A. Mitchell, M. Doherty, R. Millwood, S. Mininel, P. Inchingolo, F. Vatta, A. Parvu, and A. Tarkus


  1. [1] mGBL official web site at: http://www.mg-bl.com (checkedon 24 January 2007).
  2. [2] A. Mitchell, Exploring the potential of a games-oriented imple-mentation for m-Portal, Proc. MLEARN 2003 Learning withMobile Devices, London, UK, 2003, 105–115.
  3. [3] J.M. Randel, B.A. Morris, C.D. Wetzel, & B.V. Whitehill, Theeffectiveness of games for educational purposes: A review ofrecent research, Simulation and Gaming, 23(3), 1992, 261–276. doi:10.1177/1046878192233001
  4. [4] A. Mitchell & C. Savill-Smith, The use of computer and videogames for learning. A review of the literature (London, UK:LSDA, 2004).
  5. [5] M. Csikszentmihalyi, Flow, the psychology of optimal experi-ence (New York: Harper & Row, 1990).
  6. [6] Cordis 6th Framework Programme web site at: http://cordis.europa.eu/fp6/whatisfp6.htm (checked on 24 January 2007).
  7. [7] M. Prensky, Digital game-based learning (New York: McGraw-Hill, 2001), 118–119.
  8. [8] Results of the mGBL expert interviews at: http://www.mg-bl.com (checked on 24 January 2007).
  9. [9] L.S. Vygotsky, Mind in society: The development of higherpsychological processes (Cambridge, MA: Harvard UniversityPress, 1978). Published originally in Russian in 1930.
  10. [10] D.A. Kolb, Experiential learning (New Jersey: Prentice-Hall,1984).
  11. [11] P. Race, The open learning handbook (London: Kogan Page,1994).
  12. [12] H. Gardner, Frames of mind (New York: Basic Books, 1983).
  13. [13] C. Argyris, Increasing leadership effectiveness (New York:Wiley, 1976).
  14. [14] L. Naismith, P. Lonsdale, G. Vavoula, & M. Sharples, Litera-ture review in mobile technologies and learning (Birmingham:NESTA Futurelab Series, Report 11, 2004).
  15. [15] G. Schwabe & C. G¨oth, Mobile learning with a mobile game:Design and motivational effects, http://www.ifi.unizh.ch/im/imrg/fileadmin/publications/JCA_128.PDF (checked on 24January 2007).179
  16. [16] mediaBoard description, http://www.m-learning.org/prod-ucts/mediaboard.htm (checked on 24 January 2007).
  17. [17] J. S´anchez, A. Salinas, & M. S´aenz, Mobile game-based sciencelearning, Paper presented at Distance Learning and the Internet2006, http://apru2006.dir.u-tokyo.ac.jp/program/ (checked on24 January 2007).
  18. [18] A. Mitchell, Classifying mobile games and their applicability todifferent learning situations and target audiences: Preliminaryresearch phase in a European project, Proc. Mobile Learning2006, Dublin, 2006, 384–389.
  19. [19] A. Fabricatore, Learning and videogames: An unexploitedsynergy http://www.learndev.org/dl/FabricatoreAECT2000.PDF, 2000 (checked on 24 January 2007).
  20. [20] B.S. Bloom & D.R. Krathwohl, Taxonomy of educational ob-jectives: The classification of educational goals, by a commit-tee of college and university examiners. Handbook I: Cognitivedomain (New York: Longman, 1956).
  21. [21] R.M. Belbin, Management teams: Why they succeed or fail,Second Edition (Oxford, UK: Butterworth-Heinemann, 2003).
  22. [22] E. De Bono, New think: The use of lateral thinking in thegeneration of new ideas (New York: BasicBooks, 1967).
  23. [23] A. Mitchell, The use of social software in assessment (Confi-dential report for Scottish Qualifications Authority, 2005).

Important Links:

Go Back