ABSTRACT

New and accessible tools for mobile learning are about to cause a proliferation of place-based experiences for both informal and formal learning. This chapter provides an overview of some of the early iterations of educators rethinking classrooms, museums, and civic engagement for learners and using mobile games to facilitate active participation in the world they are learning about. Therefore, educators have a central role in providing design guidance and demanding quality mobile experiences defined by access, production, amplification, and the relevance of activity, product, and audience for student productions.