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- Mobile Games Group

- Jun 15, 2020
- 1 min read
Updated: Jun 28, 2020

The pervasiveness of mobile devices has driven new innovations of electronic games for mobile environment (Vee Senap & Ibrahim, 2019). And as such, mobile educational games have exploded in both popularity and ubiquity. Duolingo is worth $700million (Buchanan, 2018), and “according to the industry analyst firm Metaari's most recent Global Game-Based Learning Market report, the game-based learning industry will amount to over $17 billion by 2023” (Valentine, 2018).
Eric Klopfer asks, in a piece for the MIT Press, “What is ‘educational’? And what is a ‘game’?” (2008). Educational is quite self evident, but for the latter question a loose working definition can be seen as “anything that the participants will let us get away with calling a game” (Klopfer, 2008). Though perhaps a more academic offering would be that a game is a “purposeful, goal-oriented, rule-based activity that the players perceive as fun” (Klopfer, 2008).
But fun, like beauty, is in the eye of the beholder - so that can’t be the only criterium. For Vee Senap & Ibrahima, “the proposed heuristics components are Interface, Pedagogical/ Educational design/ Pedagogical effectiveness, Content/ Learning content, Playability, Multimedia, Enjoyment, Usability, Mechanics, Character/ Graphic and Mobility” (2019, p 1031).
Our OER site seeks to aid in helping educators to separate the good from the less than good in educational mobile gaming apps - ideally streamlining the process of deciding what the best options are to encourage the best outcomes from our students.




What great information you have here team! It's astounding to know how powerful games are and have such a profound effect on students abilities and memories. Thank you.