Using geolympus to create a pervasive game experience in the higher education context.
Jeferson Arango-LópezFrancisco Luis Gutiérrez VelaPatricia Paderewski-RodríguezFernando MoreiraDavid FonsecaPublished in: Univers. Access Inf. Soc. (2022)
Keyphrases
- higher education
- learning technologies
- context aware
- online learning
- mobile learning
- distance learning
- hong kong
- learning in higher education
- blended learning
- e learning
- open university
- technology enhanced
- learning management systems
- knowledge practices
- tertiary education
- multi user virtual environments
- m learning
- hybrid learning
- digital games
- faculty members
- virtual world
- networked learning
- virtual environment
- case study
- machine learning