2017
DOI: 10.15439/2017f95
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Creating an Interactive and Storytelling Educational Physics App

Abstract: Abstract-Ubiquitous mobile technology makes m-learning a popular method of education. Our goal was to use education and entertainment (edutainment) for teaching physics on mobile devices, as the technology is available for most of the students. A game was designed, as an interactive and storytelling educational physics app based on user experience and edutainment guidelines. The testers in usability tests considered the game useful; they also suggested improvements. Learning through play can be broadly applied… Show more

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Cited by 6 publications
(2 citation statements)
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“…Furthermore, the analysis of the relationship undertaken here, has extended our knowledge of the use of ICT in education, because the research focus is different from prior studies on how to use mobile games (Avouris and Yiannoutsou, 2012;Nelson et al, 2017), specific apps (Szklanny et al, 2017;Buongiorno and Michelini, 2021), mobile technology to support collaborative learning (Tinker and Krajcik, 2012;Córdova Martínez and Alfonte Zapana, 2020;Telfer-Mason, 2021) or to enhance learning outcomes (Cahyana et al, 2019;Zhai et al, 2019). The results provide a basis for future studies that may involve other crucial but less investigated variables in the context of technology-based learning environments.…”
Section: Discussionmentioning
confidence: 94%
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“…Furthermore, the analysis of the relationship undertaken here, has extended our knowledge of the use of ICT in education, because the research focus is different from prior studies on how to use mobile games (Avouris and Yiannoutsou, 2012;Nelson et al, 2017), specific apps (Szklanny et al, 2017;Buongiorno and Michelini, 2021), mobile technology to support collaborative learning (Tinker and Krajcik, 2012;Córdova Martínez and Alfonte Zapana, 2020;Telfer-Mason, 2021) or to enhance learning outcomes (Cahyana et al, 2019;Zhai et al, 2019). The results provide a basis for future studies that may involve other crucial but less investigated variables in the context of technology-based learning environments.…”
Section: Discussionmentioning
confidence: 94%
“…The introduction of technology into education has resulted in different means of utilizing technology for science education, for instance, to use mobile games (Avouris and Yiannoutsou, 2012;Nelson et al, 2017), specific apps (Szklanny et al, 2017;Buongiorno and Michelini, 2021), mobile technology to support collaborative learning (Tinker and Krajcik, 2012;Córdova Martínez and Alfonte Zapana, 2020;Telfer-Mason, 2021) or to enhance learning outcomes (Cahyana et al, 2019;Zhai et al, 2019). However, few studies were conducted to analyze the relationship between learning-oriented socialoriented goals, time management and environment management.…”
Section: Environment Management In Technology-based Physics Learningmentioning
confidence: 99%