An m-Learning Game for the Study of Humanities

نویسندگان

  • Alton Y. K. Chua
  • Snehasish Banerjee
  • L. G. Pee
  • Wee Kim
چکیده

—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—e-learning; m-learning; serious games; pedagogy; behavioral intention; humanities; history; culture

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تاریخ انتشار 2017