## 4 Learning Scenarios Using Sensors
### Location  
[PERSON] [21] states that, \"if learning becomes mobile, location becomes an important context, both in terms of the physical whereabouts of the learner and also the opportunities for learning to become location-sensitive\" (p. 7). Many mobile phones already have a capability to locate the device based on satellite navigation systems and present the location of the device on a map. The location data can also be sent to a service, and for example, enquiries can be made about the nearest restaurant based on the location data. In any case, all mobile devices can be located based on cell tower location, but this method may not be so accurate as GPS positioning. The drawback of GPS is that it cannot be used inside a building. In mobile devices, it is also possible to use other location methods that do not require GPS [22]. W3C has a standard API for web applications to use different kinds of location technologies. The Geolocation API defines a high-level interface for location information associated with the user's device. In addition to GPS data, the API can use location data based on network signals, such as IP address, RFID, Wi-Fi and Bluetooth MAC addresses and GSM/CDMA cell IDs [23]. Google has been  
Figure 4: Learning experience augmented with sensor data in three contexts: local, collaborative and collective context. scanning WLAN networks in several countries and has a database of the locations of WLAN networks in areas where they have street view images [24]. Although this has led to concerns about privacy and security issues, the database enables Geolocation API-based applications to obtain location data quite accurately, even inside buildings. GPS positioning has been used in outdoor games to generate location based game plots. The players have GPS enabled devices, and the game is designed so that the location affects the game logic. For example, in order to get to the next level in the game, the player has to go to a certain building or find another player based on her location information. Researchers from the University of Zurich have developed a mobile game for a university studies introductory course [25]. The game contains collaborative elements, and it is based on location technology. Studies have shown that the players considered the game to be motivating. The game world was a mixed reality experience for game players, where both the real world game space integrated with the virtual game world and virtual and real social spaces were combined into an interactive experience. [PERSON], [PERSON], [PERSON] and [PERSON] [26] have similar research results. In the future, mobile mixed reality games that support video-mixed see-through displays will generate more immersive gaming environments. It will also be an important future research topic [27]. Mixed reality learning games are clearly sensor data augmented environments. They also support the collective sensor data augmented experience, if the activities of several players affect the events in the gaming world. The location-based social networking applications, Gowalla [28] (service had been closed since 2012) and Foursquare [29], add gaming aspects to social networking for mobile devices [30]. The idea behind these applications is simply to log into places where the user is. The application locates the user and displays a map showing places where she can check-in. By checking in, the users collect badges or pins that are displayed on the users' profile; a user can typically also see where her friends have checked in and who have checked in to the same place as she. The user can also send images from the places to the service and collect new stamps for this activity. Location-based social media applications could be used also for learning purposes. For example, a university could create a gaming environment where new students have to check-in to certain locations on the campus using their mobile devices. Each check-in would earn points. There could also be certain tasks that the students would have to do while visiting a place.