• DocumentCode
    3724529
  • Title

    Experiencing game-based learning through Mobile Devices

  • Author

    R.K. Sungkur;U.G. Singh;A. Adaya

  • Author_Institution
    Computer Science and Engineering Dept, University of Mauritius, Mauritius
  • fYear
    2015
  • Firstpage
    1
  • Lastpage
    7
  • Abstract
    The introduction of game-based learning (GBL) into the pedagogical processes and curriculum design can increase student engagement in the learning process. There are a range of game based learning approaches available, but, so far, limited adoption of serious games has been recorded. The digital habits of learners should be studied carefully, to better understand the way current technology-savvy students learn, and integrate socially. With the wide-spread use of Mobile Devices today, GBL has a vital role to play in the educational landscape. This research analyses the potential usage of Mobile Devices to enhance the learning process, through Game-Based Learning.
  • Keywords
    "Electroencephalography","Feature extraction","Support vector machines","Artificial neural networks","Fractals","Empirical mode decomposition","Computers"
  • Publisher
    ieee
  • Conference_Titel
    Computing, Communication and Security (ICCCS), 2015 International Conference on
  • Type

    conf

  • DOI
    10.1109/CCCS.2015.7374159
  • Filename
    7374159