Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016

QK Fu, GJ Hwang - Computers & Education, 2018 - Elsevier
This study reviewed the literature on mobile technology-supported collaborative learning
from 2007 to 2016. Several issues, such as the distributions and research methods, learning …

Features, barriers, and influencing factors of mobile learning in higher education: A systematic review

S Sophonhiranrak - Heliyon, 2021 - cell.com
Mobile devices are not only a tool for communication, but also a powerful instrument for the
economy, mass communication, and learning. Because the use of mobile devices and the …

The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning …

CW Liao, CH Chen, SJ Shih - Computers & Education, 2019 - Elsevier
This study investigated how the use of an instructional video and collaboration influenced
the learning achievement, intrinsic motivation, cognitive load, and learning behaviors of …

The effects of mobile-computer-supported collaborative learning: Meta-analysis and critical synthesis

YT Sung, JM Yang, HY Lee - Review of educational …, 2017 - journals.sagepub.com
One of the trends in collaborative learning is using mobile devices for supporting the
process and products of collaboration, which has been forming the field of mobile-computer …

Developing and implementing a gamification method to improve user engagement: A case study with an m-Health application for hypertension monitoring

NP Cechetti, EA Bellei, D Biduski… - Telematics and …, 2019 - Elsevier
The lack of engagement throughout a patient's treatment is a regular concern among health
professionals, who have been adopting technology as a motivational factor. This study …

Gamification and Gen Z in higher education: A systematic review of literature

M Saxena, DK Mishra - International Journal of Information and …, 2021 - igi-global.com
Research has found that the new-age learner, Gen Z, is different from his/her predecessors
and hence educators need new age pedagogical interventions to cater to this group of …

Impact of using classroom response systems on students' entrepreneurship learning experience

YCJ Wu, T Wu, Y Li - Computers in Human Behavior, 2019 - Elsevier
Technology-based teaching devices that promote interaction and communication between
instructors and learners benefit active learning. Emerging technologies for Classroom …

Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review.

FS Al-Hafdi, WS Alhalafawy - International Journal of …, 2024 - search.ebscohost.com
Gamification-based learning is a recent trend that has received increasing attention in the
last few years due to digital development. Gamification has emerged as a vital aspect of the …

Using an avatar-based digital collaboration platform to foster ethical education for university students

YH Hu, HY Yu, JW Tzeng, KC Zhong - Computers & Education, 2023 - Elsevier
When teaching business ethics, teachers often design collaborative learning activities that
allow students to practice ethical decision-making skills with their peers. However …

Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic

M Burlacu, C Coman, MC Bularca - Sustainability, 2023 - mdpi.com
Gamification is becoming more relevant, especially after the start of the COVID-19 pandemic
and quarantine. The purpose of our paper is to analyse the changes which occurred in the …