DocumentCode :
3744323
Title :
An m-leaming game for the study of humanities
Author :
Alton Y. K. Chua;Snehasish Banerjee;L. G. Pee
Author_Institution :
Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore
fYear :
2015
Firstpage :
137
Lastpage :
142
Abstract :
Unlike the hard sciences, the study of humanities has not adequately leveraged on technologies such as mobile learning and serious games. Hence, this paper introduces SingaRacer, a mobile learning game to study humanities, specifically, history and culture. The ways in which users might perceive its prospect both as a game as well as an educational application was examined. For this purpose, SingaRacer was evaluated through a user study comprising 52 participants. Their intention to use SingaRacer was generally promising. Implications of the findings are highlighted.
Keywords :
"Games","History","Usability","Prototypes","Electronic learning","Knowledge acquisition"
Publisher :
ieee
Conference_Titel :
e-Learning, e-Management and e-Services (IC3e), 2015 IEEE Conference on
Type :
conf
DOI :
10.1109/IC3e.2015.7403501
Filename :
7403501
Link To Document :
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