The impact of coupled games on the learning experience of learners at-risk: An empirical study

Birgit Schmitz, Roland Klemke, Marcus Specht

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    Offering pervasive game-based learning scenarios to at-risk learners is considered effective and motivating. This experimental study offers a detailed example of an educational setting that couples a mobile game with a PC browser game. It evaluates how this coupling supports engagement and learning for the target group. Nineteen participants aged between 17 and 21 years played and explored the game. The findings through seven-week gaming indicate that coupled games have potential to increase learners’ interest in a topic and can support learning activities.
    Original languageEnglish
    Pages (from-to)57-65
    Number of pages9
    JournalPervasive and Mobile Computing
    Early online date12 Sep 2013
    Publication statusPublished - Oct 2014


    • educational games
    • pervasive technology
    • SMS notifications
    • mobile game design patterns
    • learning outcomes
    • learners at-risk
    • at-risk learners

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