Evaluating the Acceptability and Usability of EASEL: A Mobile Application that Supports Guided Reflection for Experiential Learning Activities.
Jerry SchneppChristian B. RogersPublished in: J. Inf. Technol. Educ. Innov. Pract. (2017)
Keyphrases
- learning activities
- mobile applications
- mobile devices
- user experience
- mobile learning
- mobile technologies
- m learning
- mobile phone
- mobile environments
- learning processes
- computer supported
- smart phones
- learning objects
- learning environment
- context aware
- mobile users
- learning platform
- learning design
- learning scenarios
- learning process
- learning objectives
- learning content
- e learning
- end users
- mobile computing
- game based learning environment
- collaborative activities
- knowledge construction
- user interaction
- learning systems
- inquiry learning
- conceptual framework