Information and Technology in Education and Learning
Online ISSN : 2436-1712
Short Paper
Considering the Possibilities and Limitations of Multitasking Behavior to Improve Business Game Learning
Takashi TachinoYuuki KatoShogo KatoAnthony Madden
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JOURNAL OPEN ACCESS

2022 Volume 2 Issue 1 Pages Sh-p001

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Abstract

Business game learning environments that utilize smartphones possess latent potential. Previous research on smartphone learning has often focused on learning that uses mobility. Moreover, previous studies have revealed that different learning devices can improve interest and attitude toward learning. Further, smartphones have been proven to control learner sentiment and increase learning motivation when used as learning devices. However, other studies contradict these findings, suggesting that smartphone learning can result in multitasking and ultimately hinder learning. Based on the results of an investigation of high school students’ use of smartphones for business game learning, this study considers the effect of multitasking on learning. The results indicate that students with multitasking skills in the present study tended to have a more positive attitude toward the business game. This result also contributes to the effective use of smartphones in classroom activities.

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© 2022 Japan Society for Educational Technology & Japanese Society for Information and Systems in Education

この記事はクリエイティブ・コモンズ [表示 - 非営利 - 改変禁止 4.0 国際]ライセンスの下に提供されています。
https://creativecommons.org/licenses/by-nc-nd/4.0/deed.ja
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