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QuesTInSitu – The Game

QuesTInSitu – The Game
Extension of QuesTInSitu, supporting gamified learning in situ activities

QuesTInSitu: The Game is an extension of QuesTInSitu supporting gamified learning in situ activities. The application allows setting up gamified routes of geolocated questions. The students can answer in situ the geolocated questions as many times as needed until reach the correct solutions. Game elements, such as hints associated to the different questions, punctuation mechanisms, and extra bonus, can be designed to promote students’ reflection about their performance.


Melero, J., & Hernández-Leo, D. (2017). Design and Implementation of Location-Based Learning Games: Four Case Studies with “QuesTInSitu: The Game”. IEEE Transactions on Emerging Topics in Computing, 5(1), 84-94.

Melero, J., Hernández‐Leo, D., Sun, J., Santos, P., & Blat, J. (2015). How was the activity? A visualization support for a case of location‐based learning design. British Journal of Educational Technology, 46(2), 317-329. JCR2016 Q1, JCR2015 Q1

Melero, J., Hernández-Leo, D., & Manatunga, K. (2015). Group-based mobile learning: Do group size and sharing mobile devices matter?. Computers in Human Behavior, 44, 377-385.

Melero, J., Santos, P., Hernández-Leo, D. and Blat, J. (2013) Puzzle-based games as a metaphor for designing in situ learning activities. In: Proceedings of the 7th European Conference on Games Based Learning, Porto, Portugal, 3-4 October 2013. Available from:

>> See also related publications in Questinsitu tool page


Real use cases:

“EL JOC DE LES TORRES: Discovering L’Hospitalet using your Smartphone”

Impact in the media: La Vanguardia, L’H press, L’H city council newsTV news

Related UPF research news:


QuesTInSitu: Escola Pia de Mataró in Vic



Cuatrecasas employees test new GTI geolocated app in Sitges!

36 Cuatrecasas employees taking part in a 2-day Team Building event in Sitges followed a geolocated activity on October 23rd 2013.

The activity consisted of using smartphones to answer geolocated questions along twelve individual routes, one for each team. Each question had a clue to continue the route, leading to a combination to unlock a real padlock at the end of the route, with a reward for the teams.