Gamified Tangible IoT for Education: Exploring Usability in SmartGame.
Federica GiniMargherita AndraoMichele BagnaAntonio BucchiaroneBarbara TreccaniMassimo ZancanaroAnnapaola MarconiPublished in: AVI (2024)
Keyphrases
- interaction design
- young students
- educational software
- web design
- e learning
- management system
- interactive learning
- usability problems
- higher education
- distance learning
- information and communication technologies
- interface design
- educational technology
- usability evaluation
- st century
- mobile learning
- cloud computing
- hong kong
- distance education
- augmented reality
- lifelong learning
- big data
- university level
- learning experience
- human computer interaction
- website