Gamifying and mobilising social enquiry-based learning in authentic outdoor environments

Morris Siu-Yung JONG, To CHAN, Ming Tak HUE, Vincent W. L. TAM

Research output: Contribution to journalArticle

2 Citations (Scopus)

Abstract

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.
Original languageEnglish
Pages (from-to)277-292
JournalJournal of Educational Technology & Society
Volume21
Issue number4
Publication statusPublished - 2018

Fingerprint

learning
student
school education
educational technology
learning theory
teaching practice
education
Society
educator
school
evidence

Citation

Jong, 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.

Keywords

  • Social enquiry-based learning
  • Gamified learning
  • Authentic outdoor mobile learning
  • Context-aware technology