A conceptual model to investigate the role of mobile game applications in education during the COVID-19 pandemic

Ahmed Al Mulhem, Mohammed Almaiah

Research output: Contribution to journalJournal articlepeer-review

2 Scopus citations

Abstract

During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate students’ learning. Several studies have indicated that these games using mobile phones may improve students’ learning motivation and effectiveness when they are equipped with appropriate learning strategies. However, investigating the impact of learning strategies in students’ utilization of educational mobile games has received little scholarly attention during the COVID-19 pandemic. Hence, this research proposed two learning games scenarios to fill this gap. In the first scenario, students were offered an educational mobile game with a learning strategy called ‘scaffolding strategy’; while in the second scenario, the same game was offered without the strategy. To achieve this objective, an experimental design with a research model was developed to examine the role of scaffolding learning strategy in students’ use of educational mobile games. In this experimental study, 43 students from two classes participated in the two learning scenarios. The results indicate that educational mobile gaming with the scaffolding learning strategy significantly influenced students’ utilization of the mobile game. In addition, the adoption of the learning strategy significantly affected students’ perceived enjoyment, perceived usefulness, perceived ease of use, and behavioural intention to use, compared with the same game without the learning strategy. The results also indicate that the introduction of the scaffolding learning strategy into the educational mobile game will increase students’ learning effectiveness and motivation.

Original languageEnglish
Article number2106
JournalElectronics (Switzerland)
Volume10
Issue number17
DOIs
StatePublished - 1 Sep 2021

Keywords

  • COVID-19
  • Mobile games
  • Scaffolding strategy
  • Students’ utilization
  • Sustainability
  • TAM and TUT

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