Assessment of mobile phone applications feasibility on plant recognition: comparison with Google Lens AR-app

ZI Bilyk, YB Shapovalov, VB Shapovalov… - 2020 - elibrary.kdpu.edu.ua
The paper is devoted to systemizing all mobile applications used during the STEM-classes
and can be used to identify plants. There are 10 mobile applications that are plant identifiers …

Elements of gamification in virtual learning environments: A systematic review

MM Tenório, FAF Reinaldo, LA Góis, RP Lopes… - Teaching and Learning …, 2018 - Springer
Abstract Information technologies have introduced several changes in teaching and learning
environments. In this scenario, the gamification technique emerges as a promising …

Melody mystery: Learning music theory through escape room puzzles

KYT Lim, KM Truong, Y Wu - Education Sciences, 2023 - mdpi.com
This paper explores the use of escape room puzzles and instructional scaffolding in
teaching novice learners about basic music theory. This study used the notion of epistemic …

An analysis of the use of badges in an educational experiment

JA Ruipérez-Valiente… - 2016 IEEE Frontiers …, 2016 - ieeexplore.ieee.org
The use of badges in educational contexts its starting to gain popularity. However many
studies do not offer an extensive analysis of the results regarding the use of badges after the …

Tapping the motivational potential of mobile handhelds: Defining the research agenda

C Tran, M Warschauer, AMM Conley - Using network and mobile …, 2013 - Elsevier
As mobile technology becomes increasingly prevalent, educators are looking for ways to tap
its educational potential. This chapter argues that one of the biggest strengths of handheld …

[PDF][PDF] Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process

ZI Bilyk, YB Shapovalov, VB Shapovalov… - 2023 - scitepress.org
Students' motivation by providing personalized studies and using IT during classes is
relevant in STEM. However, there is a lack of research devoted to justifying these …

In a Q-Quest to Learn: A Collaborative Game That Supports Evaluation

A Melissourgos, F Paraskeva - European Conference on …, 2017 - search.proquest.com
On the field of serious games and Role-Playing Games (RPGs) for educational purposes,
great structural and literary progress has been made. They cover interdisciplinary areas …

MUSIC MYSTERY: LEARNING MUSIC THEORY THROUGH ESCAPE ROOM PUZZLES

KYT Lim, KM Truong, Y Wu - EDULEARN23 Proceedings, 2023 - library.iated.org
Music theory is essential for one to understand how a music piece is constructed. It is not
only theoretical but also practical, providing the fundamentals for playing and composing …

[PDF][PDF] A motivation behavior classification based on multi objective optimization using learning vector quantization for serious games

MA Syufagi, M Hariadi, MH Purnomo - International Journal of …, 2012 - academia.edu
The player's motivation a significant role in the success of the learning process and of the
game for educational purpose. However, not an easy to determine the level of player's …

Hva kjennetegner elevenes bruk av achievements i digitale spill?

M Sikkeland - 2019 - hvlopen.brage.unit.no
Dette masterarbeidet setter søkelys på bruken av achievements i digitale spill, og hvordan
elever benytter seg av disse achievementene mens de spiller. Data-og videospill er et …