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To cite this article: George Koutromanos & Lucy Avraamidou (2014) The use of mobile games
in formal and informal learning environments: a review of the literature, Educational Media
International, 51:1, 49-65, DOI: 10.1080/09523987.2014.889409
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Educational Media International, 2014
Vol. 51, No. 1, 49–65, http://dx.doi.org/10.1080/09523987.2014.889409
Our purpose in this paper is to review studies that explored the impact of the use
of mobile games in both formal and informal learning environments. Through a
review of studies on mobile learning that have been published between 2000 and
2013, we aim to identify the ways in which researchers used mobile games in a
variety of learning environments, and to synthesize current literature about the
impact of the use of mobile games on student achievement and attitudes towards
and learning. We first provide definitions of the constructs “mobile technolo-
gies,” “mobile games,” and “informal learning environments.” Following that,
we present the outcomes of our analysis by describing the purpose, the contexts,
and the findings of each of the studies we reviewed. We then offer general
conclusions that came out of our analysis and we offer some recommendations
for future research.
Keywords: mobile technologies; games; formal and informal environments
Introduction
Mobile learning has been conceptualized and studied by researchers around the
world, in the past few years, in myriads ways that entail a variety of frameworks
and methods. Avraamidou (2013) describes how many researchers have used the
term mobile learning to refer to the learning that takes places through an individual’s
interaction with a mobile device. A few other researchers have used the term “aug-
mented” learning to refer to the method where information is made available on
demand and where the environment adapts to the learner. Other researchers have
applied the term ubiquitous learning to describe some form of simple mobile learn-
ing, as for example, a learning environment that can be accessed in various contexts
and situations. In this paper, we use the term “mobile learning” to refer to the learn-
ing that occurs through interaction with a mobile device. Our purpose in this paper
is to review studies that explored the impact of the use of games in mobile devices
in both formal and informal learning environments on student achievement and atti-
tudes towards teaching and learning. More narrowly, through a review of studies on
mobile learning that have been published between 2000 and 2013, we aim to
respond to the following questions: (a) In what ways have researchers used mobile
games in a variety of learning environments to support student learning? (b) What
does research evidence illustrate about the impact of the use of mobile games on
student achievement and attitudes towards teaching and learning?
In the sections that follow, we first provide definitions of the constructs “mobile
technologies,” “mobile games,” and “informal learning environments.” Following
that, we present the methodology we used to conduct the review of the literature.
We then present the outcomes of our analysis by describing the purpose, the con-
texts, and the findings of each of the studies we reviewed. We then offer general
conclusions that came out of our analysis and we offer some recommendations for
future research.
be played anytime and anywhere (Jeong & Kim, 2009; Soomro, Ahmad, &
Sulaiman, 2013).
Mobile games range from basic (e.g. Tetris) to sophisticated (e.g. 3D games).
The first mobile game, the Snake, was embedded in Nokia mobile phone in 1997.
Augmented reality games are the latest mobile gaming trend. These games combine
“a technology in which the user’s view of the real world is enhanced with virtual
objects that appears to coexist in the same space as real objects” (Santos, Romão,
Dias, & Centieiro, 2013, p. 382).
An examination of existing literature shows that there have been quite a few
studies on the use of mobile games in education (e.g. Boyle, Connolly, Hainey, &
Boyle, 2012; Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Papastergiou,
2009), however, missing remains a thorough review of this existing literature that
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summarizes the findings of these studies and offers conclusions about the use of
mobile games within various learning environments. This paper aims to address this
gap as it synthesizes the findings of existing studies about the use of mobile games
in education and offers recommendations for future research.
