Review of trends from mobile learning studies: A meta-analysis

WH Wu, YCJ Wu, CY Chen, HY Kao, CH Lin… - Computers & …, 2012 - Elsevier
Two previous literature review-based studies have provided important insights into mobile
learning, but the issue still needs to be examined from other directions such as the …

Augmented reality learning experiences: Survey of prototype design and evaluation

MEC Santos, A Chen, T Taketomi… - IEEE Transactions …, 2013 - ieeexplore.ieee.org
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-
school, grade school, and high school) educational settings. We reviewed the applications …

[HTML][HTML] Game-based learning and students' motivation in project management education

E Jääskä, J Lehtinen, J Kujala, O Kauppila - Project Leadership and Society, 2022 - Elsevier
Research on game-based learning (GBL) methods shows that they may increase students'
motivation and learning in the context of higher education. However, there is still unclarity …

A mobile gamification learning system for improving the learning motivation and achievements

CH Su, CH Cheng - Journal of Computer Assisted Learning, 2015 - Wiley Online Library
This paper aims to investigate how a gamified learning approach influences science
learning, achievement and motivation, through a context‐aware mobile learning …

An evaluative study of a mobile application for middle school students struggling with English vocabulary learning

Y Hao, KS Lee, ST Chen, SC Sim - Computers in Human Behavior, 2019 - Elsevier
This study evaluated the effectiveness of a mobile application (app) designed within the
framework of cognitive apprenticeship, in order to facilitate students struggling with learning …

Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features

J Balakrishnan, MD Griffiths - Computers in Human Behavior, 2018 - Elsevier
The most important stream of game developers' revenue is arguably via gamer's in-game
purchases. Previous literature has identified a number of strong determinants of online …

Mobile learning vs. traditional classroom lessons: a comparative study

D Furió, MC Juan, I Seguí, R Vivó - Journal of Computer …, 2015 - Wiley Online Library
Different methods can be used for learning, and they can be compared in several aspects,
especially those related to learning outcomes. In this paper, we present a study in order to …

Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation

TY Liu, YL Chu - Computers & Education, 2010 - Elsevier
This paper reports the results of a study which aimed to investigate how ubiquitous games
influence English learning achievement and motivation through a context-aware ubiquitous …

The concept of flow in collaborative game-based learning

W Admiraal, J Huizenga, S Akkerman… - Computers in human …, 2011 - Elsevier
Generally, high-school students have been characterized as bored and disengaged from the
learning process. However, certain educational designs promote excitement and …

Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game

J Huizenga, W Admiraal, S Akkerman… - Journal of computer …, 2009 - Wiley Online Library
Using mobile games in education combines situated and active learning with fun in a
potentially excellent manner. The effects of a mobile city game called Frequency 1550 …