2019
DOI: 10.1007/s10639-019-10008-2
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Mobile serious games: Effects on students’ understanding of programming concepts and attitudes towards information technology

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Cited by 25 publications
(10 citation statements)
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“…[7], they can engage players in the experience, stimulate and retain their interest in learning and encourage perseverance in completing tasks [16,25]. Serious games are used in various fields such as cultural heritage, education, healthcare [27] and are preferred by students more than traditional methods [28]. They are considered that can be effective tools [17] for learning and training [17,18] but are less attractive to young generations than Action and Adventure Games [17].…”
Section: Serious Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…[7], they can engage players in the experience, stimulate and retain their interest in learning and encourage perseverance in completing tasks [16,25]. Serious games are used in various fields such as cultural heritage, education, healthcare [27] and are preferred by students more than traditional methods [28]. They are considered that can be effective tools [17] for learning and training [17,18] but are less attractive to young generations than Action and Adventure Games [17].…”
Section: Serious Gamesmentioning
confidence: 99%
“…Serious Games mostly focus on educational outcome and less on entertainment and their transformation to Action and Adventure Games is proposed as a challenge [17]. Yallihep and Kutlu [28] concluded that mobile serious games can effectively enhance students' achievements, whereas further studies are required to investigate the role of mobile serious games as educational tools [28].…”
Section: Serious Gamesmentioning
confidence: 99%
“…Although some studies have attempted to gauge the attitude of students towards the use of mobile learning (Alsaggaf et al, 2012;Halim and Phon, 2020;Yallihep and Kutlu, 2020), there is a dearth of research related to investigating the cultural implications of using mobile learning in the context of computer programming education among female students in Saudi Arabia (Alfarani, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…These impacts are researched in various academic domains yet along mostly a reductionist viewpoint. There are many examples of research on the effects of ICT, for example, regarding education we cite, [1], [2], and [3] . Study [1] points to the increasing need for reliable translation services to accommodate the increase in networking among people of different languages and cultures.…”
Section: Introductionmentioning
confidence: 99%
“…To quantify the study, they use questionnaires collecting opinions from 540 undergraduate students from three disciplines. In study [3], they measure the impacts of games on mobile devices on fifth-grade students' attitudes towards an "Information Technology and Software" course and on their understanding of programming concepts. The comparison of pre-test and post-test results for two separate test groups, they see an improvement in understanding, yet no change in attitude with the introduction of these so-called "mobile serious games".…”
Section: Introductionmentioning
confidence: 99%