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Empirical Study on Game-Based Learning Phenomenon Through Mobile Design Technology

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International Colloquium of Art and Design Education Research (i-CADER 2014)

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.

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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).

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Correspondence to Nurdalilah Mohd Rani .

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© 2015 Springer Science+Business Media Singapore

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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

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