Skip to main content
Erschienen in: Technology, Knowledge and Learning 1/2019

28.05.2018 | Original research

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

verfasst von: Nesrin Özdener, Fatih Demirci

Erschienen in: Technology, Knowledge and Learning | Ausgabe 1/2019

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

The use of mobile applications which are developed for smartphones and tablets is increasing. They use special features of the devices such as integrated cameras, geopositioning, and location and orientation sensors. The purpose of this study is to examine 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 their highest scores. Most students also reported that they liked to look at their friends’ highest scores.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Archer, J., Jr., & Lamnin, A. (1985). An investigation of personal and academic stressors on college campuses. Journal of College Student Personnel, 26(3), 210–215. Archer, J., Jr., & Lamnin, A. (1985). An investigation of personal and academic stressors on college campuses. Journal of College Student Personnel, 26(3), 210–215.
Zurück zum Zitat Bayırtepe, E., & Tüzün, H. (2007). Oyun-Tabanlı Öğrenme Ortamlarının Öğrencilerin Bilgisayar Dersindeki Başarıları Ve Öz-Yeterlik Algıları Üzerine Etkileri. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 33, 41–54. Bayırtepe, E., & Tüzün, H. (2007). Oyun-Tabanlı Öğrenme Ortamlarının Öğrencilerin Bilgisayar Dersindeki Başarıları Ve Öz-Yeterlik Algıları Üzerine Etkileri. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 33, 41–54.
Zurück zum Zitat Botzer, G., & Yerushalmy, M. (2007). Mobile application for mobile learning. In Proceedings of IADIS international conference on cognition and exploratory learning in digital age (CELDA 2007), pp. 7–9. Botzer, G., & Yerushalmy, M. (2007). Mobile application for mobile learning. In Proceedings of IADIS international conference on cognition and exploratory learning in digital age (CELDA 2007), pp. 7–9.
Zurück zum Zitat Bucolo, S., Billinghurst, M., & Sickinger, D. (2005). User experiences with mobile phone camera game interfaces. In Paper presented at the proceedings of the 4th international conference on mobile and ubiquitous multimedia. Christchurch, New Zealand. Bucolo, S., Billinghurst, M., & Sickinger, D. (2005). User experiences with mobile phone camera game interfaces. In Paper presented at the proceedings of the 4th international conference on mobile and ubiquitous multimedia. Christchurch, New Zealand.
Zurück zum Zitat Cavus, N., & Uzunboylu, H. (2009). Improving critical thinking skills in mobile learning. Procedia-Social and Behavioral Sciences, 1(1), 434–438.CrossRef Cavus, N., & Uzunboylu, H. (2009). Improving critical thinking skills in mobile learning. Procedia-Social and Behavioral Sciences, 1(1), 434–438.CrossRef
Zurück zum Zitat Chen, C.-Y., & Hsu, S.-H. (2008). Personalized intelligent mobile learning system for supporting effective english learning. Educational Technology & Society, 11(3), 153–180. Chen, C.-Y., & Hsu, S.-H. (2008). Personalized intelligent mobile learning system for supporting effective english learning. Educational Technology & Society, 11(3), 153–180.
Zurück zum Zitat Cheng, H. N., Wu, W. M., Liao, C. C., & Chan, T.-W. (2009). Equal opportunity tactic: Redesigning and applying competition games in classrooms. Computers & Education, 53(3), 866–876.CrossRef Cheng, H. N., Wu, W. M., Liao, C. C., & Chan, T.-W. (2009). Equal opportunity tactic: Redesigning and applying competition games in classrooms. Computers & Education, 53(3), 866–876.CrossRef
Zurück zum Zitat Coller, B. D., & Shernoff, D. J. (2009). Video game-based education in mechanical engineering: A look at student engagement. International Journal of Engineering Education, 25(2), 308–317. Coller, B. D., & Shernoff, D. J. (2009). Video game-based education in mechanical engineering: A look at student engagement. International Journal of Engineering Education, 25(2), 308–317.
Zurück zum Zitat Earle, R. S. (2002). The integration of instructional technology into public education: Promises and challenges. Educational Technology-Saddle Brook Then Englewood Cliffs Nj-, 42(1), 5–13. Earle, R. S. (2002). The integration of instructional technology into public education: Promises and challenges. Educational Technology-Saddle Brook Then Englewood Cliffs Nj-, 42(1), 5–13.
Zurück zum Zitat Kamii, C., & DeVries, R. (1980). Group games in early education: Implications of Piaget’s theory. Washington, D.C.: NAEYC. Kamii, C., & DeVries, R. (1980). Group games in early education: Implications of Piaget’s theory. Washington, D.C.: NAEYC.
Zurück zum Zitat Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. Hoboken: Wiley. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. Hoboken: Wiley.
Zurück zum Zitat Karataş, E. (2014). Eğitimde oyunlaştırma: araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi 15 (2). Karataş, E. (2014). Eğitimde oyunlaştırma: araştırma eğilimleri. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi 15 (2).
Zurück zum Zitat Keengwe, J., Onchwari, G., & Wachira, P. (2008). Computer technology integration and student learning: Barriers and promise. Journal of Science Education and Technology, 17(6), 560–565.CrossRef Keengwe, J., Onchwari, G., & Wachira, P. (2008). Computer technology integration and student learning: Barriers and promise. Journal of Science Education and Technology, 17(6), 560–565.CrossRef
