Please use this identifier to cite or link to this item:
|Title:||Investigating the effects of educational game with Wii remote on outcomes of learning|
|Source:||Ho, J.H.,Zhou, S.Z.,Wei, D.,Low, A. (2009). Investigating the effects of educational game with Wii remote on outcomes of learning. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5940 LNCS : 240-252. ScholarBank@NUS Repository. https://doi.org/10.1007/978-3-642-11245-4_21|
|Abstract:||In this study, a Health Education based game using the Nintendo Wii remote was developed and then tested on groups of students. To validate our claim that the use of Tangible User Interfaces (TUIs) in educational games, in particular the Nintendo Wii remotes leads to favorable outcomes of learning, a four-part construct have been explored: memoability with regards to learning, fun, enjoyment, and interest and motivation in learning. First it is hypothesized that the use of TUI in the game enhances memoability and improves subject proficiency. Second, it is hypothesized that the use of TUI in the game enhances fun and enjoyment, interest and motivation in learning, which in turn leads to improved quality of learning. Results of the study yielded positive outcomes for both subjects. Given these positive results, we conclude that the uses of TUIs in educational computer games can lead to favorable outcomes of learning. © 2009 Springer-Verlag.|
|Appears in Collections:||Staff Publications|
Show full item record
Files in This Item:
There are no files associated with this item.
checked on Dec 13, 2017
checked on Dec 9, 2017
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.