DIGITAL LIBRARY
MOBILE GAME-BASED SEAMLESS LEARNING
Anadolu University (TURKEY)
About this paper:
Appears in: EDULEARN16 Proceedings
Publication year: 2016
Page: 4038 (abstract only)
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.1971
Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain
Abstract:
This paper sets out to raise and expand awareness with regard to mobile game-based seamless learning of disadvantaged leaner in Open Education. In this respect, the main aim of this chapter is to identify the needs related to mobile game-based seamless learning of disadvantaged learners in the system. In order to fulfill this aim, the project seeks answers to the following questions:
1) How are disadvantaged learners defined in the world in the related literature?
2) How are the demographic characteristics of disadvantaged learners in the world described in the related literature?
3) How do these groups use new communication technologies?
4) How is the current status related to mobile game-based seamless learning needs of disadvantaged learners in Open Education?
5) How is the desired status related to mobile game-based seamless learning needs of disadvantaged learners in Open Education?
6) Is there is any gap between the current status and desired status related to mobile game-based seamless learning needs of disadvantaged learners in Open Education, what are the solutions to bridge the gap through Open Education? How will these solutions be selected?

The goal of this paper is to collect the information required to structure and extend the use of Open Education environments with a view to raising awareness related to the mobile game-based seamless learning of disadvantaged learners. This will allow us to plan specific regulations related to mobile game-based seamless learning of disadvantaged students through learning environments where new interactive and flexible communication technologies are used. Additionally, learning needs of these groups will be fulfilled anytime and anywhere owing to the content produced for different platforms through adaptive and responsive systems. Furthermore, an interactive e-learning environment related to mobile game-based seamless learning will be provided for disadvantaged Learners in Open Education. Finally, primary and secondary stakeholders will always be provided with the information related to the effectiveness of e-learning services in meeting mobile game-based seamless learning needs.

The needs analysis activities planned to achieve the goal consist of six stages:
1) Review of the related literature;
2) Use of the data collected continuously and periodically by the Office of Information Collection Group Coordination, Open Education Faculty, Anadolu University, in order to define and express the problem related to mobile game-based seamless learning needs of disadvantaged students;
3) Analysis of expert opinions in the literature to describe the current status, after the problem is outlined and expressed;
4) Identifying the potential of workshops, coordination and cooperation with related institutions in order to bridge the gap between the current status and the desired status;
5) Organizing a workshop with the participation of experts to seek and select solutions;
6) Finally, writing a report related to research conclusions.
Keywords:
Mobile Learning, Game-based Learning, Seamless Learning.