Mobile Applications and Games for a Digital Educational Program on Art and Culture in Secondary School.
Myrto MichalaChristos AlexakosDimitrios TsolisPublished in: IISA (2018)
Keyphrases
- social interaction
- mobile applications
- secondary school
- digital games
- programming education
- mobile devices
- digital technologies
- educational games
- digital media
- mobile phone
- secondary education
- m learning
- context aware
- mobile users
- serious games
- e learning
- game based learning
- user experience
- mobile technologies
- computer games
- smart phones
- end users
- learning technologies
- video games
- battery life
- hong kong
- game design
- learning tools
- programming course
- learning process