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Authors: Nada Soudy 1 ; Silvia Pessoa 1 ; M. Bernardine Dias 2 ; Swapnil Joshi 1 ; Haya Thowfeek 1 and Ermine Teves 2

Affiliations: 1 Carnegie Mellon University in Qatar, Qatar ; 2 Carnegie Mellon University, United States

ISBN: 978-989-758-108-3

Keyword(s): Mobile, Game-based Learning, Motivation, Implementation.

Related Ontology Subjects/Areas/Topics: Computer-Supported Education ; e-Learning ; Game-Based and Simulation-Based Learning ; Information Technologies Supporting Learning ; Learning/Teaching Methodologies and Assessment ; Mobile Information Systems ; Mobile Learning ; Smart Devices as Collaborative Learning Tools ; Ubiquitous Learning ; Web Information Systems and Technologies

Abstract: This paper investigates the role and impact of Brain Race (BR), a customized mobile game-based learning tool, on the learning and teaching experiences of teachers and learners in a community adult English literacy program in Qatar. Relying on observations, formal interviews, and surveys with teachers and learners, this paper examines the implementation process of introducing BR in a classroom, the interaction of teachers and learners with BR and their opinions on BR, and BR’s perceived impact on learner motivation, engagement, and learning outcomes. Results indicate that although BR motivates learners and allows them to practice English concepts, certain issues, such as equipment used, scheduling, and content relevance, must be addressed in order to make the experience more efficient and valuable to both teachers and learners. The paper argues that learners and teachers have a variety of preferences, and thus it is important that they are able to decide for themselves how they want to include game-based learning tools, such as BR, into their classrooms. We conclude with recommendations to improve the implementation process so that learners can benefit more from BR and similar games. (More)

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Paper citation in several formats:
Soudy, N.; Pessoa, S.; Dias, M.; Joshi, S.; Thowfeek, H. and Teves, E. (2015). Brain Race - An Educational Mobile Game for an Adult English Literacy Program.In Proceedings of the 7th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-108-3, pages 34-45. DOI: 10.5220/0005410400340045

@conference{csedu15,
author={Nada Soudy. and Silvia Pessoa. and M. Bernardine Dias. and Swapnil Joshi. and Haya Thowfeek. and Ermine Teves.},
title={Brain Race - An Educational Mobile Game for an Adult English Literacy Program},
booktitle={Proceedings of the 7th International Conference on Computer Supported Education - Volume 2: CSEDU,},
year={2015},
pages={34-45},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0005410400340045},
isbn={978-989-758-108-3},
}

TY - CONF

JO - Proceedings of the 7th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - Brain Race - An Educational Mobile Game for an Adult English Literacy Program
SN - 978-989-758-108-3
AU - Soudy, N.
AU - Pessoa, S.
AU - Dias, M.
AU - Joshi, S.
AU - Thowfeek, H.
AU - Teves, E.
PY - 2015
SP - 34
EP - 45
DO - 10.5220/0005410400340045

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