Learning rarely, if ever, occurs and develops from a single experience. Rather, learning
in general, and science learning in particular, is cumulative, emerging over time
through myriad human experiences, including, but not limited to, experiences in muse-
ums, schools, while watching television, reading newspapers and books, conversing
with friends and family, and increasingly frequently, through interactions with the
Internet. The experiences children and adults have in these various situations dynami-
cally interact to influence the ways individuals construct scientific knowledge, attitudes,
behaviors and understanding. In this view, learning is an organic, dynamic, never-end-
ing, and quite holistic phenomenon of constructing personal meaning. This broad view
of learning recognizes that much of what people come to know about the world,
including the world of science content and process, derives from real world experi-
ences within a diversity of appropriate physical and social contexts, motivated by an
intrinsic desire to learn. (p. 109)
Museums, after-school programs, and everyday life settings such as the commu-
nity and the family environment offer unique educational environments and provide
exciting opportunities for learning (Avraamidou, 2013; Falk, 2004; Falk & Dierking,
2000; Griffin, 1994; Hein, 1998; Rennie, 1994). It is such reasons that led us to
explore in this paper the idea of the use of mobile games within informal learning
environments in support of student learning.
52 G. Koutromanos and L. Avraamidou
Methodology
As stated earlier, the purpose of this paper is to review studies that explored the
impact of the use of games in mobile devices in both formal and informal learning
environments on student achievement and attitudes. For the purpose of this review,
a literature search was conducted in the following international online bibliographic
databases: (a) ISI Web of Knowledge, (b) Scopus, (c) ERIC, and (d) EdITLib Digital
Library for Information Technology and Education. The time period covered in this
search was January 2000 (based on the assumptions that the use of mobile games is
a new idea and hence there would not be literature available prior to 2000) to
August 2013.
The search terms that were used in searching the literature were the following:
“mobile games and formal and informal learning”; “games and mobile devices”;
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“iPhone OR Tablet PC and games.” These terms were narrowed down further by
focusing on studies that: (a) included empirical evidence relating to the effects of
use of games in mobile devices in formal and/or informal learning environments; (b)
focused in primary and secondary education; (c) were published in refereed aca-
demic journals; and (d) the games that used in studies were designed specifically
with a learning objective. Using these four criteria, 11 papers met the criteria for
inclusion in the review presented in this paper. These selected papers are presented
in Table 1 in terms of: name of authors; the main aims/objectives of study; the name
of the game(s) and brief description of them; the research design; the sample, the
device types; and the learning environments and major findings.
Table 1. Previous studies that used games in mobile devices in various environments.
Aims/objectives Name of the game(s)/ Research Device Learning
Author(s) of study brief description design Sample types environments Findings
Furió et al. To develop an Not mentioned/An Survey; a Study 1: 150 iPhone Non formal The children
(2013b) iPhone game; to iPhone game that comparative professionals in (summer achieved similar
examine whether the combines Augmented study education, 68% school) knowledge
iPhone game has Reality with video females and 32% improvements using
better learning games males; both the iPhone
outcomes than a Study 2: 84 children game and the
traditional game ranging in age from traditional game. The
8 to 10 years old majority of the
children would like
to play with the
iPhone game again.
In addition, they
preferred the
experience with the
iPhone game over
the traditional one
Furió et al. To compare which Not mentioned/A A 79 children from iPhone Non-formal The differences of
(2013a) device (iPhone or mobile AR game for comparative 8 to 10 years old and Tablet (summer the devices did not
Tablet PC) was better learning about the study PC school) influence the
suited for fun and water cycle, water children’s acquired
learning; to composition, and knowledge,
determine if children water pollution. The engagement,
acquired new game was developed satisfaction, ease of
knowledge after for iPhone and Tablet use, or Augmented
playing the game PC devices Reality experience.
However, there was
only a statistically
Educational Media International
significant difference
for the global score
in which the iPhone
53
(Continued )
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Table 1. (Continued ).
