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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>St. P¨olten, Austria</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Location-Based Learning Games Made Easy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Simon Reinsperger</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Florian Grassinger</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iosif Miclaus</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Grischa Schmiedl</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Birgit Schmiedl</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kerstin Blumenstein</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>HLW Pressbaum</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>St. Poelten University of Applied Sciences</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>2</volume>
      <fpage>4</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>The state of technology is evolving each year, computers get faster and smaller and more and more parts of society get enhanced with it. Education is one of these areas that could benefit from the progress made in technology. This paper explores the possibilities and benefits of mobile location-based learning games and tools for creating such applications. We built a web platform for creating locationbased content. The development process and design considerations to expand the functionality for creating context-based games will be documented in this paper. Finally, the results of two user tests will be presented. Both tests were conducted with primary school children to focus on use cases in the educational system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The use of technology for educational purposes is not a
new idea. However, it definitely has more to o↵er than
what it is used for right now. Almost every student
uses smartphones and at the age of 4 already 75% of
all children carry such a high-end computer in their
pockets [KIND+15]. The possibilities to use these
devices in school do not end with playing casual games
during a break. The field of mobile computing and
especially mobile learning is more and more
investigated and context-aware computing is a big
opportunity to develop and interact with software.
Particularly, location-based applications promise an
appealing approach for creating interesting learning
experiences. For example, the success of the mobile game
“Pokemon Go”1 shows the fascination location-aware
applications have on people, regardless of gender, age
or education [Tak16]. The same enthusiasm could be
used to enhance learning experiences.</p>
      <p>This paper investigates how such a tool could look
like and which requirements, use cases and limits of
such applications exist. The method consists of a
literature research to investigate the current state of
location-based learning games (Section 2) and tools for
creating such games (Section 3). The second part
consists of the development of a prototype as a proof of
concept and the evaluation through user tests (Section
4 and 5). Finally, we conclude our work in Section 6
and outline future work.
2</p>
      <p>Location-Based Learning Games
Location-based games require players to move through
the physical world in order to achieve certain game
objectives. Real objects or locations get connected
with virtual information, which is accessible through
the players mobile device. This kind of games is
very flexible concerning the content and is predestined
for educational use cases [SYOA+14]. Location-based
systems do not necessarily require location-awareness.
There are multiple examples of location-based
learning applications which do not monitor or react to
the users’ physical location due to the available
hardware at that time. Nowadays, most projects work
location-aware, in the sense that the system knows
the current location of its user [BBS+10]. All three
following examples use GPS (global positioning
system) for locating the users. There are other
possibilities as well, e.g., tracking the position via WiFi signal
strength [CT09] or using QR code and RFID to
confirm a location [TKK+09].</p>
      <p>1http://www.pokemon.com/us/pokemon-video-games/
pokemon-go/, accessed 26.07.2016.
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Business Education</title>
      <p>Puja &amp; Parsons [PP11] explored the possibilities for
using a location-based mobile game for teaching
college students about business consulting. The game
is played in teams. The players goal is to analyze a
virtual company, as if they were business consultants
and form a recommendation for the company based
on their findings and conclusions. The students have
to find di↵erent virtual interview partners each
representing another infrastructural part of the company.
These interview partners are bound to certain
locations on the campus. Once the players are in a certain
range to these locations the interview text appears on
the device. After all locations are found and the
students have obtained all accessible information, they
prepare a final presentation about their findings and
analysis. The user test showed some issues with the
user interface e.g., diculties in finding their
orientation with only a dot on an abstracted map. Another
discovery was that they actually spent little time
reading the interviews and documents. The players rated
the progress bar as very useful, as a reference of their
success. However, this resulted in consuming more
attention from the participants than anticipated.
2.2</p>
    </sec>
    <sec id="sec-3">
      <title>History Learning</title>
      <p>Wake &amp; Baggetun [WB09] developed a location-based
mobile learning game to teach students about local
history in Bergen, Norway. The players take the role of
Premier Lieutenant Bielke, who managed the defense
of Bergen during the Napoleonic wars (1803-1815), and
visit historic sites in the town to learn more about
this historical episode. This concept follows the idea
of place-based education, where problems and
learning opportunities are based on the students’ own
surroundings from that applying the learned information
on a global perspective. The game is played in teams,
which are competing for the lowest score (finishing the
game as fast with as few hints provided by the system
as possible). A user test with three teams of three
people was conducted, each team sharing one
GPScapable mobile device. The participants reported a
clear understanding of the game and knew how to use
the system. During the questionnaire, the authors
found that the distance meter was a crucial tool for
the success of the game, the map and hints were rated
lower.
