@inbook{fbdac829b60f44c6997112650279a075,
title = "Pok{\'e}mon Go",
abstract = "These two case studies illustrate alternate approaches to using Pok{\'e}mon Go for educational purposes.In one, the game is used to prompt students to research their general area. In the other, the game becomes a way to reflect more deeply upon the ethics of public play 1. “Pok{\'e}mon Go” as a collaborative eTwinning schools project: The European Commission eTwinning project enabled teachers to develop collaborative, pedagogical school projects in any subject area using a central online networking portal. In the school year students from a public secondary school in Milomlyn in northern Poland took part in two eTwinning projects: Pok{\'e}mon Go: Let{\textquoteright}s Go English and Pok{\'e}mon Go: Cultural Hunting Related Games & Media for the links). In Let{\textquoteright}s Go English, students nominated city landmarks as potential Pok{\'e}stops and/or Pok{\'e}gyms. To create a Pok{\'e}stop, students had to prepare photos, a short description (in both English and Polish), and the geolocation of their monument. 2. Redesigning Pok{\'e}mon Go: Digital technologies classes at the University of Leeds Pok{\'e}mon Go offered a dynamic way to explore the ethics of public game-play. In this class, students redesigned the game to avoid trespass, uphold privacy, keep players safe and respect local customs. ",
keywords = "games, Pok{\'e}mon Go, game based learning",
author = "Bronwin Patrickson and Michal Siwkowski",
year = "2019",
month = nov,
day = "21",
doi = "10.1184/R1/10557950",
language = "English",
isbn = "978-0-359-98401-5",
volume = "3",
series = "Learning Education and Games in the Classroom",
publisher = "Carnegie Mellon University: ETC Press",
pages = "314--320",
editor = "Karen Schrier",
booktitle = "Learning, Education and Games Volume 3: 100 Games to Use in the Classroom and Beyond",
}