54
Classmate mobile
devices that guide the
visit to a zoo and a
museum respectively,
and which allow to
work concepts related
to curricular content
“Evolution of
species”
Klopfer To design and Weatherlings/It is a Survey 20 students aged 10 Mobile Informal Students were
et al. evaluate a UbiqGame game designed to go or 11 phones engaged by the game
(2011) (casual, mobile and along with a more and were interested
educational game) traditional curriculum in learning more
unit on weather and about academic
climate to help content topics,
students gain specifically weather
familiarity with and and climate, after
practice using skills playing the game
related to those topics
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Liao et al. To explore the design My My-Mini-Pet/It is Pre-post and Nine 10-year-old PDA Formal The results showed
(2011) and the development a handheld pet- delay tests, fourth-grade students that the use of the
of a handheld pet- nurturing game observations, My-Mini-Pet in PDA
nurturing game with environment, in interviews device can produce
a learning which students learn positive learning
environment; to with an animal outcomes and engage
examine the learning companion, students in learning
influence of the game their My-Mini-Pet activities. Moreover,
prototype students’ attention
was attracted and
their discussion
between peers was
highly stimulated
Liu and To investigate how Handheld English Quasi- 64 seventh grade PDA Formal The results showed
Chu ubiquitous games Language Learning experimental students, 13 or 14 phones that the experimental
(2010) influence English Organization years of age, and 3 group achieved better
learning achievement (HELLO)/HELLO high school teachers learning outcomes
and motivation helps students to into the English
through a context- engage in learning learning and
aware ubiquitous activities based on motivation than the
learning environment the ARCS motivation control group
theory, involving
various educational
strategies, including
ubiquitous game-
based learning,
collaborative
learning, and context
aware learning
(Continued )
Educational Media International
55
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Table 1. (Continued ).
56
(Continued )
57
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Table 1. (Continued ).
58
evidence that suggest that the 10 students felt that they were actually experiencing
the game. In addition, they were identifying with their new roles as lions which they
found highly engaging.
Other researchers reported findings on studies that used mobiles devices in loca-
tion-based games, which are designed to play in public spaces like streets and muse-
ums. In the first study, Akkerman, Admiraal, and Huizenga (2009) analyzed a
mobile and multimedia game for History education called Frequency 1550 in terms
of how it is designed and how it was applied as a narrative learning environment.
Frequency 1550 is a mobile city game that uses UMTS/GPS phones to let students
of the secondary schools actively learn about by walking around and playing in
Amsterdam’s city center. This game was played for one day in groups by 216 stu-
dents. Results indicated that students participated in three types of storification:
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This finding is important as it points to the implications of the story-line design and
how those impact student engagement.
In the second study, Huizenga, Admiraal, Akkerman, and ten Dam (2009) exam-
ined the effects of Frequency 1550 game, on 458 pupil’s engagement in the game,
historical knowledge, and motivation for History in general and the topic of the
Middle Ages in particular. This quasi-experimental study used pupils from 20 clas-
ses from five schools. The students in 10 of the classes played the Frequency 1550
game (Experimental group) with the aid of mobile smart phones, video phones, and
GPS technology. The pupils in the other 10 classes received a regular, project-based
lesson series (Control group). This study showed that students who played the game
reported more engagement and knowledge about medieval Amsterdam compared to
the ones who received regular project based instruction.
In a related study, Sánchez and Olivares (2011) investigated the hypothesis that
Mobile Serious Games (MSG)-based learning activities can contribute to the devel-
opment of problem-solving and collaboration skills, the improvement of perceptions
of science, and increasing the motivation for learning among primary education stu-
dents. In their study, three MSG (Evolution, Museum, and BuinZoo) were designed
and developed for use in Classmate mobile devices. In addition, a series of MSG-
based learning activities were designed. These games and learning activities were
related to the content of the science curriculum for eighth grade Chilean education.
A quasi-experimental design was used. The sample of this study was made up of 10
eighth-grade classes from five different schools, with two eighth-grade classes from
each school. The study lasted for three months where the students in the experimen-
tal group carried out multiple MSG-based learning activities in formal and informal
environment (e.g. Museum). The results showed that using MSG-based learning
activities students could achieve a higher perception of their own collaboration skills
and a higher score in the plan execution dimension of the problem-solving cycle
than non-using gaming method.
