Chua, Alton Y.K., Banerjee, Snehasish orcid.org/0000-0001-6355-0470 and Pee, LG (2015) An m-leaming game for the study of humanities. In: IEEE Conference on e-Learning, e-Management and e-Services, 24-26 Aug 2015.
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.
Metadata
Item Type: | Conference or Workshop Item |
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Authors/Creators: |
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Copyright, Publisher and Additional Information: | ©2015 IEEE. This is an author-produced version of the published paper. Uploaded in accordance with the publisher’s self-archiving policy. Further copying may not be permitted; contact the publisher for details |
Dates: |
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Institution: | The University of York |
Academic Units: | The University of York > Faculty of Social Sciences (York) > The York Management School |
Depositing User: | Pure (York) |
Date Deposited: | 13 Dec 2017 09:40 |
Last Modified: | 16 Oct 2024 20:37 |
Status: | Published |
Refereed: | Yes |
Related URLs: | |
Open Archives Initiative ID (OAI ID): | oai:eprints.whiterose.ac.uk:125224 |
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Filename: SingaRacer_published.pdf
Description: SingaRacer for humanities learning