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Unlike the hard sciences, the study of humanities has not adequately leveraged on technologies such as mobile learning and serious games. Hence, this paper introduces SingaRacer, a mobile learning game to study humanities, specifically, history and culture. The ways in which users might perceive its prospect both as a game as well as an educational application was examined. For this purpose, SingaRacer...
This paper proves that Life-long learning and Cultural Education can be supported through the use of technological advances and techniques which so far were extensively used in Games and immersive applications. In order to promote learning, this research proposal focuses on Augmented Reality (AR) and on Gamification for the creation of an educational AR book. The suggested learning subject is Science...
Chinese and western have two totally different systems of thought, holistic and analytic, respectively. Rooted in national culture, system of thought forms different cognitive processes toward the performance of using the technology. In this study, we empirically investigate the cognitive pathways underneath the proposed acceptance model in the two cultures. The findings suggest that culturally patterned...
With the expanding horizons of distributed eLearning, classrooms are increasingly consisting of a mix of different cultures. This paper addresses this factor in adaptive educational systems by presenting a new facet of the standard user model, the CAE-L cultural ontology framework. The definition and creation of the framework is introduced along with the first instances of its use and application...
The purpose of this study was to compare the differences between different cultures in critical success factors of e-Learning. A survey was conducted in China mainland to investigate the critical factors affecting learnerspsila satisfaction in e-Learning, then the results were compared with those concluded by Sun et al. whom conducted a survey in Taiwan. The comparable analysis shows that culture...
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