The Effects of Location-based Mobile Games on Media Literacy Education in Schools Based on the Case Study of Pokémon Go
- 10.2991/assehr.k.220504.168How to use a DOI?
- Location-based; Mobile Games; Media Literacy Education; Pokémon Go
This article explains the application of mobile games in media literacy education. Based on a case study of Pokémon Go, it argues how location-based mobile games contribute to teaching media literacy in schools. The participatory context and the ideal informal learning space constructed within the game benefit the teaching environment in class. Also, the multimodal text offered by the game broadens the version of text conventionally used in the classroom and improves the clarity of information delivery as well. The application of mobile games opens new possibilities in education, but raises concerns regarding the informal and simulated game space.
- © 2022 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article distributed under the CC BY-NC 4.0 license.
Cite this article
TY - CONF AU - Yinglang Pang PY - 2022 DA - 2022/06/01 TI - The Effects of Location-based Mobile Games on Media Literacy Education in Schools Based on the Case Study of Pokémon Go BT - Proceedings of the 2022 8th International Conference on Humanities and Social Science Research (ICHSSR 2022) PB - Atlantis Press SP - 917 EP - 922 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.220504.168 DO - 10.2991/assehr.k.220504.168 ID - Pang2022 ER -