60 G. Koutromanos and L. Avraamidou
Moreover, a study by Liao, Chen, Cheng, Chen, and Chan (2011) explored the
design and the development of a handled pet-nurturing learning game entitled the
My-Mini-Pet system. This is a game for PDA devices in which students learn with
an animal learning companion, their My-Mini-Pet. The game was developed by
three strategies. These were the pet-nurturing strategy, the pet appearance-changing
strategy, and the pet feedback strategy. These strategies aimed students to learn more
about their pets and to develop their responsibility. In addition, their study examined
the effectiveness and experiences of the strategies on allowing the student to under-
stand arithmetic practices. Nine 10-year-old fourth-grade students (six males and
three females) participated in a pilot study. It took place in the classroom of an ele-
mentary school in Taiwan. The results showed that the use of the My-Mini-Pet in
PDA device can produce positive learning outcomes and engage students in learning
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activities. Moreover, students’ attention was attracted and their discussion between
peers was highly stimulated.
A more recent study by Furió, González-Gancedo, Juan, Seguí, and Rando
(2013b) also focused on issues concerned with the development and implementation
of game that can be delivered with mobile devices. Furió et al. (2013b) conducted a
study with two phases to determine whether an iPhone game has better learning out-
comes than a traditional game. In the first phase, they developed an iPhone game
using the experiential learning theory of Kolb and Gardner’s theory of multiple intel-
ligences. The subject of the game was multiculturalism, tolerance, and solidarity. In
the second phase, a study, with 84 children ranging in age from 8 to 10 years old
who attended a summer school, was carried out where the iPhone game was
compared to traditional games. The results showed that children achieved similar
knowledge improvements using both the iPhone game and the traditional game.
Nevertheless, the results of the study indicated that the majority of children would
like to play with the iPhone game again, and preferred its experience over the
traditional one.
Two other studies focused on the differences between devices in students’
learning. Most specifically, in 2004, Klopfer, Yoon, and Rivas (2004) compared the
learning outcomes of wearable computers and Palm hand-helds (PDAs) using the
same pedagogical strategy of Participatory Simulations. “Participatory Simulations
use small wearable or hand-held computers to engage participants in simulations that
enable inquiry and experimentation … allowing students to act out the simulation
themselves” (Klopfer et al., 2004, p. 347). Students from two high schools (one pub-
lic and one private) played the LLAP, a genetic Participatory Simulation and stu-
dents from a private school played the Virus game, an epidemiological simulation.
The ages of both groups were from 14 to 16 years old. Within each school, half of
the students were randomly to play the games to either the wearable computers or
Palms in their classrooms. This study showed that Participatory Simulations on
Palms and Tag-based simulations managed to engage equally students’ collaboration
in a complex problem-solving task. Students felt that their experiences with the
mobile devices were highly enjoyable and productive. In addition, students believed
that the technology positively impacted their learning. In general, the findings of this
study showed that this Palm technology not only motivated students, but also helped
them to understand the relationship between science and technology.
More recently, Furió, González-Gancedo, Juan, Seguí, and Costa (2013a)
developed an educational game for an iPhone and a Tablet PC. This is a mobile
Augmented Reality (AR) game for learning about the water cycle, water
Educational Media International 61
very high. However, Furió et al. (2013a) found that there was only a statistically
significant difference for the global score in which the device of iPhone was scored
higher. The researchers concluded that games of this kind could be appropriate
educational games and that the mobile device used may not be a decisive factor.
