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Stenros, Jaakko; Waern, Annika; Montola, Markus – Simulation & Gaming, 2012
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Descriptors: Design, Evaluation Methods, Evaluation Problems, Research Methodology
Liu, Anyi – ProQuest LLC, 2012
With increasing demand of mobile devices and cloud computing, it becomes increasingly important to develop efficient mobile application and its secured backend, such as web applications and virtualization environment. This dissertation reports a systematic study of mobile application development and the security issues of its related backend. …
Descriptors: Management Systems, Telecommunications, Internet, Databases
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Liu, Yan; Wang, Xinheng; Zhao, Liqiang – International Journal of Distance Education Technologies, 2011
In this paper, a video streaming system for education based on a wireless mesh network is proposed. A wireless mesh network is a self-organizing, self-managing and reliable intelligent network, which allows educators to deploy a network quickly. Video streaming plays an important role in this system for multimedia data transmission. This new…
Descriptors: Handheld Devices, Electronic Learning, Video Technology, Synchronous Communication
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De Lucia, A.; Francese, R.; Passero, I.; Tortora, G. – International Journal of Distance Education Technologies, 2012
Mobile devices are changing the way people work and communicate. Most of the innovative devices offer the opportunity to integrate augmented reality in mobile applications, permitting the combination of the real world with virtual information. This feature can be particularly useful to enhance informal and formal didactic actions based on student…
Descriptors: Foreign Countries, Photography, Student Participation, Cooperative Learning
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Reynolds, R.; Walker, K.; Speight, C. – Computers & Education, 2010
This paper describes the development and evaluation of web-based museum trails for university-level design students to access on handheld devices in the Victoria and Albert Museum (V&A) in London. The trails offered students a range of ways of exploring the museum environment and collections, some encouraging students to interpret objects and…
Descriptors: Feedback (Response), Museums, Educational Technology, Internet
Johnson, L.; Adams, S.; Cummins, M. – New Media Consortium, 2012
The internationally recognized "NMC Horizon Report" series and regional "NMC Technology Outlooks" are part of the NMC Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years in education around the globe. This volume, the "NMC…
Descriptors: Higher Education, Advisory Committees, Creative Activities, Global Approach
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Nishide, Ryo – Journal of Interactive Learning Research, 2011
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Descriptors: Foreign Countries, Educational Innovation, Educational Experiments, Lecture Method
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Huang, Yueh-Min; Lin, Yen-Ting; Cheng, Shu-Chen – Computers & Education, 2009
With the rapid growth of computer and mobile technology, it is a challenge to integrate computer based test (CBT) with mobile learning (m-learning) especially for formative assessment and self-assessment. In terms of self-assessment, computer adaptive test (CAT) is a proper way to enable students to evaluate themselves. In CAT, students are…
Descriptors: Self Evaluation (Individuals), Test Items, Formative Evaluation, Educational Assessment
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Alepis, Efthymios; Virvou, Maria – Online Submission, 2010
Mobile computing facilities may provide many assets to the educational process. Mobile technology provides software access from anywhere and at any time, as well as computer equipment independence. The need for time and place independence is even greater for medical instructors and medical students. Medical instructors are usually doctors that…
Descriptors: Foreign Countries, Educational Technology, Medical Education, Medical Students
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Lan, Yu-Ju; Sung, Yao-Ting; Chang, Kuo-En – Computers & Education, 2009
This study attempts to implement a cooperative reading environment for EFL early reading using a mobile-device-supported computer-assisted reciprocal early English reading (CAREER) system, and to evaluate its effect on the early reading skills and learning behaviors of elementary EFL learners. The design rationale of CAREER is based on the three…
Descriptors: Feedback (Response), Early Reading, Cooperative Learning, Reading Skills
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Cochrane, Thomas; Bateman, Roger – Australasian Journal of Educational Technology, 2010
Built on the foundation of four years of research and implementation of mobile learning projects (m-learning), this paper provides an overview of the potential of the integration of mobile Web 2.0 tools (based around smartphones) to facilitate social constructivist pedagogies and engage students in tertiary education. Pedagogical affordances of…
Descriptors: Feedback (Response), Constructivism (Learning), Communities of Practice, Action Research