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      An m-leaming game for the study of humanities

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      1570183587.pdf (935.4Kb)
      Author
      Chua, Alton Y. K.
      Banerjee, Snehasish
      Pee, L. G.
      Date of Issue
      2015-08
      Conference 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
      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
      • WKWSCI Conference Papers
      http://dx.doi.org/10.1109/IC3e.2015.7403501
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