This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to tie history to contemporary concerns. What does it mean to bring self-reflexive techniques to mobile learning? What should we consider as we bring these techniques to bear on the mobile learning environment? How can we take advantage of the affordances of mobile self-reflexivity? The chapter explores these questions, and more, through the case of attempting to bring the self-reflexive technique to mobile learning; specifically, in a mobile ARG for leaching history.
Department, Program, or Center
School of Interactive Games and Media (GCCIS)
Gottlieb, O. (2018). Your iPhone Cannot Escape History, and Neither Can You: Self-Reflexive Design for a Mobile History Learning Game. In D. Herro, S. Arafeh, R. Ling, & C. Holden, Mobile Learning: Perspectives on Practice and Policy (pp. 247–264). Information Age Publishing.
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