Another game in which students interacted through their devices is “Weather-
lings” (Klopfer, Sheldon, Perry, & Chen, 2011) whose content related to weather
and climate. This is a collectible card battle game designed to run on mobile phones
in which players pit their decks of weather-dependent cards against other players’
decks. Weatherlings is a genre of mobile, casual and educational game, which is
called UbiqGames. UbiqGames are
based on casual design, which enables them to fit more easily into the formal school
setting by being played in short, frequent bursts throughout the day. In addition, their
browser-based nature enables students to utilize the games not only from a wide
variety of mobile devices they may carry with them but also from desktop, laptop, or
netbook computers – making access to the games ubiquitous across time and devices.
(Klopfer et al., 2011, p. 1)
Klopfer et al. (2011) used Weatherlings in order to explore how students use outside
of class educational games in light of additional distractions on their devices, and
how game design can make those games appealing, educationally useful, and practi-
cal. Twenty volunteers, Singaporean students, aged 10 or 11 participated in this
study for four days. During these days, students borrowed mobile phones that pro-
vided them with anytime, anywhere access to Weatherlings via the mobile browser.
The results of this study showed that students were engaged by the game and were
interested in learning more about academic content topics, specifically weather and
climate, after playing the game.
A study conducted by Liu and Chu (2010) investigated how ubiquitous games
influence English learning achievement and motivation through a context-aware
ubiquitous learning environment. This study developed an English curriculum by
using a context-aware ubiquitous learning environment called the Handheld English
Language Learning Organization (HELLO). HELLO aimed to help “students to
engage in learning activities based on the ARCS motivation theory, involving vari-
ous educational strategies, including ubiquitous game-based learning, collaborative
learning, and context aware learning” (Liu & Chu, 2010, p. 630). A quasi-experi-
mental design was used with 64 seventh-grade students, 13 or 14 years of age. The
students in the experimental group employed the HELLO to play ubiquitous games
in which they used PDA phones whereas the students in the control group used a
62 G. Koutromanos and L. Avraamidou
non-gaming approach. The results showed that the experimental group achieved
better learning outcomes into the English learning and motivation than the control
group.
In a related study, Lim and Wang (2005) trialed of a new form of cooperative
learning strategy in the form of a game called EcoRangers. This game designed for
mobile phones and its aim is to help students practice skills of relevance to the
social studies, specifically through the pedagogical strategy in which students debate
an open-ended problem from a variety of perspectives. The trialing was done in
three secondary schools among 50, ninth-grade students. The results of this study
showed that students gave a positive feedback about the EcoRangers game. For
example, they thought that the game gave them an understanding of topics taught in
both social studies and geography. In addition, it helped them in their understanding
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of social studies and to improve their debating skills. Also, gave them the opportu-
nity to apply geographical and sociological concepts that they had learned.
Concluding, the findings of the above studies offer useful insights and collec-
tively provide evidence to support the claim that the use of games in mobile devices
offers a range of advantages. Perhaps, the most prevalent finding one can draw from
the above is how the use of game support student engagement in activities and
supports them in developing positive attitudes toward learning. These are further
discussed in the next section.
Given their sociocultural nature and status, mobile games hold a great potential
for enhancing motivation, interest, interaction, and engagement. Even though the
argument for the use of mobile games as a learning tool in both formal and informal
learning environment is compelling, as exemplified in this paper, it raises more ques-
tions than answers given that this research area remains largely unexplored. Built
upon this view, we recommend that future research be directed in this area, and spe-
cifically toward responding to the following questions: What implications the use of
mobile games holds for learning in both formal and informal learning environments?
Put differently, how do mobile-games educational designs look like? What kinds of
characteristics do they have? What theories of learning inform the design of mobile-
games educational designs? How does the context or the learning environment
inform the design of the mobile games and the educational design? What is the role
of the teacher in the learning environment within which mobile games are used? In
this paper, we offer a few specific examples of the use of mobile games in a variety
of learning environments. More concrete examples about a variety of concepts and
within a variety of settings and subjects are needed, in order to construct a more
comprehensive understanding about the use of mobile games in formal and informal
learning environments.
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