International audience; This paper explores the introduction of mobile technologies in a particular serious games subset called learning games. We focus on two main purposes where mobility turns out to be useful: situated learning and collaborative learning. The article outlines the opportunities and the remaining challenges for these learning situations. Some important issues are highlighted for immerging learners in real context. We also propose some scenarios to illustrate the benefits of mobile devices in classroom situations.
Document type: Part of book or chapter of book
The different versions of the original document can be found in:
Published on 01/01/2011
Volume 2011, 2011
DOI: 10.1007/978-3-642-21619-0_2
Licence: CC BY-NC-SA license
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