The project has concluded that LBMLG’s provide an active, authentic and meaningful pathway to teach and learn with mobile technology and can make learning pleasant and an engaging educational experience for students. Pedagogical benefits depend on the games design factors and implementation strategies. Their impact on learning is increased further if students design the LBMLG’s.

Contribution to teaching and learning

Figure 1 – Analysis of total online survey results for teaching and learning in undergraduate courses (n=112)

In Study 1:

  • Over 70% highly rated the content of the games in terms of suitability, clarity and quality
  • The majority (62%) reported they needed little/no support to prepare to play
  • Over 70% agreed that their experience was engaging, team building and a fun way to learn and 80% enjoyed participating in an outdoor authentic learning activity
  • Overall, only 49% of the students agreed that the games helped them to learn more but this result differed significantly across the games. Responses were as high as 100% and as low as 39%. This indicates that design factors and implementation strategies may all influence and impact on learning.

results-per-game-analysis-kallia

Figure 2 – Per game analysis of online survey results for teaching and learning (n=112)

In Study 2:

Most students (90%) agreed that designing a LBMLG was engaging, a cooperative and team building activity, a fun way to learn and an opportunity to practice different skills. Significantly, 60% also reported that it helped them learn more about the topic and 80% indicated that it provided an opportunity to implement their own ideas in a completely new way.

TOUR 5007 results - learning

Figure 3 – Analysis of total online survey results for teaching and learning in postgraduate courses (n=13)

Research will be published in the International Journal of Mobile and Blended Learning (IJMBL) in 2017 and presented at the International mlearn2016 conference and the HERGA2016 conference.

The project has found no significant integration issues while maintaining all the benefits of LBMLG’s across disciplines we have confidence in the ability to develop institution wide deployment frameworks in the future. This has already begun through internal dissemination of the results of the project. Academics from two other disciplines (Health and Art) are designing games in their Indigenous Art and Fitness and Lifestyle Management courses using a draft mobile learning framework and project artefacts with little direct support from project team members.

Testimonials

There has been nothing but praise from Councilors and Members of the Australian Institute of Training and Development for your presentation on the Mobile Learning Application. Your continued references to students, university lecturers and staff, and adult workers from a variety of workplaces certainly resonated with our L&D and HRD-centric audience.
Gair Bethley , President, Australian Institute of Training and Development (SA Division)
The significance of this research is that, it has burned a trail for easily developing mobile learning games for real education courses by using an existing platform. A relatively large scale user evaluation was followed to prove the effectiveness of the developed games and the results were analysed and used to provide directions for future development.
Independent Reviewer, mlearn2016 Conference
It was such a creative idea that made the whole excursion more engaging and also challenged us with questions that we had to work together to answer. It was very well thought out and provided some extra information that has been found extremely useful!
Anonymous Student, UniSA
I really enjoyed walking around Adelaide and reading/learning things that normally I wouldn’t pay much attention to. It was good doing this activity as a class because we could all work together and have some fun at the same time.
Anonymous Student, UniSA
The app was really fun and overall easy to do in a group task. The photos were of a really good quality and I learnt a lot about South Australia, a good walk and a really good idea especially for exchange students who are able to understand the history behind SA.
Anonymous Student, UniSA
Geo-information is the lifeblood of tourism and allowing students to design and use a mobile app in their tourism course significantly added to their learning experience. Students had to design a touristic map of a tailored made tourism thematic journey by adding layers on the map interpreting tourism attractions. By doing this, students had the opportunity to better understand the use and impact of mobile technologies and geo-information on tourists’ behaviour and appreciate the value of integrating mobile apps in tourism business operations.

The mobile game had to be designed from scratch. I highly appreciate the guidance and support from the project team, specifically Roger and Simon, for their consultation but also practical help and assistance in implementing the infrastructure, training and supporting students to design their own mobile mobile app.

Professor Marianna Sigala, Professor in Tourism, UniSA
It is a wonderful way to interact with the campus and the students in a fun interactive way. It was easy to use and understand. The back story set the scene which made it all the more exciting to play and uncover the mystery.
Anonymous Student, UniSA
I found the challenge a really good team activity that allowed me to work with others in my course in order to complete
Anonymous Student, UniSA
I think that the app is a fun way to get students motivated and to get them outside for a bit. I loved the idea of “the hunt”, and thoroughly enjoyed the secret message Loved the creepy music too.
Anonymous Student, UniSA
I believe activities similar to this one would be a good interactive activity in schools for an outside activity which would help children discover using applications for learning.
Anonymous Student, UniSA
I found that it was an easy way to make new friends and to be able to work cooperatively as a team. Not only that, but we learned more about the history of buildings and their connections to Adelaide. It was nice to learn about a particular piece of history in somewhere I grew up, that I had no idea about.
Anonymous Student, UniSA
The real world interactions enabled by the game were invaluable because they opened up new ways of seeing and thinking about the world and your place in it. These have the potential to carry over into other activities and daily life – learning to look up above street level, for example, and thinking about the aims and values of different business models. Ideally, the game’s introduction to these sorts of ideas and places also needs to be processed and extended and could be built upon to produce another rich learning experience so that the mobile activity becomes the seed of something more.
Anonymous Student, UniSA
Location-based mobile learning games are an engaging addition to hands-on exercises designed to get students experiencing the challenges and stimulation of learning geology in the field. They enable both reconnaissance and reflection on the key scientific concepts and relationships that we explore. This adds significant value to critical learning done in the field, and as a course coordinator I have found the project team very willing to create and implement innovative ideas to achieve this goal.
Dr Tom Raimondo, Senior Lecturer, School of Natural and Built Environments, UniSA