Abstract
Digital games have become popular among children and adolescents. These games have somewhat become an integral part of their lives. Thus, due to this phenomenon, many institutions and scholastic organisations have come to realise the potential of mobile game design as an effective approach in education industry. Researches on mobile learning (m-learning) proved that curricular activity through mobile education game produces positive benefits mainly regarding skills development and motivation. However, the effectiveness of m-learning towards student’s academic achievement is still under investigation. Aside from being accessible without the boundary of time and places, m-learning may benefit in some other ways. Hence, this paper reviews the literature describing the role of m-learning through vision, mind and psychomotor towards the children and adolescents from various researches that were made. Various articles and journals were gathered from, mainly, online database. The results gathered from the articles and journals were then discussed in this paper.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Malaysian Communications and Multimedia Commission. (2013). Pocketbook of statistics Q2 2013. Available at: http://www.skmm.gov.my/skmmgovmy/media/General/pdf/SKMM_Q2_Eng.pdf
Malaysian Communications and Multimedia Commission. (2012). Statistical brief number fourteen, 1823, Legasi Press, Cyber Jaya, Malaysia.
Liu, C.-C. (2008). Beyond the ownership of handheld devices: Active learning with ubiquitous learning minds. In Fifth IEEE Int. Conf. Wireless, Mobile, Ubiquitous Technol. Educ. (wmute 2008), pp. 11–19.
Facer, K., Joiner, R. Ã., Stanton, D. Ã., Reid, J., Hull, R., & Kirk, D. (2004). Savannah : mobile gaming and learning ? Journal of Computer Assisted Learning, 20(6), 399–409.
Mahamad, S., Ibrahim, M. N., Izzriq, M., & Malek, A. (2004). Open source implementation of m-learning for primary school in Malaysia. World Academy of Science, Engineering and Technology, 3(4), 752–756.
Chua, A. Y. K., & Balkunje, R. S. (2012). An exploratory study of game-based m-learning for software project management. Journal of Universal Computer Science, 18(14), 1933–1949.
Suki, N. M., & Suki, N. M. (2007). Mobile phone usage for m-learning: Comparing heavy and light mobile phone users. Campus-Wide Information Systems, 24(5), 355–365.
Kamaruzaman, M. F., & Zainol, I. H. (2012). Behavior response among secondary school students development towards mobile learning application. In 2012 IEEE Colloquium on Humanities, Science & Engineering Research.
Brown, M., & Diaz, V. (2010). Mobile learning : Context and prospects, pp. 1–19.
Schofield, C. P., West, T., & Taylor, E. (2011). Going mobile in executive education: How mobile technologies are changing the executive learning landscape, Ashridge & UNICON, Hertfordshire, UK.
Santamarina, R. T., Moreno-Ger, P., Torrente, J., & Manjón, B. F. (2010). CS training: Introducing mobile educational games in the learning flow. In Industrial Electronics (ISIE), 2010 IEEE International Symposium.
Acknowledgement
The author would like to acknowledge the Ministry of Higher Education Malaysia, Universiti Teknologi MARA, Research Management Institute, for the facility and support under the RAGS and Research Excellent Fund (RIF).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer Science+Business Media Singapore
About this paper
Cite this paper
Mohd Rani, N., Zainol, I.H., Kamaruzaman, M.F. (2015). Empirical Study on Game-Based Learning Phenomenon Through Mobile Design Technology. In: Hassan, O., Abidin, S., Legino, R., Anwar, R., Kamaruzaman, M. (eds) International Colloquium of Art and Design Education Research (i-CADER 2014). Springer, Singapore. https://doi.org/10.1007/978-981-287-332-3_20
Download citation
DOI: https://doi.org/10.1007/978-981-287-332-3_20
Publisher Name: Springer, Singapore
Print ISBN: 978-981-287-331-6
Online ISBN: 978-981-287-332-3
eBook Packages: Humanities, Social Sciences and LawEducation (R0)