ETEC 565MA3: Mobile Learning Games
Forecast
Chris Chapman
University of
British
Columbia
The SituationAccording to Ambient Insight,
in 2013 the North American
market for mobile learning
games (MLGs) was worth
over $227.9 million dollars
and growing at a rate of
12.5% per year.
This number is expected to
soar to over $410 million by
2018.
Worldwide GrowthFurthermore, the number
of global mobile users
surpassed the number of
desktop users in 2014.
This trend is expected to
continue, especially in
Asian, African and Latin
American markets.
(that's only about 6 billion people)
Who is Buying MLGs?The largest group of
consumers for MLGs are
the end-users
themselves.
Most MLGs on the
market are designed for
young children (over 53%
of MLGs in the US and
49/50 of the top MLGs in
Canada are for this
group).
What Inhibits the Market
for MLGs?Since most MLGs are bought
for young children,
developers need to be aware
of regulations regarding
privacy protection for children
under the age of 13.
Also, due to startups flooding
the market, discoverability is
an issue for new entrants, as
are the costs related to the
online marketplaces.
What About Educational
Institutions?Institutional use of MLGs is still in
its infancy due to the fact that it is
still relatively new and products
cycles for preK-12 and higher
education are traditionally slow.
However, in the US, federal
funding is based on adoption and
most major universities are
conducting research on MLGs, so
there is massive growth potential.
Some Other Factors
Inhibiting the Use of MLGs in
Institutions:• Lack of time for teachers to
integrate MLGs into lessons
• Lack of professional
development/support for
teachers
• Mobile device bans in schools
• Attitudes towards MLGs from
students, staff and
administration
MLGs Can Be Broken
Down Into Two Main
Elements
Mobile
Education
Educational
Gaming
Mobile Education
Incorporates the use of
mobile devices such as
smartphones, tablets or
mobile gaming devices to
provide just-in-time learning
services to students
independent of location.
Educational Gaming
Involves the integration
of game-based
elements and/or
simulations to benefit
learning experiences.
Some of the Factors
Driving Mobile Learning
Include:• Higher computing power of current
generation mobile phones.
• Affordable and ubiquitous internet
connectivity
• An increase in the display capabilities of
mobiles (larger screens and better resolution)
• An overall reduction in the price of mobile
devices
While the Rise in
Educational Gaming is due
to:• Increased internet access without
administrative constraints
• Pressure on schools to produce better
learning outcomes
• Increased software adoption in schools
• A decrease in the cost of computing
hardware
BUT…
There are Difficulties
Merging the two Elements
The development of
educational games is both
time and cost-intensive, and
their integration into school
systems requires acceptance
from stakeholders.
Mobile learning includes a
large range of mobile
devices that use proprietary
hardware, and mobile
software is in a continual
state of development.
Also…The current offerings for MLGs
are (surprisingly) limited.
While researching them for my
OER, I found that most MLGs for
children were either math or
language-based, while most of
the ones for adults were trivia-
related.
Research by Ambient Insight has
confirmed this.
And…At the moment, the use of
MLGs in institutions lacks
infrastructure. According to
research by Schmitz, Klemke
and Specht, there is a 'lack
of scientifically acceptable
methodology for choosing
games,' as well as an
inability to identify and define
the benefits of MLGs and
their impact on learning
outcomes.
Forecast
Mobile Learning Games
will Become Pervasive
in Education For the
Following Reasons:
There Is A Need for
Improved Educational
Offerings"There is a vital need for tailoring
learning offers to learners' needs,
capabilities, and according to
learning targets"
(Klemke et al., p. 10).
They (Can) Work
While research on the
subject is still limited,
researchers have found that
MLGs can increase learner
motivation in regards to
engaging with both the
learning content and the
learning environment.
MLGs Can Promote
Learning Because They:
• allow for metacognitive reflection during the
gaming process, which is a key component of
constructivist pedagogy
• promote just-in-time and DIY learning as they
can be accessed independent of time and
location
• provide consequence-free environments in
which learners can experiment and learn from
failure
• have the potential to integrate physical
movement and non-visual/auditory sensory
perception
Their AffordancesWhile they lack some of the
affordances that larger
computers provide such as
the use of Flash and
computing power, these
disadvantages are
decreasing with every new
generation of mobile device.
Also, mobile devices allow
for the use of
accelerometers,
compasses, cameras and
other components that have
the potential to make MLGs
more immersive.
Open-Source MLGs
As in other technological
industries, open-source
mobile gaming platforms will
allow teachers and/or
schools to create their own
mobile learning games. As
an example, Aris games
allows users to create
augmented reality-based
MLGs.
Increased Absorption by
Institutions
As more research is done
into game-based learning,
mobile technologies
develop and become
cheaper, and the number of
teachers who grew up
playing video games
increases, frameworks for
integrating MLGs into
learning environments will
develop, which will allow for
their integration into
educational institutions.
Learning Analytics
MLG data can be used by
both institutions and
developers to track both
learner motivation and how
well learning outcomes are
being met. This data can
then be used to create new
generations of MLGs and
aid data-driven research of
pedagogy.
References• Ambient Insight. (2013). Ambient insight targeted report: 2013-2018 north america mobile
edugame market. Ambient Insight. Retrieved from:
http://www.ambientinsight.com/Resources/Documents/Ambient-Insight-2013-2018-North-
America-Mobile-Edugame-Market-Abstract.pdf
• Bosomworth, D. (2015). Mobile marketing statistics 2015. Smart Insights. Retrieved from:
http://smartinsights.com
• Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward: Obstacles,
opportunities, and openness. The Educational Arcade. Retrieved from:
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
• Lavin-Mera, P., Torrente, J., Moreno-Ger, P., Vallejo-Pinto, A., & Fernandez-Manjon, B. (2009).
Mobile game development for multiple devices in education. International Journal of Emerging
Technologies in Learning. Retrieved from: http://www-ijet.org
• Schmitz, B., Klemke, R., & Specht, M. (2012). Effects of mobile gaming patterns on learning
outcomes: A literature review. Open University of the Netherlands. Retrieved from:
http://www.researchgate.net/profile/Birgit_Schmitz/publication/235265707_Effects_of_mobile_ga
ming_patterns_on_learning_outcomes_a_literature_review/links/0fcfd510b83a454e47000000.pd
f
• Tack, D. (2013). Serious games and the future of education. Forbes. Retrieved from:
http://forbes.com
*All images are taken from wikimedia commons and pixabay and fall under the creative domain.*