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Journal of Computer Assisted Learning | 2009

Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game

Jantina Huizenga; Wilfried Admiraal; Sanne Akkerman; G.T.M. ten Dam

Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated in terms of pupil engagement in the game, historical knowledge, and motivation for History in general and the topic of the Middle Ages in particular. A quasi-experimental design was used with 458 pupils from 20 classes from five schools. The pupils in 10 of the classes played the mobile history game whereas the pupils in the other 10 classes received a regular, project-based lesson series. The results showed those pupils who played the game to be engaged and to gain significantly more knowledge about medieval Amsterdam than those pupils who received regular project-based instruction. No significant differences were found between the two groups with respect to motivation for History or the Middle Ages. The impact of location-based technology and game-based learning on pupil knowledge and motivation are discussed along with suggestions for future research.


Computers in Human Behavior | 2011

The concept of flow in collaborative game-based learning

Wilfried Admiraal; Jantina Huizenga; Sanne Akkerman; Geert ten Dam

Generally, high-school students have been characterized as bored and disengaged from the learning process. However, certain educational designs promote excitement and engagement. Game-based learning is assumed to be such a design. In this study, the concept of flow is used as a framework to investigate student engagement in the process of gaming and to explain effects on game performance and student learning outcome. Frequency 1550, a game about medieval Amsterdam merging digital and urban play spaces, has been examined as an exemplar of game-based learning. This 1-day game was played in teams by 216 students of three schools for secondary education in Amsterdam. Generally, these students show flow with their game activities, although they were distracted by solving problems in technology and navigation. Flow was shown to have an effect on their game performance, but not on their learning outcome. Distractive activities and being occupied with competition between teams did show an effect on the learning outcome of students: the fewer students were distracted from the game and the more they were engaged in group competition, the more students learned about the medieval history of Amsterdam. Consequences for the design of game-based learning in secondary education are discussed.


Communications in computer and information science | 2014

Non satis scire : To know is not enough e-assessment of student-teachers' competence as new teachers

Wilfried Admiraal; Tanja Janssen; Jantina Huizenga; Frans Kranenburg; R Ruurd Taconis; Alessandra Corda

In teacher education programmes, text-based portfolios are generally used to assess student-teachers’ competence as new teachers. However, striking discrepancies are known to exist between the competencies reflected in a written portfolio and the competencies observed in actual classroom practice. Multiple assessments should be used to provide a more valid assessment of student-teachers’ competence as new teachers. Technology can support this kind of multiple and flexible ways of assessment. In a Research & Development project, four types of e-assessments were designed, implemented and evaluated in 27 interventions in 13 post-graduated teacher education programs in the Netherlands. Teacher educators reported positive outcomes of the interventions in terms of new procedures, materials and tools. No significant effects were found of the implementation of the four types of e-assessments on the evaluation by either teacher educators or studentteachers. A possible explanation for this absence of effects might be teething problems of the interventions implemented.


Computers in Education | 2009

Storification in History education: A mobile game in and about medieval Amsterdam

Sanne Akkerman; Wilfried Admiraal; Jantina Huizenga


International Journal of Inclusive Education | 2014

Gender-inclusive game-based learning in secondary education

Wilfried Admiraal; Jantina Huizenga; Irma Heemskerk; Els Kuiper; M.L.L. Volman; Geert ten Dam


Sigecom Exchanges | 2008

Cognitive and affective effects of learning History by playing a mobile game

Jantina Huizenga; Wilfried Admiraal; Sanne Akkerman; G.T.M. ten Dam


Computers in Education | 2017

Teacher perceptions of the value of game-based learning in secondary education

Jantina Huizenga; G.T.M. ten Dam; Joke Voogt; Wilfried Admiraal


Turkish Online Journal of Educational Technology | 2014

E-ASSESSMENT OF STUDENT-TEACHERS' COMPETENCE AS NEW TEACHERS

Wilfried Admiraal; Tanja Janssen; Jantina Huizenga; Frans Kranenburg; R Ruurd Taconis; Alessandra Corda


International Journal of Radiation Oncology Biology Physics | 2009

Location-based technology and game-based learning in secondary education: learning about medieval Amsterdam.

Wilfried Admiraal; Sanne Akkerman; Jantina Huizenga; H. van Zeijts


Archive | 2011

Merging digital and urban play spaces: Learning by playing and creating location-based games in secondary education

Jantina Huizenga; Wilfried Admiraal; G.T.M. ten Dam

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R Ruurd Taconis

Eindhoven University of Technology

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