AbstractUnlike 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.
TypeConference or Workshop Item
Chua, Alton Y.K., Banerjee, Snehasish 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.