2.3</p>
    </sec>
    <sec id="sec-4">
      <title>Understanding of Animal Behavior</title>
      <p>Savannah [FJS+04] is a game where children (aged
11 to 12) can take the role of a lion in the wild.
The game is a rather complex role-playing simulation,
where the players can move freely in a predefined area
(100m ⇥ 50m) and decide their own actions. Basically,
the game is about surviving as a lion, which includes
hunting, drinking, staying away from trouble,
managing their energy, etc. Each player carries a PDA
with GPS functionality and headphones. The devices
transform the playing field into the savanna by
showing images and playing sounds according to the
players’ position. The device also receives and displays
messages like “you are too hot”, “you are hungry” or
“you are dead - return to the Den”. These messages
let the players know about their state in the game.
2.4</p>
    </sec>
    <sec id="sec-5">
      <title>Insights from the Examples</title>
      <p>Looking at these examples, some insights can be
obtained about the current state of location-based
learning games. The use cases are very broad, the examples
reach from games for children to college education and
the fields of interests were historical, biological and
economical. Thus, location-based learning games are
unbiased regarding target audience and content.</p>
      <p>The structure of these games often share certain
similarities, like the process of going to a location,
retrieving information about the next location once the
players’ presence is confirmed and so on. Overall, all
user tests confirm a positive e↵ect on the motivation
of the players and their learning experience.
3</p>
      <p>Requirements
Many location-based learning applications follow the
same structure. The user has to go to a certain place
to acquire some new information, based on that they
have to find the next location. Having such a
repetitive pattern makes it easy to create tools to
manage the content of such a learning experience or even
create new ones without having programming skills.
This kind of application could, for example, be used
by teachers to create interactive, location-based
content for their classes, benefiting from all the previous
mentioned advantages, without the need for
expensive projects to create individual location-based
learning games for only one use case [SYOA+14]. Keeping
such content up-to-date is another advantage of having
an underlying - easy to use - system [WHC+06]. Of
course, the individuality of game features developed
with such a tool will not be guaranteed and complex
applications like “Savanna” [FJS+04] can not be
realized with such a generic structure.</p>
      <p>Weal et al. [WHC+06] worked with teachers and
curators and defined requirements for authoring tools
of location-based content as follows:
• The process has to fit existing practices, must
be fast, simple and achievable in-between daily
chores and when new ideas come to mind.
• In-situ authoring should be provided, esp., if the
mobile experience created is essentially connected
to the real environment. The content providers
will benefit from the possibility of creating the
content exactly where it will be consumed.
• It should always be possible to go back and refine
the already created content. This kind of work
does not have to be in-situ because it will
probably be more time consuming and reflective than
a spontaneous note. This might even profit from
having to use another working environment like a
desktop computer to get another view.
3.1</p>
      <sec id="sec-5-1">
        <title>In-Situ Authoring</title>
        <p>In-situ authoring allows the creation of content
directly in the situation when being on sight on a
mobile device. The other approach would be to require
some kind of static desktop application. Weal at
al. [WHC+06] faced the challenge of needing a system
to record audio files for a location-based tour through
a historic place and the guides were not able to
authentically narrate their stories away from the location. As
a solution, they build a mobile application which
allows the guides to record their snippets for their tour
directly on their PDAs, neglecting audio quality for a
more authentic experience [WHC+06].
3.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Authoring Versus Playing Application</title>
        <p>In the examined prototypes, the design of the
authoring tools and the normal consumer functionality is
approached in one out of two ways. Either, the
designers developed two completely separated applications,
one for consuming and one for creating location-based
content, or they followed the approach of being able to
create and change the minimum of each location, but
big changes need to happen on a di↵erent environment
(e.g., on a desktop computer).</p>
        <p>An example for the first solution is the game
“Premierløytnant Bielke” [WB09]. The authors developed
a web interface to easily change the content of each
location, allowing non-technical users to maintain and
update the content, while the game was implemented
as a native mobile application.</p>
        <p>The second approach is implemented by Weal et
al. [WHC+06]. It is possible to record audio files on
the field but heavier changes still need the desktop
environment. Another example is the TOTEM
application suite [JWBO13]. Jurgelionis et al. created two
applications: TOTEM.Designer (desktop application
to create data templates) and TOTEM.Scout (mobile
application for filling the templates with data in the
field).</p>
        <p>A third approach would be to enable the mobile
application to do all the configuration, creation and
maintenance necessary for the tool to work. However,
none of the found projects described such a
possibility. The described project in this paper follows this
approach.
