An m-leaming game for the study of humanities
Author
Chua, Alton Y. K.
Banerjee, Snehasish
Pee, L. G.
Date of Issue
2015-08Conference Name
2015 IEEE Conference on e-Learning, e-Management and e-Services (IC3e)
School
Wee Kim Wee School of Communication and Information
Version
Accepted version
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.
Subject
Behavioral intention
Culture
E-learning
History
Humanities
M-learning
Pedagogy
Serious games
Culture
E-learning
History
Humanities
M-learning
Pedagogy
Serious games
Type
Conference Paper
Rights
© 2015 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. The published version is available at: [http://dx.doi.org/10.1109/IC3e.2015.7403501].
Collections
http://dx.doi.org/10.1109/IC3e.2015.7403501
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