Using spaced repetition and gamification to enhance K-12 student science literacy with on-demand mobile short reads.
Martin K.-C. YehAbtin ToshtzarLaura A. GuertinYu YanPublished in: FIE (2016)
Keyphrases
- high school
- science education
- science students
- social studies
- middle school
- high school students
- student teachers
- mobile devices
- conceptual understanding
- middle school students
- helping students
- student learning
- college level
- children learn
- learning environment
- science classroom
- user experience
- science curriculum
- engineering courses
- computer science
- elementary school students
- mobile phone
- context aware
- mobile learning
- intelligent tutoring systems
- tutoring system
- mobile environments
- mobile users
- student model
- mobile computing
- handheld devices
- educational games
- longitudinal study
- computer skills
- online course
- mobile applications
- game design
- learning styles
- science learning
- cognitive apprenticeship
- teaching materials