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