{"title":"通过手机游戏学习提高儿童逆境商的关键因素","authors":"Siwaporn Boonsamuan, Banphot Nobaew","doi":"10.1109/ISPACS.2016.7824759","DOIUrl":null,"url":null,"abstract":"This paper presents the key motivation factors of mobile game-based learning (mGBL) to improve Adversity Quotient (AQ) in students from the primary school. This study proposes the original concept; the strategy environment factors can be used to help to improve the AQ effectively. In class, students learn the solar system through the game; it names “It's here”. Game design concept aims to focus on the cause of the thinking process and makes a plan to do a mission trip exploring the solar system. Experimental result concluded that the strategy environment is the motivation key factor for AQ improvement.","PeriodicalId":131543,"journal":{"name":"2016 International Symposium on Intelligent Signal Processing and Communication Systems (ISPACS)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Key factor to improve Adversity Quotient in children through mobile game-based learning\",\"authors\":\"Siwaporn Boonsamuan, Banphot Nobaew\",\"doi\":\"10.1109/ISPACS.2016.7824759\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents the key motivation factors of mobile game-based learning (mGBL) to improve Adversity Quotient (AQ) in students from the primary school. This study proposes the original concept; the strategy environment factors can be used to help to improve the AQ effectively. In class, students learn the solar system through the game; it names “It's here”. Game design concept aims to focus on the cause of the thinking process and makes a plan to do a mission trip exploring the solar system. Experimental result concluded that the strategy environment is the motivation key factor for AQ improvement.\",\"PeriodicalId\":131543,\"journal\":{\"name\":\"2016 International Symposium on Intelligent Signal Processing and Communication Systems (ISPACS)\",\"volume\":\"41 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 International Symposium on Intelligent Signal Processing and Communication Systems (ISPACS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISPACS.2016.7824759\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 International Symposium on Intelligent Signal Processing and Communication Systems (ISPACS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISPACS.2016.7824759","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Key factor to improve Adversity Quotient in children through mobile game-based learning
This paper presents the key motivation factors of mobile game-based learning (mGBL) to improve Adversity Quotient (AQ) in students from the primary school. This study proposes the original concept; the strategy environment factors can be used to help to improve the AQ effectively. In class, students learn the solar system through the game; it names “It's here”. Game design concept aims to focus on the cause of the thinking process and makes a plan to do a mission trip exploring the solar system. Experimental result concluded that the strategy environment is the motivation key factor for AQ improvement.