Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Games | 3 |
Foreign Countries | 3 |
Handheld Devices | 3 |
Computer Simulation | 2 |
Feedback (Response) | 2 |
Telecommunications | 2 |
Video Games | 2 |
Access to Information | 1 |
Attitude Measures | 1 |
Context Effect | 1 |
Design | 1 |
More ▼ |
Author
Laine, Teemu H. | 2 |
Sedano, Carolina Islas | 2 |
Innocent, Troy | 1 |
Leorke, Dale | 1 |
Sutinen, Erkki | 1 |
Vinni, Mikko | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Evaluative | 1 |
Education Level
Audience
Location
Finland | 3 |
Australia | 1 |
Denmark | 1 |
Singapore | 1 |
South Korea | 1 |
United Kingdom (Bristol) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Innocent, Troy; Leorke, Dale – American Journal of Play, 2020
The authors use the location-based, augmented-reality game "Wayfinder Live," which one of them designed, as a case study to analyze urban play. Acknowledging the difficulty of defining urban play, they expand existing approaches to the topic by drawing on current theories about interfaces, assemblages, and coding in such fields as media…
Descriptors: Play, Urban Areas, Geographic Location, Computer Simulation
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H. – Educational Technology & Society, 2012
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…
Descriptors: Foreign Countries, Museums, Life Style, History