Zurück zum Zitat Marfisi-Schottman, I., & George, S. (2014) Supporting teachers to design and use mobile collaborative learning games. In International Conference on Mobile Learning, (pp. 3–10). Marfisi-Schottman, I., & George, S. (2014) Supporting teachers to design and use mobile collaborative learning games. In International Conference on Mobile Learning, (pp. 3–10).
Zurück zum Zitat Marzo, A., Bossavie, B., & Hachee, M. (2014). Evaluating controls for a point and shoot mobile game: Augmented reality, touch and tilt. In H. Duh, J. Stadon, & C. Stapleton (Eds.), In International symposium on mixed and augmented reality 2014 IEEE international symposium on mixed and augmented reality - media, art, social science, humanities and design (pp. 59–62). New York: IEEE. Marzo, A., Bossavie, B., & Hachee, M. (2014). Evaluating controls for a point and shoot mobile game: Augmented reality, touch and tilt. In H. Duh, J. Stadon, & C. Stapleton (Eds.), In International symposium on mixed and augmented reality 2014 IEEE international symposium on mixed and augmented reality - media, art, social science, humanities and design (pp. 59–62). New York: IEEE.
Zurück zum Zitat Ozdener, N., & Celen, B. (2009). The effects of web based educational drills in competitive atmosphere on motivation and learning. In H. Uzunboylu, & N. Cavus (Eds.), World conference on educational sciences—New trends and issues in educational sciences. Procedia Social and Behavioral Sciences (Vol. 1, pp. 1485–1490). Amsterdam: Elsevier. Ozdener, N., & Celen, B. (2009). The effects of web based educational drills in competitive atmosphere on motivation and learning. In H. Uzunboylu, & N. Cavus (Eds.), World conference on educational sciencesNew trends and issues in educational sciences. Procedia Social and Behavioral Sciences (Vol. 1, pp. 1485–1490). Amsterdam: Elsevier.
Zurück zum Zitat Pala, A. (2006). İlköğretim birinci kademe öğretmenlerinin eğitim teknolojilerine yönelik tutumları. Sosyal Bilimler Dergisi, 16(1), 77–188. Pala, A. (2006). İlköğretim birinci kademe öğretmenlerinin eğitim teknolojilerine yönelik tutumları. Sosyal Bilimler Dergisi, 16(1), 77–188.
Zurück zum Zitat Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill. Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Zurück zum Zitat Seifert, T. (2015). Pedagogical applications of smartphone integration in teaching: Lecturers, pre-service teachers and pupils’ perspectives. International Journal of Mobile and Blended Learning (IJMBL), 7(2), 1–16.CrossRef Seifert, T. (2015). Pedagogical applications of smartphone integration in teaching: Lecturers, pre-service teachers and pupils’ perspectives. International Journal of Mobile and Blended Learning (IJMBL), 7(2), 1–16.CrossRef
Zurück zum Zitat Sherry, J., Greenberg, B., Lucas, K., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference (Vol. 8). Sherry, J., Greenberg, B., Lucas, K., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference (Vol. 8).
Zurück zum Zitat Shih, J.-L., Chuang, C.-W., & Hwang, G.-J. (2010). An inquiry-based mobile learning approach to enhancing social science learning effectiveness. Journal of Educational Technology & Society, 13(4), 50–62. Shih, J.-L., Chuang, C.-W., & Hwang, G.-J. (2010). An inquiry-based mobile learning approach to enhancing social science learning effectiveness. Journal of Educational Technology & Society, 13(4), 50–62.
Zurück zum Zitat Stewart, J., Bleumers, L., Looy, J. V., Mariin, I., All, A., Schurmans, D., et al. (2013). In the potential of digital games for empowerment and social inclusion of groups at risk of social and economic exclusion: Evidence and opportunity for policy, Joint research centre. Sevilla: Institute for Prospective and Technological Studies. Stewart, J., Bleumers, L., Looy, J. V., Mariin, I., All, A., Schurmans, D., et al. (2013). In the potential of digital games for empowerment and social inclusion of groups at risk of social and economic exclusion: Evidence and opportunity for policy, Joint research centre. Sevilla: Institute for Prospective and Technological Studies.
Zurück zum Zitat Wang, J., Zhai, S., & Canny, J. (2006). Camera phone based motion sensing: interaction techniques, applications and performance study. In Paper presented at the proceedings of the 19th annual ACM symposium on user interface software and technology, Montreux, Switzerland. Wang, J., Zhai, S., & Canny, J. (2006). Camera phone based motion sensing: interaction techniques, applications and performance study. In Paper presented at the proceedings of the 19th annual ACM symposium on user interface software and technology, Montreux, Switzerland.
Zurück zum Zitat Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Washington, D.C.: American Psychological Association.CrossRef Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Washington, D.C.: American Psychological Association.CrossRef
Metadaten
Titel
Determining Students’ Views about an Educational Game-Based Mobile Application Supported with Sensors
verfasst von
Nesrin Özdener
Fatih Demirci
Publikationsdatum
28.05.2018
Verlag
Springer Netherlands
Erschienen in
Technology, Knowledge and Learning / Ausgabe 1/2019
Print ISSN: 2211-1662
Elektronische ISSN: 2211-1670
DOI
https://doi.org/10.1007/s10758-018-9368-x

Weitere Artikel der Ausgabe 1/2019

Technology, Knowledge and Learning 1/2019 Zur Ausgabe

    Marktübersichten

    Die im Laufe eines Jahres in der „adhäsion“ veröffentlichten Marktübersichten helfen Anwendern verschiedenster Branchen, sich einen gezielten Überblick über Lieferantenangebote zu verschaffen.