Hi everyone! Thank you for taking out the time to go through my A3 project.
For this project, I have decided to explore the future of mobile gaming. In my research, I came across many mobile gaming applications that are already making huge strides in mobile gaming culture, and I also shared my own ideas of what I think is possible to achieve in the future.
Please click on the following link, ideally on a mobile device for best viewing experience: https://view.genially.com/66ae61e1e9a3b62362d77c97/interactive-content-future-of-mobile-gaming
I hope you enjoy it. Please share any questions, thoughts, or feedback in the comments.
Hi mabid04,
Thank you for this OER! Your presentation on the future of mobile gaming in education is insightful. I agree with your points on the accessibility of mobile gaming. The simplicity and convenience of these games—requiring only a smartphone, not a console or TV—make them accessible to a much wider audience. While reviewing your OER, a thought which came to mind was that while mobile games are often highlighted for their ability to make learning an active experience, it’s equally fascinating to explore how they can support passive learning as well. It’s interesting to consider how activities typically associated with passive screen time, such as scrolling through social media, watching videos, or playing simple games, can also contribute to learning. As you mentioned, hyper-casual games like crosswords, word searches, and tic-tac-toe are perfect examples. They engage users with their simplicity, offering addictive gameplay without complexity. Mobile technologies and games also create unique opportunities for social interaction, not just with peers, but also with people from around the world. It’s fascinating to see how these interactions can foster online communities and expand social connections.
I’m particularly interested in the idea of incorporating micro-courses and games designed for learners to engage with on the go. These bite-sized learning opportunities could be ideal for those moments when people are already scrolling through their phones passively, making education more flexible, easy, and almost casual. Additionally, I also share your excitement about the future of augmented reality in mobile gaming. The enhanced interactivity and immersion that AR offers have the potential to transform educational gaming, making learning even more engaging. I’m eager to see how future advancements in smartphone and other mobiles technologies can further support and expand the possibilities of augmented reality.
Lynn
Momina,
I think that mobile gaming is something we certainly have to consider in the classroom. You are absolutely correct in saying that they are very accessible because you don’t need a TV or computer, and the possibilities that AI presents will certainly open them up to many new possibilities in the future.
My question would be, what do you see as the role of mobile gaming in classrooms of the present and future?
Do you see current mobile games being useful as-is? I know that my students enjoy doing games like Wordle, Geoguessr and other “hyper-casual” games independently, and as a class. There are some obvious tie-ins (language and geography skills for example), and it’s a nice way for students to relate their everyday interests to the classroom.
On the other hand, is there room for us to start designing mobile games that are tailor-made for needs of particular teachers and learners? If so, would these be games designed by students and their teachers, or more mainstream games designed to teach specific parts of curriculum?
An interesting topic to be sure. Thanks for taking teh time to explore it.
Sam P