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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2021
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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 |
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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 |
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