The effect of story in mobile educational game

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Abstract

The trend of designing and developing mobile apps attracts many researchers’ attention on using mobile devices to make users have feelings that they are living in the era or the place in which they can learn knowledge of particular domain, e.g., the users can learn rainforest plants and ecology in the Amazon River zone of a botanic garden (Chang and Chang 2006; Chen et al. 2004; Kurti et al. 2007; Wu et al. 2008). Some other researchers further develop mobile games for educational purpose; these games not only make users do learning activities in authentic environments such as museums and historical sites, but also make them get motivated if compared with the abovementioned mobile learning systems (Chang et al. 2008; Wu et al. 2010).

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Lu, C., Chang, M., Kinshuk, Huang, E., & Chen, C. W. (2015). The effect of story in mobile educational game. In Lecture Notes in Educational Technology (pp. 55–76). Springer International Publishing. https://doi.org/10.1007/978-3-662-44659-1_4

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