{"title":"基于地理定位功能的手机严肃游戏的英语教学:系统的文献综述","authors":"Julián Moreno Cadavid, Julián Moreno","doi":"10.1109/laclo49268.2019.00017","DOIUrl":null,"url":null,"abstract":"Serious games have been widely studied from the educational perspective due to their proven potential to increase the learners' motivation and engagement in different academic activities, including language acquisition. At the same time, the fast growth of mobile devices access and Internet connectivity have motivated the creation of serious games for mobile environments that encourage the learner to access the educational content without time or location restrictions. In this sense, mobile serious games that lead the learners to move to different locations to achieve the game objectives, are known as location-based serious games. On the other hand, Latin American governments have started to propose and implement new policies to overcome the problem of English acquisition in their teenagers and then expand their professional opportunities by improving their English skills. Considering these phenomena, a systematic literature review was conducted to find the gaming elements that help to create successful serious games with geo-location features for English teaching, Additionally, this review inquires about the different validation methods and the results obtained in several researches. The answers to the research questions show that some of those elements, particularly self-improvement and competition, with a proper combination with educational aspects, are presented in most of the games analyzed and may indeed increase the learner commitment.","PeriodicalId":229069,"journal":{"name":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","volume":"105 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"English Teaching using Mobile Serious Games with Geo-Location Features: A Systematic Literature Review\",\"authors\":\"Julián Moreno Cadavid, Julián Moreno\",\"doi\":\"10.1109/laclo49268.2019.00017\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Serious games have been widely studied from the educational perspective due to their proven potential to increase the learners' motivation and engagement in different academic activities, including language acquisition. At the same time, the fast growth of mobile devices access and Internet connectivity have motivated the creation of serious games for mobile environments that encourage the learner to access the educational content without time or location restrictions. In this sense, mobile serious games that lead the learners to move to different locations to achieve the game objectives, are known as location-based serious games. On the other hand, Latin American governments have started to propose and implement new policies to overcome the problem of English acquisition in their teenagers and then expand their professional opportunities by improving their English skills. Considering these phenomena, a systematic literature review was conducted to find the gaming elements that help to create successful serious games with geo-location features for English teaching, Additionally, this review inquires about the different validation methods and the results obtained in several researches. The answers to the research questions show that some of those elements, particularly self-improvement and competition, with a proper combination with educational aspects, are presented in most of the games analyzed and may indeed increase the learner commitment.\",\"PeriodicalId\":229069,\"journal\":{\"name\":\"2019 XIV Latin American Conference on Learning Technologies (LACLO)\",\"volume\":\"105 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 XIV Latin American Conference on Learning Technologies (LACLO)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/laclo49268.2019.00017\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 XIV Latin American Conference on Learning Technologies (LACLO)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/laclo49268.2019.00017","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
English Teaching using Mobile Serious Games with Geo-Location Features: A Systematic Literature Review
Serious games have been widely studied from the educational perspective due to their proven potential to increase the learners' motivation and engagement in different academic activities, including language acquisition. At the same time, the fast growth of mobile devices access and Internet connectivity have motivated the creation of serious games for mobile environments that encourage the learner to access the educational content without time or location restrictions. In this sense, mobile serious games that lead the learners to move to different locations to achieve the game objectives, are known as location-based serious games. On the other hand, Latin American governments have started to propose and implement new policies to overcome the problem of English acquisition in their teenagers and then expand their professional opportunities by improving their English skills. Considering these phenomena, a systematic literature review was conducted to find the gaming elements that help to create successful serious games with geo-location features for English teaching, Additionally, this review inquires about the different validation methods and the results obtained in several researches. The answers to the research questions show that some of those elements, particularly self-improvement and competition, with a proper combination with educational aspects, are presented in most of the games analyzed and may indeed increase the learner commitment.