Personalized intelligent m-learning system for supporting effective English learning

CM Chen, SH Hsu, YL Li… - 2006 IEEE International …, 2006 - ieeexplore.ieee.org
To provide an effective and flexible learning environment for english learning, this study
adopts the advantages of the mobile learning to present a personalized intelligent m …

Exploring problem solving patterns and their impact on learning achievement in a blended learning environment

JC Yen, CY Lee - Computers & Education, 2011 - Elsevier
Blended learning, thoughtfully combining the best elements of online and face-to-face
education, is likely to emerge as the predominant teaching model of the future. In this paper …

Myartspace: Design and evaluation of support for learning with multimedia phones between classrooms and museums

G Vavoula, M Sharples, P Rudman, J Meek… - Computers & …, 2009 - Elsevier
This paper presents a description and evaluation of Myartspace, a service on mobile phones
for inquiry-led learning that allows students to gather information during a school field trip …

[PDF][PDF] EPOCH research agenda for the applications of ICT to cultural heritage

D Arnold, G Geser - EPOCH project, 2008 - public-repository.epoch-net.org
2.1 EPOCH's contribution to a Research Agenda for Applications of ICT to Cultural Heritage
This report presents the results of the research agenda definition activity of the EPOCH …

Integrating a location-based mobile game in the museum visit: Evaluating visitors' behaviour and learning

I Rubino, C Barberis, J Xhembulla… - Journal on Computing and …, 2015 - dl.acm.org
Location-based systems currently represent a suitable solution to enhance cultural
experiences inside museums, as they can satisfy visitors' needs through the provision of …

From smart objects to smart experiences: An end-user development approach

C Ardito, P Buono, G Desolda, M Matera - International Journal of Human …, 2018 - Elsevier
The growing availability of smart objects is stimulating researchers to investigate the Internet
of Things (IoT) phenomenon from different perspectives. The potential of this technology is …

Improving children's cultural heritage experience using game-based learning at a living museum

MK Othman, S Aman, NN Anuar, I Ahmad - Journal on Computing and …, 2021 - dl.acm.org
This empirical study was conducted to design, develop, and evaluate children's experiences
with a game-based mobile guide (GBMG) application at Sarawak Cultural Village (SCV) …

The genesis and development of mobile learning in Europe

A Kukulska-Hulme, M Sharples, M Milrad… - Combining e-learning …, 2011 - igi-global.com
In the past two decades, European researchers have conducted many significant mobile
learning projects. The chapter explores how these projects have arisen and what each one …

Group-based mobile learning: Do group size and sharing mobile devices matter?

J Melero, D Hernández-Leo, K Manatunga - Computers in Human Behavior, 2015 - Elsevier
Within the field of Game-based Learning (GBL) location-based games are based on
pervasive and mobile learning to allow the creation of in situ learning activities considering …

Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis

YT Sung, HT Hou, CK Liu… - Journal of computer …, 2010 - Wiley Online Library
Mobile devices have been increasingly utilized in informal learning because of their high
degree of portability; mobile guide systems (or electronic guidebooks) have also been …