Because of the increasing coverage of wireless networks and the continuing increase in mobile–device capability, e–learning is able to combine mobile computing with context awareness to provide immediate learning feedback. This study describes an RFID–based game–guided learning system using RFID context awareness and a game–based learning strategy. The results indicate that the experimental group that received RFID–based game–guided learning learned significantly better than the control group that received traditional lecture–based instruction. This study expands game learning to libraries and suggests another type of teaching that instructors can use to enhance their students' learning achievements.
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Jian Wun Huang (2012) studied this question.
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