Title: Using mobile console games for multiple intelligences and education

Authors: Tsung-Yen Chuang; Sheng-Hsiung Su

Addresses: Department of Information and Learning Technology, National University of Tainan, 33 Sec. 2, Shu-Lin Street, Tainan City 70005, Taiwan. ' Department of Information and Learning Technology, National University of Tainan, 33 Sec. 2, Shu-Lin Street, Tainan City 70005, Taiwan

Abstract: Gaming has become an indispensable source of entertainment to children, and the theory of multiple intelligences is popular in education. In this study, we explored students' changes after integrating mobile games into the curriculum of multiple intelligences. Based on the theory of authentic assessment, four 5th graders are participated in this study; we investigated the effect of multiple intelligences when students played mobile games, and used two handheld devices for this experiment: (a) Nintendo Dual Screen and (b) Big Brain Academy, a puzzle game. Observations and interviews were conducted for data collection to understand students' development of multiple intelligences after the experiment. We found that students' spatial intelligence and logical-mathematical intelligence can be assessed during the game, and their spatial intelligence, logical mathematical intelligence, interpersonal intelligence, and bodily-kinesthetic intelligence were enhanced.

Keywords: multiple intelligences; mobile learning; game-based learning; gaming; m-learning; mobile games; logical-mathematical intelligence; spatial intelligence; interpersonal intelligence; bodily-kinesthetic intelligence; education.

DOI: 10.1504/IJMLO.2012.050047

International Journal of Mobile Learning and Organisation, 2012 Vol.6 No.3/4, pp.204 - 217

Published online: 23 Dec 2014 *

Full-text access for editors Full-text access for subscribers Purchase this article Comment on this article