4</p>
        <p>Development
Mobilot2 is a web platform for creating location-based
content. Users can create “Mobiduls”, modules where
they can mark arbitrary locations (“stations”) on a
map, add media or text and publish such collections.
The software has some additional functionality, like
collaborative content editing, which supports use cases
where multiple users can contribute to a collection of
locations, e.g., a collection of all ATMs in a town or a
city guide. The application is solely web based, even
so the design is highly responsive and optimized for
mobile usage. Each feature can easily be accessed on
mobile devices. Therefore, in-situ authoring and
creation is ensured.</p>
        <p>The architecture of Mobilot can be seen in Figure 1.
The back-end (server) is implemented with the PHP
MVC framework Laravel, version 4.2, with a MYSQL
database. The back-end architecture (server) is mainly
a typical REST API with CRUD (Create, Read,
Update, Delete) functionality. This kind of architecture is
advantageous for creating multiple client applications
for di↵erent scenarios or devices because the back-end
can stay the same.</p>
        <p>The front-end (client) is built with the JavaScript
framework Angular.js 1.4 . This framework is designed
to build big applications as single page applications
(SPA). SPAs technically consist of one page even so it
2The code base is open source and available at https://
github.com/fhstp-mfg/mobilot.
does not seem like it. This has some benefits, like an
overall faster experience of the site. Instead of heavy
page loads, the applications have to request data only
when needed, saving a lot of overhead in HTTP
requests. On the downside, there can be a possible slow
initial loading of the page when the user visits the page
for the first time because the complete application gets
loaded at once.</p>
        <p>The map feature of Mobilot is realized with the
Google Maps API inside the front-end application.
4.2</p>
        <sec id="sec-5-2-1">
          <title>Goals, Ambitions and Challenges</title>
          <p>The existing functionality of Mobilot lets users
already easily create location-based content. However,
the content was rather static and non-interactive itself.
To use the platform in a learning context, we needed
some new features to encourage learners to get active.
We came up with the idea of extending the existing
features to make it possible to easily and fast create
scavenger hunt-like learning games. The basic
functionality was already in place, the game itself would
be a Mobidul created by some kind of game master,
like a teacher, and the stations would be the di↵erent
points of the scavenger hunt. We needed some way
to give stations di↵erent kind of states (like ‘hidden’,
‘open’ or ‘completed’) and only display those who have
already been unlocked.</p>
          <p>Another feature, we wanted to implement, was a set
of interactive components to enable users to configure
the scavenger hunt more freely and create their own
rules on how the unlocking of stations would work.
These components should be easily configured to the
need of the situations.</p>
          <p>It was very important to focus on maintaining the
mobile and in-situ authoring possibilities of a Mobidul.
Therefore, we were challenged not only to create such
highly configurable scavenger hunts but also ensuring
the mobile use of the editor.</p>
          <p>Additionally, we wanted to transform the existing
web application into a hybrid version. On the one
hand, it will allow us to use native functionality of
mobile devices, which could not be used with a
webbased application, like access to the Bluetooth chip.
On the other hand, we can deploy the application on
PlayStore by Google and AppStore by Apple, to be
discoverable on those platforms.
4.3</p>
        </sec>
        <sec id="sec-5-2-2">
          <title>Di↵erent States of a Station</title>
          <p>The first step to create a scavenger hunt-like
experience is to di↵erentiate between various states of a
station (see Figure 2). Instead of showing the same
information regardless of the context of the user, we
introduced four di↵erent kinds of conditions with their
own rules each station could be in.</p>
          <p>Each station starts in hidden state. Hidden stations
are not visible on the map or in any list. If players try
to access it directly they will be redirected to the
currently active station. Once the previous station is
completed the station will be activated. Now, the station
is visible on the map. In this state players can get
challenged to do something in order to proceed with the
game, e.g. finding the station. Afterwards, the station
can be opened. Technically, the open state is equal to
the previous one. The usage of this state is optional
but allows new possibilities for game elements. After
this, the player will continue with the next station.
