Title:
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#GOTTACATCHEMALL: EXPLORING POKEMON GO IN SEARCH OF LEARNING ENHANCEMENT OBJECTS |
Author(s):
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Annamaria Cacchione, Emma Procter-Legg and Sobah Abbas Petersen |
ISBN:
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978-989-8533-61-6 |
Editors:
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Inmaculada Arnedillo Sánchez and Pedro Isaías |
Year:
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2017 |
Edition:
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Single |
Keywords:
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Pokemon Go, MALL, Learning, Augmented Reality, Gamification, Situated learning |
Type:
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Full Paper |
First Page:
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25 |
Last Page:
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32 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of this game on learning and how it may be leveraged to enhance the design of mobile and ubiquitous technologies for mobile and situated language learning. This paper analyses the game Pokemon Go and the players' experiences according to a framework developed for evaluating mobile language learning and discusses how Pokemon Go can help to meet some of the challenges faced by earlier research activities. |
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