sMOOC and Gamification - A Proposed Ubiquitous Learning.
Javier Gil-QuintanaLucía Camarero-CanoCarmen Cantillo-ValeroSara Osuna AcedoPublished in: SETE@ICWL (2016)
Keyphrases
- ubiquitous learning
- context aware
- mobile learning
- user experience
- ubiquitous learning environment
- learning activities
- ubiquitous computing technology
- hybrid learning
- emerging technologies
- human learning
- wireless sensor networks
- mobile devices
- learning experience
- learning technologies
- database systems
- case study
- artificial intelligence
- machine learning