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The teaching and learning process no longer has its focus on the classroom. There are various teaching methods which teachers can use these days. However, the traditional, passive and teacher-oriented methods of teaching Science are still being…

This study explored the studentsâ?? acceptance of Mobile Learning via Short Message Service (SMS-Learning) amongst distance learners in the Universiti Sains Malaysia. This study aims to examine the studentâ??s acceptance towards the language use in…

The use of lights are the command sources in our life, anytime and everywhere. On trending of demands, the alternative sources are important to increase the satisfaction on user requirement. While, saving energy is another  issue to be considered on…

In a social context, Mobile Augmented Reality is a type of Augmented Reality which enables users to interact with the augmented environment. However, the degree of engagement and non-distraction of Mobile Augmented Reality has been of major concern…

Many studies have begun to consider how to ensure a pleasant experience during visits to cultural heritage sites and museums. Although, when considering the populace of the visitors to these sites, the hearing impaired (HI) visitors which made up of…

Smart Mobile Devices (SMD) are there for many years but using them as learning tools started to emerge as new research area. The trend to merge collaborative learning methodology by using mobile devices in informal context is important for…

In Web 3.0, semantic data gives machines the ability to understand and process data. Resource Description Framework (RDF) is the liagna franca of Semantic Web. While Big Data handles the problematic of storing and processing massive data, it still…

The wireless communication system was investigated by novel methods, which produce an optimized data link, especially the software-based methods. Software-Defined Radio (SDR) is a common method for developing and implementing wireless communication…

In this contribution we present a game-based learning concept which is based on mobile devices. It focuses a joyful stabilization of knowledge and the engagement of students using the Gamification approach and its game mechanics. Previous findings…
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