities as attractive, pleasant and creative and stated that there is a lack of engaging learning and technology use in school. The results show that an effective integration of mobile technologies can enhance learning and students’ attitude.


Details

Language: English
Country of affiliation: Greece


Published in: International Conference on Technology and Innovation in Learning, Teaching and Education
Publication type: Conference proceeding


Source: https://doi.org/10.1007/978-3-030-20954-4_29


Games

No Results

Franchises

No Results



Studies

Description: Pedagogical experience using PG to learn biology; Recorded observations and conducted semi-structured interviews

Research type: Non-experimental
Data type: Qualitative


Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no


Sample type: Players
Sample size: 4
Power analysis: no
Sample countries: Greece


Games studied: Pokémon GO


Franchises studied: Pokémon (F)


Study outcomes: Perception, Using games for environmentalism