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Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
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Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs
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Yadav, Alok Kumar; Oyelere, Solomon Sunday – Education and Information Technologies, 2021
This paper intends to present an overview of a mobile game-based learning application, BaghLearn that develops and upskills programming and algorithmic knowledge by cross-curricular capabilities through a traditional world-based game. The focus of this research was to explore the learning effectiveness of BaghLearn on students. Mixed method…
Descriptors: Foreign Countries, Undergraduate Students, Handheld Devices, Educational Games