How does ubiquitous game-based system influence students’ learning motivation
نویسنده
چکیده
This study investigated how ubiquitous game-based system influence learning motivation for junior high school students. The English course was conducted on a campus by using a ubiquitous learning system called the Handheld English Language Learning Organization (HELLO). Two group students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. During the experiment, a survey, and interviews were conducted for the students. The evaluation results of the learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning motivation than using non-gaming method.
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