Finally, a finished station will stay in the completed
state. This allows displaying information that should
be accessible after playing the game.
4.4</p>
        </sec>
        <sec id="sec-5-2-3">
          <title>Interaction Components</title>
          <p>The scavenger hunt Mobidules o↵er several
interaction elements for configuring a station. Each of
these elements o↵ers custom configuration capabilities
(e.g., the label on a button or the range of a GPS
tracking component) and a call to action in case it
gets triggered.</p>
          <p>• HTML Content: is a very basic non-interactive
component for creating simple text and images
with a WYSIWYG (“What you see is what you
get”) editor.
• Action Button: is a simple button to trigger an
action if clicked. The label and action are
configurable.
• Code Input Field: is an input field with a
submit button. Players will have to enter the correct
code in order to trigger the success action. An
error action is also implemented.
• GPS Detector: If a station is configured with
a GPS detector it will check the players’ position
every five seconds. If the user is within a
configurable range an action will be triggered. As
a fallback, in case of an inaccurate GPS signal,
there will be a code input component to trigger
the action anyway.
• Countdown: Opening a station with a
countdown component will start a timer, that will
trigger an action after a specified time.
4.4.1</p>
          <p>Actions
To create interactive learning experiences, it is
necessary to configure custom responses to user inputs.
While some components allow the declaration of two
actions, one for success, one for failure, most work
with only one of them. The following actions can be
triggered:
• Open this station: will set the status of the
currently active station to “open”.
• Complete this station: will set the currently
active station as completed and the next station
as activated. This action can also be used in
activated state, which will result in skipping the open
state.
• Say some text: will open a dialog window with
a customizable text. Can be used for hints or
custom error messages.
• Go to current station: will set the progress
to the currently active station. This is useful for
completed stations to allow players to quickly
navigate back to the currently active station.
4.5</p>
          <p>Editor
The design consideration behind the editor was to
make it as easy as possible even on mobile devices.</p>
          <p>To get to the station editor, one has to either create
a new station in the menu or click the edit button in
the header at the desired station (see Figure 3). It is
required to have editing permits to do so.</p>
          <p>The editor is shown in Figure 4. On top, there are
four tabs with di↵erent options:
• Base: allows changing the name of the station as
well as its content/configuration.
• Place: shows a map for changing the location of
the station.
• Categories: lets the owner put the station into
one or more categories.
• Options: allows some additional configuration
of the station as well as the option to delete it.</p>
          <p>For creating a scavenger hunt, the first tab (Base)
is primarily important because the game logic is
managed here. Each state of the station is separated into
its own tab. The editor can change between these by
touching one of the state names (‘activated’, ‘open’
and ‘completed’).</p>
          <p>Underneath the state tabs, the user can add
unlimited elements to the configuration by clicking on
the desired component, which will add the element to
the content area underneath. If an already existing
element in the content area is selected it will be
displayed with a blue background. The new component
is going to be placed directly behind of it.</p>
          <p>Each component has an information and delete
button. By clicking on the “toolbox” further configuration
is possible.</p>
          <p>There can only be one opened element to save screen
space, which is important to think about when
designing for mobile devices. If the user opens a new element
the currently selected one will collapse into the
preview mode. The order of the elements is changeable
with a drag‘n’drop gesture. This is consistently used
throughout the application to change the order of list
items (also used for changing the station order or menu
items).</p>
          <p>To save the changes, the user has to click on the
right button in the header. This will redirect him or
her to the station view. The changes can also be
discarded by clicking on the cancel button in the left of
the save option.
4.5.1</p>
          <p>Developer Tools
To make it easier for Mobidul creators to test their
content, the application o↵ers developer tools to change
their current progress data. These tools can be seen
on Figure 3. They consist of two parts. One - the
connected dots underneath the station name - shows
which station is currently viewed (the outline and font
color gets green). It also allows changing stations
quickly by clicking one of the other dots. The other
feature is right underneath. User can change the state
of the station by selecting one of the three tabs. The
content will change immediately according to the
selection.
5</p>
          <p>Evaluation
The goal of the evaluation phase was to test the new
game components of the web application. The primary
focus was the user experience of the consuming
position, not the handling of the content authoring and
configuration.</p>
          <p>For this evaluation, two di↵erent tests were
conducted. Both of them were qualitative evaluations
with observation followed by group interviews. The
target audience of these tests were elementary school
children from “Volksschule Tullnerbach” in
Tullnerbach, Austria.</p>
          <p>Overall, we had 90 participants aged from 6 to 10
(see Table 1 for the distribution of the participants).
