Key Factor to Improve Adversity Quotient in Children through Mobile Game-based Learning

被引:0
作者
Boonsamuan, Siwaporn [1 ]
Nobaew, Banphot [1 ]
机构
[1] Mae Fah Luang Univ, MFU, Sch Informat Technol, Chiang Rai, Thailand
来源
2016 INTERNATIONAL SYMPOSIUM ON INTELLIGENT SIGNAL PROCESSING AND COMMUNICATION SYSTEMS (ISPACS) | 2016年
关键词
adversity quotient; mobile game based learning; motivation; edutainment; EDUCATION;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper presents the key motivation factors of mobile game-based learning (mGBL) to improve Adversity Quotient (AQ) in students from the primary school. This study proposes the original concept; the strategy environment factors can be used to help to improve the AQ effectively. In class, students learn the solar system through the game; it names "It's here". Game design concept aims to focus on the cause of the thinking process and makes a plan to do a mission trip exploring the solar system. Experimental result concluded that the strategy environment is the motivation key factor for AQ improvement.
引用
收藏
页码:441 / 446
页数:6
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