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Building apostrophe power: lessons learnt for serious games development

Published: 01 February 2016 Publication History

Abstract

There is increasing interest in the application of serious games for learning. Growth in the take-up of digital devices, e.g. smartphones and tablets, and their use for gaming provides new opportunities for mobile learning (m-learning). A serious game m-learning app for improving adult learners' apostrophe usage, called Apostrophe Power, has been developed. The research team, which consisted of software engineers and educationalists, encountered a number of discipline spanning issues while designing and developing this m-learning app.
This paper overviews the issues encountered, the recommendations from recent literature and how the issues were ultimately addressed, exemplified in a case study. These lessons learnt offer insight for serious game development and highlight practical solutions for m-learning apps involving interdisciplinary teams.

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Cited By

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  • (2020)Assessment of the Effects of Digital Educational Material on Executive Function PerformanceFrontiers in Education10.3389/feduc.2020.5457095Online publication date: 23-Nov-2020
  • (2017)A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural HeritageJournal on Computing and Cultural Heritage 10.1145/306464411:1(1-22)Online publication date: 7-Dec-2017
  • (2017)Developing games for non-leisure contexts: Identification of challenges and research gaps2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)10.1109/VS-GAMES.2017.8055806(15-22)Online publication date: Sep-2017

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cover image ACM Other conferences
ACSW '16: Proceedings of the Australasian Computer Science Week Multiconference
February 2016
654 pages
ISBN:9781450340427
DOI:10.1145/2843043
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 February 2016

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Author Tags

  1. adult literacy
  2. app development
  3. interdisciplinary research
  4. mobile learning
  5. serious games

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ACSW '16
ACSW '16: Australasian Computer Science Week
February 1 - 5, 2016
Canberra, Australia

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ACSW '16 Paper Acceptance Rate 77 of 172 submissions, 45%;
Overall Acceptance Rate 204 of 424 submissions, 48%

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Cited By

View all
  • (2020)Assessment of the Effects of Digital Educational Material on Executive Function PerformanceFrontiers in Education10.3389/feduc.2020.5457095Online publication date: 23-Nov-2020
  • (2017)A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural HeritageJournal on Computing and Cultural Heritage 10.1145/306464411:1(1-22)Online publication date: 7-Dec-2017
  • (2017)Developing games for non-leisure contexts: Identification of challenges and research gaps2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)10.1109/VS-GAMES.2017.8055806(15-22)Online publication date: Sep-2017

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