Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning needs of students with the goal of gaining more learning experiences with more effective mobile devices. Answering this challenge, MoLearn application that has been built previously with web-based and Android needs to be developed. In accordance with the lifestyle of its users, in this case high school students, the MoLearn application was developed using the concept of Gamification. In learning, gamification is an approach in the learning process that uses elements in the game with the aim to provide motivation, build comfort for learners, and interest in the learning process. By utilizing the concept of Gamification, a prototype of MoLearn...
Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements ...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
The work presented in this document focuses on the implementation of a mobile phone application to s...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
This research presents an approach to engage the children with a learning mobile application. The in...
In the upcoming world of new technologies Android applications are the expeditiously prosper part of...
AbstractThis paper aimed to investigate how gamified learning approach influence science learning ac...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...
Countless possibilities of usage make it more and more difficult to engage and motivate users in a r...
In this contribution we present a game-based learning concept which is based on mobile devices. It f...
Project Based Learning is a model that organizes learning around projects [9]. In most cases, PBL co...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
Advances in communication technology also have an impact on learning where learning media is increas...
Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements ...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
The work presented in this document focuses on the implementation of a mobile phone application to s...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
This research presents an approach to engage the children with a learning mobile application. The in...
In the upcoming world of new technologies Android applications are the expeditiously prosper part of...
AbstractThis paper aimed to investigate how gamified learning approach influence science learning ac...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...
Countless possibilities of usage make it more and more difficult to engage and motivate users in a r...
In this contribution we present a game-based learning concept which is based on mobile devices. It f...
Project Based Learning is a model that organizes learning around projects [9]. In most cases, PBL co...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
Advances in communication technology also have an impact on learning where learning media is increas...
Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements ...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...