Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/82585
Title: An m-leaming game for the study of humanities
Authors: Banerjee, Snehasish
Chua, Alton Yeow Kuan
Pee, Loo Geok
Keywords: Behavioral intention
Culture
E-learning
M-learning
Pedagogy
History
Humanities
Serious games
Issue Date: 2015
Source: Chua, A. Y. K., Banerjee, S., & Pee, L. G. (2015). An m-leaming game for the study of humanities. 2015 IEEE Conference on e-Learning, e-Management and e-Services (IC3e), 137-142.
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.
URI: https://hdl.handle.net/10356/82585
http://hdl.handle.net/10220/40090
DOI: 10.1109/IC3e.2015.7403501
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].
Fulltext Permission: open
Fulltext Availability: With Fulltext
Appears in Collections:WKWSCI Conference Papers

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