Pokémon Go

Bronwin Patrickson, Michal Siwkowski

    Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review


    These two case studies illustrate alternate approaches to using Pokémon 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. “Pokémon 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: Pokémon Go: Let’s Go English and Pokémon Go: Cultural Hunting Related Games & Media for the links). In Let’s Go English, students nominated city landmarks as potential Pokéstops and/or Pokégyms. To create a Pokéstop, students had to prepare photos, a short description (in both English and Polish), and the geolocation of their monument. 2. Redesigning Pokémon Go: Digital technologies classes at the University of Leeds Pokémon 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.
    Original languageEnglish
    Title of host publicationLearning, Education and Games Volume 3: 100 Games to Use in the Classroom and Beyond
    EditorsKaren Schrier
    Place of PublicationPittsburgh, P.A.
    PublisherCarnegie Mellon University: ETC Press
    ISBN (Print)978-0-359-98401-5, 978-0-359-98408-4
    Publication statusPublished - 21 Nov 2019

    Publication series

    NameLearning Education and Games in the Classroom


    • games
    • Pokémon Go
    • game based learning


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