Use of smartphones by art and design students for accessing library services and learning.
Patrick LoAllan ChoMan-hon LeungDickson K. W. ChiuEddie H. T. KoKevin K. W. HoPublished in: Libr. Hi Tech (2016)
Keyphrases
- learning process
- learning goals
- design studio
- helping students
- educational experiences
- educational environment
- teaching methods
- educational systems
- mobile learning
- learning opportunities
- engineering education
- undergraduate students
- learning analytics
- java programming
- collaborative learning
- design process
- experiential learning
- inquiry based learning
- collaborative learning environment
- student engagement
- middle school students
- conceptual understanding
- learning platform
- classroom teaching
- web services
- secondary school
- learning experience
- learning design
- mobile technologies
- problem based learning
- hybrid learning
- university students
- cognitive load
- students learning
- science education
- teacher education
- science learning
- learning styles
- context aware
- learning activities
- graphic design
- online learning
- mobile devices
- learning algorithm