Browse Items (1784 total)

FillMeApp is an interactive mobile game application which is a supplementary learning material intended for children with Autism that helps them motivate in their learning process. This game application is focus mainly on Science basically on…

In this paper we discuss a case study investigating how the academic and personal development of first year students on an undergraduate sports education degree can be supported and enhanced with mobile SMS communication. SMS-based technologies were…

The results of the study show that the use of technology in the classroom has a positive impact on students learning and behavior. The use of technology in education also makes students more independent in learning. One form of technology is…

Supplier evaluation activities play a key role in the organization because they can significantly reduce the price of goods and increase company competitiveness. On the other side demands for aspects of quality, delivery time, and costs in…

 This research aims to build a boarding house recommender system based on the Fuzzy TOPSIS method. This application can be utilized by the student community to discover a suitable boarding house. This research uses the classic life cycle (waterfall)…

The study considers the influence of cognitive load on the achievement of educational goals in the concept of mobile learning. It has been proved that the effectiveness of educational programs in a mobile learning environment is achieved by…

In this paper, we present the results of a usability evaluation for Xenubi, a cell phone game about the periodic table. We describe and discuss the issues that we faced during the evaluation, which took place in a state high school. These issues are…

Mobile devices have proven to be an appropriate tool which expands the horizons of learning beyond the classroom through means of flexibility and portability. Throughout this study, the authors have worked with a set of design guidelines which were…

The potential of mobile phones to facilitate students’ science learning, when they are engaging in group activities, was investigated. To minimize the disciplinary issues emerged from the previous research on mobile devices and to enhance the quality…
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