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Luisa Parody, Jenifer Santos, Luis Alfonso Trujillo-Cayado and Manuel Ceballos
Pedagogical innovation involving information and communications technology (ICT) may offer teachers the opportunity to create engaging learning environments in engineering courses. In this paper, we present a gamification teaching experience whose primar...
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Yevgeniya Daineko,Madina Ipalakova,Dana Tsoy,Aigerim Seitnur,Zhandos Baurzhan,Ersultanbek Elgondy
Pág. pp. 230 - 237
The paper presents the work on the educational mobile application based on Unity game engine using Vuforia platform. The appropriate research on electronic educational resources and augmented reality technology was conducted. The authors also studied the...
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Alexander Svela,Jalal Nouri,Olga Viberg,Lechen Zhang
Pág. pp. 139 - 158
In 2019, the mobile learning body of knowledge is extensive and much is known about the technology impacts and affordances of mobile devices in educational settings. A particular focus has now shifted toward specific technologies in specific subjects.&nb...
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Eeva Liisa Nygren,Teemu H. Laine,Erkki Sutinen
Pág. pp. 120 - 141
Understanding engagement in games provides great opportunities for developing motivating educational games. However, even good games may induce disturbances on the learner. Therefore, we go further than presenting only results and discussion related to t...
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Muhammad Hafis,Ahmad Afif Supianto
Pág. pp. 104 - 112
This research focuses on the design of a mobile application game that uses endless run method to learn chemistry concept of chemical bonds, its design is analyzed thoroughly. Application-based learning is one of the method of learning that has been prove...
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Valdrin Maloku,Markus Ebner,Martin Ebner
Pág. pp. 81 - 96
The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be use...
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Marylene Saldon Eder,John Maruel L. Diaz,Joanne Ruth S. Madela,Marife U. Mag-usara,Dhally Dith M. Sabellano
Pág. pp. 59 - 63
FillMeApp is an interactive mobile game application which is a supplementary learning material intended for children with Autism that helps them motivate in their learning process. This game application is focus mainly on Science basically on identifying...
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Filippos Giannakas,Georgios Kambourakis,Andreas Papasalouros,Stefanos Gritzalis
Pág. pp. 41 - 48
Nowadays, due to widespread participation of elementary school children in cyberspace activities, basic cybersecurity education and awareness is deemed necessary. Within this context, knowledge acquisition in this timely and important field has greater c...
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Jose Bidarra,Mauro Figueiredo,Carlos Natálio
Pág. pp. 24 - 32
Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to c...
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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...
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