Abstract
The purpose of this case study was to explore a new learning strategy that benefits the students of mobile computing modules to engage and understand the mobile computing course through designing computer games which enhance their understandability concept. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. The game applied to be designed by students focusing also to design educational game for children with age six years. This game will teach the students how to learn in a fun way. Our case study is implemented at Gulf College which is affiliated with Staffordshire University-UK. Our game design was applied to teach students Android Studio software by designing an educational game. We describe the important requirements need to be considered when students start their design and implementation process. Finally, we describe the findings and results of our case study. The data analysis and evaluation are based on students feedback, staff feedback and the final marking grades for the students.
Original language | English |
---|---|
Title of host publication | Proceedings of the International Conference on Communication, Management and Information Technology, ICCMIT 2016 |
Editors | Marcelo Sampaio de Alencar |
Publisher | CRC Press/Balkema |
Pages | 235-240 |
Number of pages | 6 |
ISBN (Print) | 9781315375083 |
Publication status | Published - 2017 |
Event | International Conference on Communication, Management and Information Technology, ICCMIT 2016 - Cosenza, Italy Duration: 26 Apr 2016 → 29 Apr 2016 |
Conference
Conference | International Conference on Communication, Management and Information Technology, ICCMIT 2016 |
---|---|
Country/Territory | Italy |
City | Cosenza |
Period | 26/04/16 → 29/04/16 |