TY - JOUR A1 - Lucke, Ulrike A1 - Rensing, Christoph T1 - A survey on pervasive education JF - Pervasive and mobile computing N2 - Researchers and developers worldwide have put their efforts into the design, development and use of information and communication technology to support teaching and learning. This research is driven by pedagogical as well as technological disciplines. The most challenging ideas are currently found in the application of mobile, ubiquitous, pervasive, contextualized and seamless technologies for education, which we shall refer to as pervasive education. This article provides a comprehensive overview of the existing work in this field and categorizes it with respect to educational settings. Using this approach, best practice solutions for certain educational settings and open questions for pervasive education are highlighted in order to inspire interested developers and educators. The work is assigned to different fields, identified by the main pervasive technologies used and the educational settings. Based on these assignments we identify areas within pervasive education that are currently disregarded or deemed challenging so that further research and development in these fields are stimulated in a trans-disciplinary approach. (C) 2013 Elsevier B.V. All rights reserved. KW - Pervasive learning KW - Ubiquitous learning KW - Mobile learning KW - Contextualized learning KW - Seamless learning KW - E-learning KW - E-teaching KW - Context awareness KW - Adaptivity KW - Personalization KW - Augmentation Y1 - 2014 U6 - https://doi.org/10.1016/j.pmcj.2013.12.001 SN - 1574-1192 SN - 1873-1589 VL - 14 SP - 3 EP - 16 PB - Elsevier CY - Amsterdam ER - TY - JOUR A1 - Lemcke, Stefanie A1 - Haedge, Kora A1 - Zender, Raphael A1 - Lucke, Ulrike T1 - RouteMe: a multilevel pervasive game on mobile ad hoc routing JF - Personal and ubiquitous computing N2 - Pervasive educational games have the potential to transfer learning content to real-life experiences beyond lecture rooms, through realizing field trips in an augmented or virtual manner. This article introduces the pervasive educational game "RouteMe" that brings the rather abstract topic of routing in ad hoc networks to real-world environments. The game is designed for university-level courses and supports these courses in a motivating manner to deepen the learning experience. Students slip into the role of either routing nodes or applications with routing demands. On three consecutive levels of difficulty, they get introduced with the game concept, learn the basic routing mechanisms and become aware of the general limitations and functionality of routing nodes. This paper presents the pedagogical and technical game concept as well as findings from an evaluation in a university setting. KW - E-learning KW - Educational game KW - Mobile application KW - Pervasive computing KW - Location awareness KW - Ad hoc routing KW - AODV Y1 - 2015 U6 - https://doi.org/10.1007/s00779-015-0843-2 SN - 1617-4909 SN - 1617-4917 VL - 19 IS - 3-4 SP - 537 EP - 549 PB - Springer CY - London ER -