|
|
|
Fernando Reinaldo Ribeiro, Arlindo Silva, Ana Paula Silva and José Metrôlho
With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location s...
ver más
|
|
|
|
|
|
|
Maria Cristina Costa, António Manso and João Patrício
Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, researc...
ver más
|
|
|
|
|
|
|
Levente Juhász, Tessio Novack, Hartwig H. Hochmair and Sen Qiao
User-generated map data is increasingly used by the technology industry for background mapping, navigation and beyond. An example is the integration of OpenStreetMap (OSM) data in widely-used smartphone and web applications, such as Pokémon GO (PGO), a p...
ver más
|
|
|
|
|
|
|
Rene Westerholt, Heinrich Lorei and Bernhard Höfle
Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. Suc...
ver más
|
|
|
|
|
|
|
Johanna Pirker,Christian Gütl,Patrick Weiner Weiner,Victor Garcia-Barrios
Pág. pp. 52 - 57
In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by providing different sensors, e.g. to deliver location-based e...
ver más
|
|
|
|