University Students as Co-creators in Designing Gamification Teaching Activities using Emergent Technologies in Swedish K-12 Education.
Eva Mårell-OlssonPublished in: IxD&A (2019)
Keyphrases
- university students
- mobile learning
- higher education
- technology supported
- educational practices
- educational process
- learning outcomes
- st century
- educational activities
- e learning
- mobile technologies
- learning experience
- digital technologies
- distance learning
- lifelong learning
- web based learning
- innovative ways
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- virtual laboratories
- digital game based learning
- university level
- development of information technology
- educational institutions
- educational technology
- active participation
- distance education
- mobile phone
- online teaching
- internet technology
- learning environment
- ict tools
- learning processes
- serious games
- blended learning
- mobile devices
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- learning scenarios
- information and communications technology
- language learning
- elementary school
- learning activities
- hong kong
- teaching methods
- online learning
- learning styles
- learning tools
- learning sciences
- teacher training
- school teachers
- user experience
- virtual laboratory
- high school
- educational settings
- problem based learning
- lesson plans
- secondary school
- collaborative learning
- game design
- learning systems
- teacher education
- digital games