An m-leaming game for the study of humanities

Alton Y.K. Chua, Snehasish Banerjee, L. G. Pee

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

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 languageEnglish
Title of host publication2015 IEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages137-142
Number of pages6
ISBN (Electronic)9781467394376
DOIs
Publication statusPublished - Feb 8 2016
Externally publishedYes
EventIEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015 - Melaka, Malaysia
Duration: Aug 24 2015Aug 26 2015

Publication series

Name2015 IEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015

Conference

ConferenceIEEE Conference on e-Learning, e-Management and e-Services, IC3e 2015
Country/TerritoryMalaysia
CityMelaka
Period8/24/158/26/15

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

Fingerprint

Dive into the research topics of 'An m-leaming game for the study of humanities'. Together they form a unique fingerprint.

Cite this