Determining Students’ Views about an Educational Game-Based Mobile Application Supported with Sensors

Determining Students’ Views about an Educational Game-Based Mobile Application Supported with... Tech Know Learn https://doi.org/10.1007/s10758-018-9368-x ORIGINAL RESEARCH Determining Students’ Views about an Educational Game‑Based Mobile Application Supported with Sensors 1 1 Nesrin Özdener  · Fatih Demirci © Springer Science+Business Media B.V., part of Springer Nature 2018 Abstract The use of mobile applications which are developed for smartphones and tab- lets is increasing. They use special features of the devices such as integrated cameras, geo- positioning, and location and orientation sensors. The purpose of this study is to exam- ine students’ opinions on using an educational mobile application which is supported by sensors as a homework tool. In the scope of the study, we have examined the students’ opinions regarding the usage of sensors in mobile applications, their ideas on the usage of mobile applications for homework, and mobile applications’ scorekeeping feature. The overall findings indicated that most of the students preferred to use mobile applications with sensors and the sensor feature was the first thing they mentioned when they were asked to compare two mobile applications. In addition, almost all of the students stated that they would like to use mobile games for homework. All of the students stated that they like the highest score feature and they said that they enjoyed trying to beat http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png "Technology, Knowledge and Learning" Springer Journals

Determining Students’ Views about an Educational Game-Based Mobile Application Supported with Sensors

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Publisher
Springer Netherlands
Copyright
Copyright © 2018 by Springer Science+Business Media B.V., part of Springer Nature
Subject
Education; Learning and Instruction; Mathematics Education; Educational Technology; Science Education; Creativity and Arts Education
ISSN
2211-1662
eISSN
2211-1670
D.O.I.
10.1007/s10758-018-9368-x
Publisher site
See Article on Publisher Site

Abstract

Tech Know Learn https://doi.org/10.1007/s10758-018-9368-x ORIGINAL RESEARCH Determining Students’ Views about an Educational Game‑Based Mobile Application Supported with Sensors 1 1 Nesrin Özdener  · Fatih Demirci © Springer Science+Business Media B.V., part of Springer Nature 2018 Abstract The use of mobile applications which are developed for smartphones and tab- lets is increasing. They use special features of the devices such as integrated cameras, geo- positioning, and location and orientation sensors. The purpose of this study is to exam- ine students’ opinions on using an educational mobile application which is supported by sensors as a homework tool. In the scope of the study, we have examined the students’ opinions regarding the usage of sensors in mobile applications, their ideas on the usage of mobile applications for homework, and mobile applications’ scorekeeping feature. The overall findings indicated that most of the students preferred to use mobile applications with sensors and the sensor feature was the first thing they mentioned when they were asked to compare two mobile applications. In addition, almost all of the students stated that they would like to use mobile games for homework. All of the students stated that they like the highest score feature and they said that they enjoyed trying to beat

Journal

"Technology, Knowledge and Learning"Springer Journals

Published: May 28, 2018

References

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