2016
DOI: 10.1007/s10639-016-9491-z
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A game for learning history on mobile devices

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Cited by 12 publications
(6 citation statements)
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“…As a result, on the basis of the experiment, it was found that the cognitive skills of players increased under the influence of the game, which is a practical element of learning. A similar study was conducted in Portugal (Cruz et al, 2017). The mobile game was developed for the study of the history of Portugal and its user-friendly interface allows it to be used not only by students but also by schoolchildren.…”
Section: Discussionmentioning
confidence: 99%
“…As a result, on the basis of the experiment, it was found that the cognitive skills of players increased under the influence of the game, which is a practical element of learning. A similar study was conducted in Portugal (Cruz et al, 2017). The mobile game was developed for the study of the history of Portugal and its user-friendly interface allows it to be used not only by students but also by schoolchildren.…”
Section: Discussionmentioning
confidence: 99%
“…Games can transform the learning process into a more engaging and satisfying experience whilst offering the opportunity for the learners to be exposed to experiences that would be adventurous, unsafe or to some extent impossible to be experienced in the physical world (Carvalho, 2017). Digital games make it possible for students to experience events multiple times and progress at their own convenience, and losing a game is a chance for learning and other attempts, with no worries (Cruz, Carvalho, & Araújo, 2017). Titus (2007) posits the vital part that creativity should be taken in marketing curricula.…”
Section: How To Teach Creativity To Marketing Studentsmentioning
confidence: 99%
“…The history of Czechoslovakia was the subject of one of the few serious games in this discipline [49,50] that generated a positive acceptance in both students and teachers. 1910 is a serious game created for mobile devices to motivate and engage 6th grade students in learning Portuguese history [14] However, there is still no user study to assess the impact of this game on learning or entertainment. These studies showed that serious games are a convenient place with efficient outcomes that could be used in a variety of domains.…”
Section: Educational Gamesmentioning
confidence: 99%