There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student-centred learning theories, we have developed a mobile application, Gamified Authentic Mobile Enquiry in Society (GAMES), to support students in conducting authentic outdoor enquiry-based learning in social humanities education. This paper reports the quasiexperimental study in which we evaluated the learning effectiveness of GAMES in terms of supporting students’ knowledge construction, in comparison with the conventional outdoor enquiry-based learning approach. It involved a total of 559 Grade-10 students from top, middle, and bottom academic-banding schools. Results indicated that, compared to the conventional approach, GAMES had different degrees of positive effects on the high, moderate, and low academic-achieving participants. This study not only provides grounds for a wider adoption of GAMES in social humanities education, but also makes a contribution to empirical evidence in the field by designing, implementing and evaluating gamified mobile learning in authentic outdoor contexts. Copyright © 2018 International Forum of Educational Technology & Society.
|Journal||Journal of Educational Technology & Society|
|Publication status||Published - 2018|
CitationJong, M. S.-Y., Chan, T., Hue, M.-T., & Tam, V. W. L. (2018). Gamifying and mobilising social enquiry-based learning in authentic outdoor environments. Journal of Educational Technology & Society, 21(4), 277-292.
- Social enquiry-based learning
- Gamified learning
- Authentic outdoor mobile learning
- Context-aware technology