User Expectations and Experiences
in Using Location-Based Game
in Educational Context
Jaakko Vuorio, Jussi Okkonenand Jarmo Viteli
1 Introduction
Location-based games are a promising way to enable students for varying activi-
ties in- and outside school building. Especially smart phones with GPS capability
and fourth generation of broadband cellular network technology, computing power,
development of app economy, and overall affordability have played a key role in
making location-based mobile technology available, reliable, and robust, and the
technology is progressively common to be found from every student’s pocket.
Incorporating mobile technology and pervasive learning can leverage effective-
ness and accessibility of learning activities (Shuib et al.2015). Using mobile devices
to support learning has been also associated with improvements to stronger moti-
vation and engagement (Hsu and Ching2013; Martin and Ertzberger2013). The
outcomes of mobile devices harnessed with location-based activities are encourag-
ing. Perhaps the most known mobile application using location technology so far
is the Pokémon GO. There is evidence that Pokémon GO has a positive effect on
physical activity and life expectancy and perhaps increases social connectedness, and
improves mood (Althoff et al.2016;Howeetal.2016). Schools could provide an
interesting context for applications and games with immersive location-based tech-
nology for various reasons. School classrooms are known of high volume of sitting
(Ridgers et al.2012), which have been linked to rates of metabolic syndrome, type
2 diabetes, obesity, and cardiovascular diseases (Hamilton et al.2007). Reduction in
sedentary time may have a significant impact on diabetes prevention (Wilmot et al.
2012). Among possible health benefits, using mobile devices for learning adds a new
pedagogical approach to set up learning activities and expand traditional learning
environments. Sung et al. (2016) performed a meta-analysis and research synthesis
of the effects of mobile device integration to learning and teaching, resulting there is
J. Vuorio (B)∙J. Okkonen∙J. Viteli
Tampere University, Tampere 33014, Finland
e-mail:
[email protected]
© Springer Nature Singapore Pte Ltd. 2019
T. Väljataga and M. Laanpere (eds.),Digital Turn in Schools—Research,
Policy, Practice, Lecture Notes in Educational Technology,
https://doi.org/10.1007/978-981-13-7361-9_2
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