Browse Items (1981 total)

The purpose of this paper is to report on the design of an Android tablet application for data collection by occupational therapists. The design emerged from two design workshops held with users experienced in collecting data on the challenges…

In the beginning of 2000, researchers started to see the potential of using Augmented Reality (AR) in educational and foresaw that further research within the field. Since then, AR research have taken many different approaches. This is also true for…

Mobile devices and social media tools are two emerging technologies that have positively influenced teaching and learning practices at traditional universities.  Regardless of the popularity of social media, few lecturers make use of these tools for…

Understanding engagement in games provides great opportunities for developing motivating educational games. However, even good games may induce disturbances on the learner. Therefore, we go further than presenting only results and discussion related…

When analyzing textual user feedback, the challenge today is that automation is only possible in a non-satisfactory way due to the limitations of understanding natural language. However, manual evaluation is not possible for products with a large…

Through this article, we try to propose the design of notification system that runs on the Android operating system. This notification will be used for the academic announcement in the campus environment. The current announcement system only depends…

The main purpose of this study is to investigate the determinants that affect the adoption of mobile banking services in Jordan. The current study extends the Unified Theory of Acceptance and Use of Technolgy2 (UTAUT2) by adding two important…

Knowledge Management (KM) system is a core feature in facilitating intellectual growth in organization. However, there are numerous difficulties in maintaining a reliable KM system. One of the challenges is to manage knowledge materials in video…

The present study investigates the difference effect of problem solving model with or without game-based learning (GBL) on lower and higher achievers’. Ninety-one students of grade eight (M = 13.9; SD = 0,5 year) from Indonesia were randomly…

The study aimed to probe the effect of solving mathematical problems through using Mobile Learning (ML) on the seventh grade students' ability to solve them in Jordan. The study sample consisted of fifty-four (54) students of seventh basic grade in…
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