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.
Original language | English |
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Title of host publication | 2015 IEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015 |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 137-142 |
Number of pages | 6 |
ISBN (Electronic) | 9781467394376 |
DOIs | |
Publication status | Published - Feb 8 2016 |
Externally published | Yes |
Event | IEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015 - Melaka, Malaysia Duration: Aug 24 2015 → Aug 26 2015 |
Publication series
Name | 2015 IEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015 |
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Conference
Conference | IEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015 |
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Country/Territory | Malaysia |
City | Melaka |
Period | 8/24/15 → 8/26/15 |
Bibliographical note
Publisher Copyright:© 2015 IEEE.
ASJC Scopus Subject Areas
- Education
- Computer Networks and Communications
- Computer Science Applications
Keywords
- behavioral intention
- culture
- e-learning
- history
- humanities
- m-learning
- pedagogy
- serious games