Research Article
Pervasiveness in Real-World Educational Games: A Case of Lego Mindstorms and M.I.T App Inventor
@INPROCEEDINGS{10.1007/978-3-319-04102-5_3, author={Nikos Kalakos and Agis Papantoniou}, title={Pervasiveness in Real-World Educational Games: A Case of Lego Mindstorms and M.I.T App Inventor}, proceedings={Ambient Media and Systems. Third International ICST Conference, AMBI-SYS 2013, Athens, Greece, March 15, 2013, Revised Selected Papers}, proceedings_a={AMBI-SYS}, year={2014}, month={6}, keywords={smartphones educational robotics digital games M.I.T. App Inventor digital game-based learning educational programming environment}, doi={10.1007/978-3-319-04102-5_3} }
- Nikos Kalakos
Agis Papantoniou
Year: 2014
Pervasiveness in Real-World Educational Games: A Case of Lego Mindstorms and M.I.T App Inventor
AMBI-SYS
Springer
DOI: 10.1007/978-3-319-04102-5_3
Abstract
Without a doubt, children consider mobile phones to be something more than just a means of communication. It is, actually, an extension of themselves and an integral part of their lives. The unique relationship that they have developed with these devices, which has been reinforced with the launching of smartphones, could not be left unnoticed by the educational community as every successful educational activity does not exist without the motivation of students via a climate of enthusiasm and the constant providing of incentives. Games, digital or otherwise, at school fall under the same category. Their blending and the children’s response to them are particularly interesting and, thus have triggered off the creation of a game, presented within the context of this paper. This game, designed for smartphones with android O.S, was developed through the M.I.T. App Inventor programming environment, which interacts with Lego Mindstorms robotic constructions.