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Personalized intelligent m-learning system for supporting effective English learning
To provide an effective and flexible learning environment for english learning, this study
adopts the advantages of the mobile learning to present a personalized intelligent m …
adopts the advantages of the mobile learning to present a personalized intelligent m …
Exploring problem solving patterns and their impact on learning achievement in a blended learning environment
Blended learning, thoughtfully combining the best elements of online and face-to-face
education, is likely to emerge as the predominant teaching model of the future. In this paper …
education, is likely to emerge as the predominant teaching model of the future. In this paper …
Myartspace: Design and evaluation of support for learning with multimedia phones between classrooms and museums
This paper presents a description and evaluation of Myartspace, a service on mobile phones
for inquiry-led learning that allows students to gather information during a school field trip …
for inquiry-led learning that allows students to gather information during a school field trip …
[PDF][PDF] EPOCH research agenda for the applications of ICT to cultural heritage
D Arnold, G Geser - EPOCH project, 2008 - public-repository.epoch-net.org
2.1 EPOCH's contribution to a Research Agenda for Applications of ICT to Cultural Heritage
This report presents the results of the research agenda definition activity of the EPOCH …
This report presents the results of the research agenda definition activity of the EPOCH …
Integrating a location-based mobile game in the museum visit: Evaluating visitors' behaviour and learning
Location-based systems currently represent a suitable solution to enhance cultural
experiences inside museums, as they can satisfy visitors' needs through the provision of …
experiences inside museums, as they can satisfy visitors' needs through the provision of …
From smart objects to smart experiences: An end-user development approach
The growing availability of smart objects is stimulating researchers to investigate the Internet
of Things (IoT) phenomenon from different perspectives. The potential of this technology is …
of Things (IoT) phenomenon from different perspectives. The potential of this technology is …
Improving children's cultural heritage experience using game-based learning at a living museum
This empirical study was conducted to design, develop, and evaluate children's experiences
with a game-based mobile guide (GBMG) application at Sarawak Cultural Village (SCV) …
with a game-based mobile guide (GBMG) application at Sarawak Cultural Village (SCV) …
The genesis and development of mobile learning in Europe
In the past two decades, European researchers have conducted many significant mobile
learning projects. The chapter explores how these projects have arisen and what each one …
learning projects. The chapter explores how these projects have arisen and what each one …
Lessons learned on engaging teenage visitors in museums with story-based and game-based strategies
While museums are designed to engage and interest various audiences, teenagers are
often a neglected segment. Without digital interactivity, it is challenging for a museum to …
often a neglected segment. Without digital interactivity, it is challenging for a museum to …
Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis
Mobile devices have been increasingly utilized in informal learning because of their high
degree of portability; mobile guide systems (or electronic guidebooks) have also been …
degree of portability; mobile guide systems (or electronic guidebooks) have also been …