articleJournal of Computer Assisted LearningNov 6, 2014Closed access

A mobile gamification learning system for improving the learning motivation and achievements

Shu-Te University · National Yunlin University of Science and Technology

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Abstract

Abstract This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context‐aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and implemented in an elementary school science curriculum to improve student motivation and to help students engage more actively in their learning activities. The responses to our questionnaire indicate that students valued the outdoor learning activities made possible by the use of a smartphone and its functions. Pre‐ and post‐test results demonstrated that…

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634
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Authors

2

Topics & keywords

Keywords
  • Curriculum
  • Mathematics education
  • Context (archaeology)
  • Educational technology
  • Psychology
  • Dimension (graph theory)
  • Mobile device
  • Test (biology)
UN Sustainable Development Goals
  • Quality Education
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