Publication Type
Journal Article
Version
acceptedVersion
Publication Date
3-2012
Abstract
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.
Keywords
Mobile technology, Education game, Underserved communities, Collective intelligence, India
Discipline
Asian Studies | Education | Educational Methods
Research Areas
Corporate Communication
Publication
International Journal of Educational Development
Volume
32
Issue
2
First Page
329
Last Page
340
ISSN
0738-0593
Identifier
10.1016/j.ijedudev.2011.05.008
Publisher
Elsevier
Citation
KIM, Paul; BUCKNER, Elizabeth; KIM, Hyunkyung; MAKANY, Tamas; TALEJA, Neha; and PARIKH, Vallabhi.
A comparative analysis of a game-based mobile learning model in low-socioeconomic communities of India. (2012). International Journal of Educational Development. 32, (2), 329-340.
Available at: https://ink.library.smu.edu.sg/lkcsb_research/6647
Copyright Owner and License
Authors
Additional URL
https://doi.org/10.1016/j.ijedudev.2011.05.008