based learning game. This suggests that the
authoring tool should not enforce a guided process.
Instead, the tool should provide enough freedom to
allow the teachers to follow their own desired path
to create their location-based games. Besides, one of
the findings is about the dificulties when designing
adapted scores because teachers are not sure which
would be the better approach to follow.
Implementing recommendations in an authoring tool
to facilitate this task is one aspect that requires
further research.
Finally, a follow-up experiment with teachers
who attended the workshop would be relevant to
evaluate more deeply the usefulness of the proposed
approach. Previous real experiments have proved the
feasibility of implementing location-based learning
games for secondary education using the paper-
based templates. However, this study has presented
designs in other educational levels and subject topics
that could be worthwhile to implement in order to
evaluate the impact of using the proposed approach.
ACKNOWLEDGEMENTS
This research has been partially funded by the
Spanish Ministry of Economy and Competitiveness
in the EEE Project (TIN2011-28308-C03-03).
REFERENCES
Bachmair, B., Cook, J., and Kress, G. R. (2010). Mobile
learning: structures, agency, practices. Boston, MA.
Barab, S., and Squire, K. (2004). Design-based research:
putting a stake in the ground. The Journal of the
Learning Sciences, 13(1):1-14.
Bohannon, R. (2010). Location, Location, Location: An
Exploration of Location-Aware Learning Games for
Mobile Devices. In Proceedings of Society for
Information Technology & Teacher Education
International Conference, pages 1839-1842,
Chesapeake, VA: AACE.
Bontchev, B., & Vassileva, D. (2010). Modeling
educational quizzes as board games. In Proccedings of
IADIS International Conference e-Society, pages 1-8,
Porto, Portugal.
Cairns, P., and Cox, A. L. (2008). Research methods for
human-computer interaction, NY, USA: Cambridge
University Press New York.
Davis, S. M. (2002). Research to Industry: Four Years of
Observations in Classrooms Using a Network of
Handheld Devices. In Proceedings of the IEEE
International Workshop on Wireless and Mobile
Technologies in Education, pp. 31-38, Växjö, Sweden.
Guba, E. G. (1981). Criteria for assessing the
trustworthiness of naturalistic inquiries. Educational
Communication and Technology, 29(2):75-91.
Huang, O. W. S., Cheng, H. N. H., and Chan, T. W.
(2007). Number Jigsaw Puzzle: A Mathematical
Puzzle Game for Facilitating Players’ Problem
Solving Strategies. In Proceedings of the First IEEE
International Workshop on Digital Game and
Intelligent Toy Enhanced Learning, pages 130-134,
Jhongu, Taiwan.
Hwang, G., Tsai, C., and Yang, S. J. H. (2008). Criteria,
strategies and research issues of context-aware
ubiquitous learning. Educational Technology &
Society, 11(2): 81-91.
Jones, V., and Jo, H. J. (2004). Ubiquitous learning
environment: an adaptive teaching system using
ubiquitous Technology. In Proceedings of the 21st
ASCILITE Conference, pages 468-474, Perth, Western
Australia.
Lakoff, G. (1993). The contemporary theory of metaphor.
In A. Ortony (Ed.), Metaphor and thought, pages 202-
251, New York: Cambridge University Press.
Melero, J., and Hernández-Leo, D. (accepted). A Model
for the Design of Puzzle-based Games including
Virtual and Physical Objects, Educational Technology
& Society.
Melero, J., Santos, P., Hernández-Leo, D., and Blat, J.
(2013). Puzzle-based Games as a Metaphor for
Designing Situated Learning Activities. In
Proceedings of the 6th European Conference on
Games Based Learning, , pp. 674-682, Porto, Portugal.
Nicklas, D. Pfisterer, Ch., and Mitschang, B. (2001).
Towards Location-based Games. In Proceedings of the
International Conference on Applications and
Development of Computer Games in the 21st Century,
pages 61-67, Hongkong Special Administrative
Region, China.
Roschelle, J. (2003). Unlocking the learning value of
wireless mobile devices. Journal Computer Assisted
Learning, 19(3): 260-272.
Schlieder, C., Kiefer, P., and Matyas, S. (2006).
Geogames: Designing Location-based games from
classic board games. IEEE Intelligent Systems, 21(5):
40-46.
Tornero, R., Torrente, J., Moreno-Ger, P., and Manjón, B.
(2010). e-Training DS: An Authoring Tool for
Integrating Portable Computer Games in e-Learning.
In Advances in Web-Based Learning – ICWL, Lecture
Notes in Computer Science, Springer Berlin.
van Rosmalen, P., Klemke, R., and Westera, W. (2011).
Alleviating the entrance to serious games by exploring
the use of commonly available tools. In Proceedings
of the 5th European Conceference on Games Based
Learning, pages 613-619, Athens, Greece.
Wood, D. J., Bruner, J. S., and Ross, G. (1976). The role
of tutoring in problem solving, Journal of Child
Psychiatry and Psychology, 17(2): 89-100.
Yatani, K., Onuma, M., Sugimoto, M., and Kusunoki, F.
(2004). Musex: A system for supporting children’s
collaborative learning in a museum with PDAs.
Systems and Computers in Japan, 35(14): 773-782.
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
186