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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Pages | 137-142 |
Number of pages | 6 |
Publication status | Published - 2015 |
Event | IEEE Conference on e-Learning, e-Management and e-Services - Melaka, Malaysia Duration: 24 Aug 2015 → 26 Aug 2015 http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=7395550 |
Conference
Conference | IEEE Conference on e-Learning, e-Management and e-Services |
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Country/Territory | Malaysia |
City | Melaka |
Period | 24/08/15 → 26/08/15 |
Internet address |