A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India

This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The f...

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Main Authors: KIM, Paul, BUCKNER, Elizabeth, KIM, Hyunkyung, MAKANY, Tamas, TALEJA, Neha, PARIKH, Vallabhi
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Language:English
Published: Institutional Knowledge at Singapore Management University 2012
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/6647
https://ink.library.smu.edu.sg/context/lkcsb_research/article/7646/viewcontent/Game_basedMobileLearning_India_2012_av.pdf
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spelling sg-smu-ink.lkcsb_research-76462022-03-31T05:13:21Z A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India KIM, Paul BUCKNER, Elizabeth KIM, Hyunkyung MAKANY, Tamas TALEJA, Neha PARIKH, Vallabhi This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no previous exposure to technology were able to not only figure out the given mobile learning technology, but also solve a series of incrementally challenging problems by playing math games without specific intervention or instruction by adults. The study also found that various factors, including gender and group size, do affect children's ability to adopt and learn while presenting a unique set of learning interaction patterns. This paper concludes with specific recommendations for future ICT4D (Information and Communication Technology for Development) projects for educational development particularly targeting developing regions. (C) 2011 Elsevier Ltd. All rights reserved. 2012-03-01T08:00:00Z text application/pdf https://ink.library.smu.edu.sg/lkcsb_research/6647 info:doi/10.1016/j.ijedudev.2011.05.008 https://ink.library.smu.edu.sg/context/lkcsb_research/article/7646/viewcontent/Game_basedMobileLearning_India_2012_av.pdf Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University Mobile technology Education game Underserved communities Collective intelligence India Asian Studies Education Educational Methods
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Mobile technology
Education game
Underserved communities
Collective intelligence
India
Asian Studies
Education
Educational Methods
spellingShingle Mobile technology
Education game
Underserved communities
Collective intelligence
India
Asian Studies
Education
Educational Methods
KIM, Paul
BUCKNER, Elizabeth
KIM, Hyunkyung
MAKANY, Tamas
TALEJA, Neha
PARIKH, Vallabhi
A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India
description This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no previous exposure to technology were able to not only figure out the given mobile learning technology, but also solve a series of incrementally challenging problems by playing math games without specific intervention or instruction by adults. The study also found that various factors, including gender and group size, do affect children's ability to adopt and learn while presenting a unique set of learning interaction patterns. This paper concludes with specific recommendations for future ICT4D (Information and Communication Technology for Development) projects for educational development particularly targeting developing regions. (C) 2011 Elsevier Ltd. All rights reserved.
format text
author KIM, Paul
BUCKNER, Elizabeth
KIM, Hyunkyung
MAKANY, Tamas
TALEJA, Neha
PARIKH, Vallabhi
author_facet KIM, Paul
BUCKNER, Elizabeth
KIM, Hyunkyung
MAKANY, Tamas
TALEJA, Neha
PARIKH, Vallabhi
author_sort KIM, Paul
title A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India
title_short A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India
title_full A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India
title_fullStr A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India
title_full_unstemmed A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India
title_sort comparative analysis of a game-based mobile learning model in low-socioeconomic communities of india
publisher Institutional Knowledge at Singapore Management University
publishDate 2012
url https://ink.library.smu.edu.sg/lkcsb_research/6647
https://ink.library.smu.edu.sg/context/lkcsb_research/article/7646/viewcontent/Game_basedMobileLearning_India_2012_av.pdf
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