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For admissions in various graduate schools and colleges. There are some mobile applications available for GRE preparation. Those applications consists of only words with their corresponding synonym which are not very effective as they to lack to provide tricks for easy remembrance of the GRE words and there is no specialized categorization of the words and they neither provide any interesting verbal...
We Chat was published in China by Ten cent company since Jan. 21st 2011. After 100 million users in Mar. 2012, Ten cent announced that the number of We Chat's users reached 300 million in Jan 15th 2013. We Chat has become one of the most heated topics within the last 2 years and its every move is attracting attention from various academia, industries, and enterprises. This study selected 50 university...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Using mobile devices for entertainment, knowledge transfer, and learning has been an important development in recent years. The use of mobile games as pedagogical tools has also become more and more popular. The mobility of the devices can enhance applications with location-based information. Why not combine these aspects to create mobile, location-based learning games to make users aware of their...
This paper reports on a small scale study, involving Greek teachers. It investigates their about exploiting Mobile Learning in class. The contribution of this study for the academic community is that it describes an effort and a methodology to record the target group's misconceptions and misunderstandings, regarding the mobile learning field, thus highlighting their need for training in order to incorporate...
The aim of this paper is to present a game based application constructed for the School of Law at the University of Westminster, London. The application is to be used for teaching purposes and is based on a hypothetical scenario. The paper discusses the challenges of designing game based applications for teaching Law and proposes some design solutions. The ‘Articulate Storyline’ e-learning authoring...
Educators are facing the challenge to use the learning potential of games from several complementary objectives. Above all, they need to develop their own competencies and critical thinking on games. The overarching framework for a fruitful answer to this challenge could be structured around a particular type of literacy, the so-called gaming literacy. This new type of literacy seeks to provide a...
With the rapid progress of mobile technologies and the popularity of wireless networks, educational settings and strategies have changed significantly. Learning environments are no longer limited to classrooms, instead, the importance of conducting learning activities for knowledge construction through interaction with physical environments has been emphasized. In the meantime, researchers have indicated...
We present the results of the third phase in a three part study developing an application to reduce obesity levels in adolescents with a mobile fitness application that encourages youth to engage in fitness activity by providing social networking tools to facilitate motivation. In the first phase, we studied effecting positive attitudinal changes towards fitness. The second phase studied physical...
A mobile video game designed to encourage physical activity in children in an organized outdoor setting is presented. Game elements of narrative based treasure hunt game: Pirate Adventure are designed by a team of IT and Health professionals to encourage primary school aged children to engage in physical activity. The mobile phone platform uses several sensor technologies; accelerometers, camera and...
This paper proposed a green transmission power control scheme for cellular networks in the smart grid environment where several electricity retailers offer different prices to the BSs. The power allocation of each BS is formulated as a non-cooperative game. In a dynamic environment, the competition behaviors of BSs are modeled as a stochastic learning process and a conjecture based multi-agent reinforcement...
Team Action Zone's Action Track is a state-of-the-art solution for creating and running location-based activities, including 'Amazing Race' type of games where teams compete against each other along dynamic routes or a map canvas. The routes can include outdoor (GPS), indoor (QR), or location-independent checkpoints, where the users get tasks, questions, information, or entertainment through their...
Realizing robots' controlling in controlling way of saving dof has a broad prospect and applied space using control technology. The paper discussed controlling horses using reins as inspiration, realizing the operation of mobile equipment of reins' control. The experiment confirmed the feasibility of operation by the first stage; Comparing the operating system of reins with the operating system of...
This study introduce a new method for learning Jawi for deaf children by adding some hand signs and named the method as jFakih. Since Fakih is a learning method for deaf children to read Quran, it's also possible to be used in Jawi learning for deaf children. Fakih used number and colours to recognize the Arabic character and also the script. We also designed the reference model for jFakih for future...
The rapid development of mobile technologies is driving the evolution of e-learning to mobile-learning (m-learning), however; academic research on the impact of mobile-technologies on the learning process in higher education and instructional design guidelines based on a solid theoretical framework for mobile-learning has not yet been exhaustively covered. The focus of this paper is to compare mobile-learning...
Gamification in education refers to the application of game dynamics, mechanics into the teaching and learning engagement. This paper makes a case for viewing the objective of Educational Gamification as a Gameful Educational User Experience. In an effort to facilitate the integration of tablets in the teaching and learning environment of rural schools, gamification was used as one of the design tenets...
The real value of mobile applications is heavily dependent on consumers' trust in the privacy of their personal information and location data. However, research has generated few results based on actual information disclosure and even less that is based on longitudinal behavior. The purpose of this study is to execute a unique and authentic field experiment involving real risks and consumer behaviors...
Children with Dyslexia are having language learning disorder and makes them difficult mastering the skill to read, spell and write. Although their cognitive capability is adequate, they faced difficulty in learning to read via conventional instruction approach. This paper presents a mobile application known as 'Dyslexia Baca' specifically developed to help dyslexic children to recognize and distinguish...
We present the results of the second phase of a multiphase study into the feasibility of combating growing adolescent obesity rates with a fitness game deployed on mobile devices. The fitness application includes tracking software to measure and count exercises performed and socialization features to compete and collaborate with friends. In the first phase of our study we tested producing positive...
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