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Augmented Reality (AR) is a technology that augments the real physical world with computer-generated 3D virtual objects such that the users can interact with them using the screen of their mobile devices. This paper studies how to effectively use AR to enhance the learning experience of kindergarten students, while addressing parents' concern that a long-time usage of electronic devices may affect...
Children with learning disabilities require the supervision of special expert teachers during their learning process. The recent years, educational pieces of software for students with dyslexia, dysgraphia, dyscalculia or Attention Deficit Hyperactivity Disorder (ADHD) were developed. The problem of using such applications is twofold. First, there is no solution for distance supervising those students...
Many researchers proved the efficiency of using educational games in the learning field. Thanks to the new wave of mobile technology, these games became even possible to run on mobile devices. On the other hand, various learners found learning the "computer architecture" subject dry and hard using the tradition way in classrooms. This paper presents a new mobile educational game which aims...
This paper presents a location-aware educational game for the iPhone/iPod Touch platform. The game, KnowledgeWar, is a quiz game where students can challenge each other in face-to-face or remote knowledge battles. The game contains a game lobby where players can see all who are connected, and the physical distance to them. The paper describes our experiences from developing KnowledgeWar and results...
Mobile learning has significant potential to be very influential in developing countries. Because of its ubiquitous nature and comparatively low cost, the mobile phone system appears to be the most practical way of delivering m-learning for the foreseeable future. Mobile learning with its any time/place/pace learning will conveniently accommodate different modes of language learning for different...
The paper presents an innovative mobile learning platform QFK (quest for knowledge) which follows the game-based learning paradigm. QFK allows for creation of educational games using multimedia content and playing of the games inside and outside classrooms. Students access educational games using PCs and/or mobile phones in order to complete missions and tasks. Teachers can supervise the game flow...
Literacy is one of the great challenges in the developing world. But universal education is an unattainable dream for those children who lack access to quality educational resources such as well-prepared teachers and schools. Worse, many of them do not attend school regularly due to their need to work for the family in the agricultural fields or households. This work commitment puts formal education...
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