Investigating the effects of educational game with wii remote on outcomes of learning

  • Authors:
  • Jeng Hong Ho;Steven ZhiYing Zhou;Dong Wei;Alfred Low

  • Affiliations:
  • Interactive Multimedia Lab (IML), National University of Singapore;Interactive Multimedia Lab (IML), National University of Singapore;Interactive Multimedia Lab (IML), National University of Singapore;Interactive Multimedia Lab (IML), National University of Singapore

  • Venue:
  • Transactions on Edutainment III
  • Year:
  • 2009

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Abstract

In this study, a Health Education based game using the Nintendo Wii remote was developed and then tested on groups of students. To validate our claim that the use of Tangible User Interfaces (TUIs) in educational games, in particular the Nintendo Wii remotes leads to favorable outcomes of learning, a four-part construct have been explored: memoability with regards to learning, fun, enjoyment, and interest and motivation in learning. First it is hypothesized that the use of TUI in the game enhances memoability and improves subject proficiency. Second, it is hypothesized that the use of TUI in the game enhances fun and enjoyment, interest and motivation in learning, which in turn leads to improved quality of learning. Results of the study yielded positive outcomes for both subjects. Given these positive results, we conclude that the uses of TUIs in educational computer games can lead to favorable outcomes of learning.