{"title":"一种创新的方法,使用手机游戏来桥梁,幸福,焦虑,抑郁和孤立","authors":"","doi":"10.4018/ijaet.302013","DOIUrl":null,"url":null,"abstract":"Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon Go as a baseline application, experimental research will be conducted to enable not just HE participants but also individuals from industry to engage in activities, challenges while looking at health (well being) and anxieties. Educators can harness this positive relationship by using collaborative or individual projects, to equipment the student's ability, through rewarding their progress with a variety of different types of intrinsic and extrinsic motivational techniques to enhance and empower there learning. There is significant evidence to show that the use of Mobile Learning (ML) in the classroom and industry through secondary and primary data that the use of technology is beneficial depending on the influences from the participants.","PeriodicalId":40094,"journal":{"name":"International Journal of Adult Education and Technology-IJAET","volume":" ","pages":""},"PeriodicalIF":0.5000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An innovative approach of using Mobile Gaming to bridge, well being, anxiety, depression & isolation\",\"authors\":\"\",\"doi\":\"10.4018/ijaet.302013\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon Go as a baseline application, experimental research will be conducted to enable not just HE participants but also individuals from industry to engage in activities, challenges while looking at health (well being) and anxieties. Educators can harness this positive relationship by using collaborative or individual projects, to equipment the student's ability, through rewarding their progress with a variety of different types of intrinsic and extrinsic motivational techniques to enhance and empower there learning. There is significant evidence to show that the use of Mobile Learning (ML) in the classroom and industry through secondary and primary data that the use of technology is beneficial depending on the influences from the participants.\",\"PeriodicalId\":40094,\"journal\":{\"name\":\"International Journal of Adult Education and Technology-IJAET\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.5000,\"publicationDate\":\"2022-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Adult Education and Technology-IJAET\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/ijaet.302013\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Adult Education and Technology-IJAET","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/ijaet.302013","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
An innovative approach of using Mobile Gaming to bridge, well being, anxiety, depression & isolation
Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile Learning (ML) and Massively Multiplayer Online game to strengthen the group perspective of teams, improve retention, and other health-related issues. Through using Pokémon Go as a baseline application, experimental research will be conducted to enable not just HE participants but also individuals from industry to engage in activities, challenges while looking at health (well being) and anxieties. Educators can harness this positive relationship by using collaborative or individual projects, to equipment the student's ability, through rewarding their progress with a variety of different types of intrinsic and extrinsic motivational techniques to enhance and empower there learning. There is significant evidence to show that the use of Mobile Learning (ML) in the classroom and industry through secondary and primary data that the use of technology is beneficial depending on the influences from the participants.