All participants claimed to have experience in working
with mobile devices. Some of the older ones even own
smartphones themselves. The tests took place on two
days during a project week at the school and were
performed on the school grounds. They were instructed
and supervised by the project leaders and
developers of the software. The test content, two separated
games with an objective of practicing reading while
doing physical activities, was designed by a related
teacher. The distinction between the two test
modules was based on the age of the participants. Each
test took about one hour including instructions at the
beginning and a quick group interview at the end.</p>
          <p>As test devices we provided iPhone 5, 6 and 6+ as
well as iPad 2 and iPad mini.
Around the school, there were five stations at
wellknown places like the car park or the tennis court. The
participants read instructions on their devices to go to
a specific station and perform a task. These tasks were
di↵erent for each station, some were achievable with
just using the device, others required extra instruction
and validation from a station supervisor (see Figure 5).
All tasks ended with receiving a keyword, which had
to be entered to complete the station and activate the
next one.</p>
          <p>This test was performed with three classes. Two of
the three classes were regular ones with children aged 6
to 8 (with 23 and 18 participants) and one mixed with
an age range from 6 to 10 (with 9 participants). Each
class got separated into three subgroups and each one
of these got three test devices. This meant the children
had to share one device with one or two peers. The
groups were accompanied by one of the supervisors, in
case questions or problems occurred.</p>
          <p>The participants were very motivated and rushed
from one station to another. However, it was
noticeable that the older ones could not immerse as much as
their younger peers. Therefore, the mood of the mixed
class was a little less enthusiastic. The game was
designed for younger children. Therefore, an explanation
for this could be that the tasks were too easy and not
challenging.</p>
          <p>The children were obviously excited about the
evaluation devices. They were aware of the cost of the
phones and impressed by the responsibility of
carrying them. They did not have any problems handling
the application, which matches their statement to be
experienced in working with smartphones.</p>
          <p>Beforehand, it was expected that they would read
the instruction in these constellations, but it turned
out that one person ended up reading aloud for the
whole group. This kid was most times the most
confident reader of the class, which made the ambition of
the application a bit pointless, because the idea was
to practice reading. It even hindered insecure students
wanting to hold the device, so they would avoid having
to read.</p>
          <p>The game design was well received by the
participants. Especially, the athletic tasks were highly rated
and better memorized than the others during the
final interview. The challenge to match numbers with
letters was probably too abstract for the target group.
From observations it also showed that it was the least
engaging station of the rally, mostly leading to having
one or two participants solving the task for the whole
group. A preference regarding self-instructed stations
compared to having a supervisor giving additional
information or validation was not stated.
5.2</p>
          <p>Reading Hike (Age 9 to 10)
The older participants were tested with another
module adapted to their reading abilities. Each one of the
two classes got divided into two groups and the
children had to share devices in pairs. Each station reveals
a new chapter of a continuous story and will give a hint
on where to find the next station. Additionally, the
current distance to the station is displayed on screen,
giving feedback if the moving direction is correct. The
application will automatically show the next chapter
of the story once the distance was less than 10m.</p>
          <p>The narrative was fitted for the audience. It was
the story of a young girl looking for her lost domestic
pig called Norbert. While searching him, she meets
several other animals and people who help finding her
friend. Each one of these encounters is represented by
a station and the children walk the same way as the
girl in the story.</p>
          <p>The game consists of ten stations, the walking
distance is about 3km and the children needed about one
hour to complete it. As a fallback, in case the GPS did
not work, there were physical signs attached at each
station, providing an unlock code (see Figure 6).</p>
          <p>Unlike the reading rally, this game can be played
without depending on anything but the smartphone.
