Mobile media learning
Subtitle: amazing uses of mobile devices for learning
By: edited by Seann Dikkers, John Martin, Bob Coulter
Publisher: ETC Press
Published: 2011
Place of publication: Pittsburgh, PA]
Language: eng
Number of pages: 233
ISBN-13: 9781105793639
Subjects: Smartphones; Cell phones; Educational technology; Educational innovations; Mobile games
Notes: Includes bibliographical references.

"The text of this work is licensed under a Creative Commons Attribution--NonCommercial--NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/)"
Table of contents: title: Dewey buys a smart phone  -- Seann Dikkers; title: Asking experts Dewey questions  -- Seann Dikkers; title: Up river: place, ethnography, and design in the St. Louis River Estuary  -- Mark Wagler and Jim Mathews; title: Launching investigations with bite-sized gaming  -- Bob Coulter; title: Beetles, beasties, and bunnies: ubiquitous games for biology  -- Louisa Rosenheck; title: Mystery trip  -- John Martin; title: Mentira: prototyping language-based locative gameplay  -- Chris Holden and Julie Sykes; title: Place-based design for civic participation  -- Jim Mathews and Jeremiah Holden; title: Re:Activism: serendipity in the streets  -- Colleen Macklin and Thomson Guster; title: History in our hands: mobile media in museum adventures  -- Sean Dikkers; title: Mobile gaming in public libraries  -- Kelly Czarnecki; title: Planning your game jam: game design as pedagogy  -- Colleen Macklin, John Martin, and Seann Dikkers; title: Youth APPlab: the wonder of app inventor and young app developers -- Leshell Hatley.