An m-leaming game for the study of humanities

Alton Y.K. Chua, Snehasish Banerjee, LG Pee

Research output: Contribution to conferencePaperpeer-review

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
Pages137-142
Number of pages6
Publication statusPublished - 2015
EventIEEE Conference on e-Learning, e-Management and e-Services - Melaka, Malaysia
Duration: 24 Aug 201526 Aug 2015
http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=7395550

Conference

ConferenceIEEE Conference on e-Learning, e-Management and e-Services
Country/TerritoryMalaysia
CityMelaka
Period24/08/1526/08/15
Internet address

Bibliographical note

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