It should be possible for the participants to come back
with their parents and repeat the scavenger hunt with
their own devices. Therefore, the interface of the
station view is extremely important to be easily
understandable without any outside help.</p>
          <p>This game got tested with a total of 40 children
aged 9 to 10.</p>
          <p>During the group interview the students stated that
the story was appealing. Some children proposed
included more media genres like videos to enhance the
experience.</p>
          <p>The devices used for this tests were iPad 2, iPad
mini and iPhone 6+. The reason for choosing these
devices was the assumption that it would be easier
for children to read on a larger screen. This decision
proved to be false, not only did the iPad su↵er the
most technical related issues with GPS, but it was also
too big and heavy for this kind of usage and target
audience.</p>
          <p>The main game play element was finding the next
station. The most used tool to achieve this objective
was the distance meter (see Figure 7). Another
feature that would have been useful is the map view, but
the participants did not use it at all, which could be
the case, because at the initial instructions it was not
shown or explained. Wake et al. [WB09] described
a similar observation where the participants did not
use the map but instead relied on the distance meter
very heavily. They try to explain it with the
participants - in this case adults - knowing the area very well
(a)
(b)
(c)
and expecting to see di↵erent scenarios with younger
students. The findings could contradict this thesis,
because the participants are within the suggested age
range and did not know the area too well.</p>
          <p>The participants permanently overrated the
accuracy of the distance meter. They tried to find the
right direction by walking a few steps and looking at
the new distance as feedback. While this seems like
a valid approach on solving these problems it implies
a few other problems. First of all, the GPS signal
is not completely reliable. The game component
responsible for calculating the distance was configured
to accept an accuracy aviation up to 20m before falling
back into an alternative mode. The current accuracy
was even displayed next to the distance. This e↵ect is
also described by Facer et al. [FJS+04] who observed
children attributing substantially more intelligence to
the devices and technologies than there were in
reality [FJS+04].</p>
          <p>During the test, a severe bug was noticed the first
time. The issue, that occurred when the GPS module
of the device returned an error, led to the situation
that neither the current position was checked nor the
fallback alternative was displayed. To solve this
problem, the user had to refresh the page, which triggers a
new request for the GPS position, normally resolving
the issue.</p>
          <p>Another problem was the selection of the fallback
codes, which were three random letters. The auto
correct feature of the devices made it hard to input these
codes and automatically replaced the text with a
correction. Words that would pass the auto correct
inspection would have been a better choice.</p>
          <p>All participants were satisfied with the application.
The described problems did not upset them that much.
They stated that they would be interested in similar
games and could imagine using such an application in
their spare time and with their families.
5.3</p>
          <p>Summary
Overall, the evaluations, of a self-explanatory Mobidul
(Reading Hike) as well as one with additional
instructors (Reading Rally), show a successful involvement of
the participants in the Mobiduls. Even so the game
objectives, like solving a task or progressing in the
story, were quite simple, they allowed the children to
immerse into the experience. The technical side of the
application was stable. However, the GPS availability
of some devices had a negative impact on the users’
experience. Due to its simplicity, the user interface
was easy to use and did not need a lot of instruction.
6</p>
          <p>Conclusion
Mobilot shows that it is possible to develop a tool that
allows an easy and in-situ creation of location-based
learning games. Many games fitting this category show
a very similar structure that can be streamlined into
a generic system, while maintaining its attractiveness
to players.</p>
          <p>This paper described the development of a tool to
easily create location-based games as well as the
outcome of two user tests. The user tests brought good
results for the games and the participants enjoyed the
game. Still, there is room for improvement. A next
step will be the user interface evaluation of the station
editor with teachers as the target audience.</p>
          <p>The future possibilities of Mobilot seem endless.
One of the next extensions will be the implementation
of further context recognition like the distance to
object (measured with Bluetooth signal) and social
interaction. With these new features the tool belt for
creating interesting learning experiences will allow the
creation of wide-ranging game mechanism. Another idea
is to open up the concept of the linear game structure
to allow an autonomous exploration of the individual
stations or the creation of conditional paths during one
game session.</p>
          <p>As for further research, it would be interesting to
evaluate more mobile learning games in an educational
context. Teachers should be encouraged to use
technology in their classes and therefore more tools are
required to support them.</p>
          <p>Acknowledgements
This work was supported by the project seekoi (no.
1154) funded by the Internet Foundation Austria
(IPA) as well as the Austrian Ministry for Transport,
Innovation and Technology (BMVIT) under the
Austrian Security Research Programme KIRAS via the
project Courageous Community (no. 850196).
[BBS+10]
[CT09]
[FJS+04]</p>
          <p>Chih-Ming Chen and Yen-Nung Tsai.
Interactive location-based game for
supporting e↵ective english learning. In
Proc. of ESIAT, volume 3, pages 523–526.</p>
          <p>IEEE, 2009.</p>
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