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Jonas Blattgerste, Jan Behrends and Thies Pfeiffer
Mobile Augmented Reality (AR) is a promising technology for educational purposes. It allows for interactive, engaging, and spatially independent learning. While the didactic benefits of AR have been well studied in recent years and commodity smartphones ...
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Erik Kucera, Oto Haffner, Peter Draho? and Ján Cigánek
The current trend in industry is the digitalisation of production processes using modern information and communication technologies, a trend that falls under the fourth industrial revolution, Industry 4.0. Applications that link the world of information ...
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Luis Omar Alpala, Darío J. Quiroga-Parra, Juan Carlos Torres and Diego H. Peluffo-Ordóñez
Virtual reality (VR) has been brought closer to the general public over the past decade as it has become increasingly available for desktop and mobile platforms. As a result, consumer-grade VR may redefine how people learn by creating an engaging ?hands-...
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Evon M. Abu-Taieh, Issam AlHadid, Sabah Abu-Tayeh, Ra?ed Masa?deh, Rami S. Alkhawaldeh, Sufian Khwaldeh and Ala?aldin Alrowwad
Mobile banking is a service provided by a bank that allows full remote control of customers? financial data and transactions with a variety of options to serve their needs. With m-banking, the banks can cut down on operational costs whilst maintaining cl...
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Yousef Ibrahim Daradkeh,Saltanat Rakhimbekova
Pág. 80 - 83
During the pandemic, when all educational institutions are mostly forced to switch to distance learning, there is a great demand for various applications and the latest technology with which the student will be able to fully study. A number of universiti...
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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...
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Afnan, Khan Muhammad, Noman Khan, Mi-Young Lee, Ali Shariq Imran and Muhammad Sajjad
With the emerging technologies of augmented reality (AR) and virtual reality (VR), the learning process in today?s classroom is much more effective and motivational. Overlaying virtual content into the real world makes learning methods attractive and ent...
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Azham Hussain,Emmanuel O.C. Mkpojiogu,Elizabeth Tolulope Babalola
Pág. pp. 178 - 194
The paper examined the use of mobile educational applications to foster work and play in learning. Three research questions were asked to guide the study. Fifty (50) articles pertaining to the use of mobile educational applications in classrooms were dow...
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Eduardo Hernández-Campos,Carlos R. Jaimez-González,Betzabet García-Mendoza
Pág. pp. 64 - 79
In the educational process, literacy is considered as a fundamental part, which focuses on the ability to read and write. Reading and writing are processes that, although they have features in common, they may not be developed in parallel, but both are e...
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Tord Hettervik Frøland, Ilona Heldal, Gry Sjøholt and Elisabeth Ersvær
Simulations, serious games, and virtual reality (SSG) applications represent promising support for achieving practical proficiency, but it is difficult to know how to introduce them into a new environment. This paper aims to contribute to a better unders...
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