A systematic literature review of personalized learning terms

A Shemshack, JM Spector - Smart Learning Environments, 2020‏ - Springer
Learning is a natural human activity that is shaped by personal experiences, cognitive
awareness, personal bias, opinions, cultural background, and environment. Learning has …

The use of mobile learning in higher education: A systematic review

H Crompton, D Burke - Computers & education, 2018‏ - Elsevier
Mobile device ownership has exploded with the majority of adults owning more than one
mobile device. The largest demographic of mobile device users are 18–29 years old which …

[کتاب][B] How people learn II: Learners, contexts, and cultures

National Academies of Sciences, Medicine… - 2018‏ - books.google.com
There are many reasons to be curious about the way people learn, and the past several
decades have seen an explosion of research that has important implications for individual …

Toward meaningful engagement

D Liu, R Santhanam, J Webster - MIS quarterly, 2017‏ - JSTOR
Gamification, an emerging idea for using game design elements and principles to make
everyday tasks more engaging, is permeating many different types of information systems …

The role of WhatsApp® in medical education; a sco** review and instructional design model

E Coleman, E O'connor - BMC medical education, 2019‏ - Springer
Background Technological advances have driven huge change in educational practices
though concerns exist about a lack of evidence informing this change, in particular with …

The use of a mobile learning management system and academic achievement of online students

I Han, WS Shin - Computers & Education, 2016‏ - Elsevier
Mobile learning has become widespread, and higher education institutions have started
adopting mobile technology to cope with the needs of students. Despite its adoption in …

A review of experimental mobile learning research in 2010–2016 based on the activity theory framework

C Chung, G Hwang, C Lai - Computers & education, 2019‏ - Elsevier
In this study, we systematically reviewed the experimental mobile learning studies published
in 2010–2016. Moreover, the activity theory framework was adopted to investigate the …

Three types of integrated course designs for using mobile technologies to support creativity in higher education

I Jahnke, J Liebscher - Computers & Education, 2020‏ - Elsevier
Research shows a disconnection between creativity and education. In addition, studies
rarely describe how instructors in higher education make use of mobile devices to foster …

Pedagogical practices of mobile learning in K-12 and higher education settings

H Bai - TechTrends, 2019‏ - Springer
The advancement of mobile technology has influenced teaching and learning at various
educational levels. The mobility, ubiquity, and connectivity of mobile devices help to foster …

Towards the social gamification of e-learning: A practical experiment

L de Marcos Ortega, A García-Cabo… - … International journal of …, 2017‏ - dialnet.unirioja.es
Gamification is the use of game mechanics and game design in non-game contexts to
engage users and motivate action. Although gamification has a great potential in higher …