How to Promote Learning Behavior? Exploring the Role of Gamification in Mobile Learning Apps from the Perspective of Affordance.
Ziyue ZhouJuan YinPublished in: WHICEB (2022)
Keyphrases
- neuro fuzzy
- mobile learning
- promote learning
- learning activities
- learning tools
- mobile devices
- m learning
- learning experience
- language learning
- mobile phone
- university students
- mobile applications
- learning content
- handheld devices
- mobile technologies
- higher education
- e learning
- mobile apps
- mobile learning environment
- learning outcomes
- learning technologies
- collaborative learning
- learning in higher education
- game design
- student learning
- context aware mobile learning
- serious games
- educational games
- database
- learning scenarios
- databases