Cargando…

Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions

The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from...

Descripción completa

Detalles Bibliográficos
Autores principales: Krouska, Akrivi, Troussas, Christos, Sgouropoulou, Cleo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8299167/
https://www.ncbi.nlm.nih.gov/pubmed/34316285
http://dx.doi.org/10.1007/s10639-021-10672-3
_version_ 1783726212961533952
author Krouska, Akrivi
Troussas, Christos
Sgouropoulou, Cleo
author_facet Krouska, Akrivi
Troussas, Christos
Sgouropoulou, Cleo
author_sort Krouska, Akrivi
collection PubMed
description The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer to use their mobile devices, such as smartphones or tablets, and from pedagogical perspective, incorporating gaming in educational process can boost students’ motivation for learning and improve their learning outcomes. Hence, this study investigates learners’ intention to use MGbL as an alternative educational practice during the COVID-19 pandemic, by modeling the pedagogical affordance of this technology and student interactions with it. As a testbed for this research, a MGbL application was used for the instruction of the programming language C# in higher education, during the lockdown period of 2020. The findings reveal that the MGbL technology has a significant and positive impact on student engagement and academic performance.
format Online
Article
Text
id pubmed-8299167
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher Springer US
record_format MEDLINE/PubMed
spelling pubmed-82991672021-07-23 Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions Krouska, Akrivi Troussas, Christos Sgouropoulou, Cleo Educ Inf Technol (Dordr) Article The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer to use their mobile devices, such as smartphones or tablets, and from pedagogical perspective, incorporating gaming in educational process can boost students’ motivation for learning and improve their learning outcomes. Hence, this study investigates learners’ intention to use MGbL as an alternative educational practice during the COVID-19 pandemic, by modeling the pedagogical affordance of this technology and student interactions with it. As a testbed for this research, a MGbL application was used for the instruction of the programming language C# in higher education, during the lockdown period of 2020. The findings reveal that the MGbL technology has a significant and positive impact on student engagement and academic performance. Springer US 2021-07-23 2022 /pmc/articles/PMC8299167/ /pubmed/34316285 http://dx.doi.org/10.1007/s10639-021-10672-3 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Krouska, Akrivi
Troussas, Christos
Sgouropoulou, Cleo
Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
title Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
title_full Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
title_fullStr Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
title_full_unstemmed Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
title_short Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
title_sort mobile game-based learning as a solution in covid-19 era: modeling the pedagogical affordance and student interactions
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8299167/
https://www.ncbi.nlm.nih.gov/pubmed/34316285
http://dx.doi.org/10.1007/s10639-021-10672-3
work_keys_str_mv AT krouskaakrivi mobilegamebasedlearningasasolutionincovid19eramodelingthepedagogicalaffordanceandstudentinteractions
AT troussaschristos mobilegamebasedlearningasasolutionincovid19eramodelingthepedagogicalaffordanceandstudentinteractions
AT sgouropouloucleo mobilegamebasedlearningasasolutionincovid19eramodelingthepedagogicalaffordanceandstudentinteractions