An m-leaming game for the study of humanities

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...

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Bibliographic Details
Main Authors: Banerjee, Snehasish, Chua, Alton Yeow Kuan, Pee, Loo Geok
Other Authors: Wee Kim Wee School of Communication and Information
Format: Conference Paper
Language:English
Published: 2016
Subjects:
Online Access:https://hdl.handle.net/10356/82585
http://hdl.handle.net/10220/40090
Description
Summary: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.