Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education.
Christos TroussasAkrivi KrouskaCleo SgouropoulouPublished in: Comput. Educ. (2020)
Keyphrases
- learning in higher education
- mobile learning
- mobile devices
- m learning
- networked learning
- higher education
- learning tools
- mobile phone
- learning experience
- mobile technologies
- learning activities
- fuzzy logic
- language learning
- context aware
- e learning
- fuzzy sets
- learning technologies
- st century
- membership functions
- emerging technologies
- fuzzy clustering
- game based learning
- neural network
- collaborative learning
- fuzzy numbers
- learning design
- recommender systems
- learning process
- software engineering
- mobile computing
- mobile environments
- knowledge management
- fuzzy rules
- educational games
- distance learning
- learning games
- multimedia