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

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...

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Veröffentlicht in:Technology, knowledge and learning knowledge and learning, 2019-03, Vol.24 (1), p.143-159
Hauptverfasser: Özdener, Nesrin, Demirci, Fatih
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container_title Technology, knowledge and learning
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creator Özdener, Nesrin
Demirci, Fatih
description 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.
doi_str_mv 10.1007/s10758-018-9368-x
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subjects Applications programs
Comparative Analysis
Computer Games
Computer Software
Creativity and Arts Education
Education
Educational Games
Educational Technology
Friendship
Geographic Information Systems
Handheld Devices
Homework
Learning and Instruction
Mathematics Education
Mobile computing
Original Research
Preferences
Science Education
Scores
Sensors
Smartphones
Student Attitudes
Students
Tablet computers
Telecommunications
title Determining Students’ Views about an Educational Game-Based Mobile Application Supported with Sensors
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