Mobile sensor-based community gaming for improving vocational students' sleep and academic outcomes.
Jeen-Shing WangJeffrey Hugh GambleYa-Ting Carolyn YangPublished in: Comput. Educ. (2020)
Keyphrases
- mobile games
- high school
- mobile learning
- higher education
- computer science education
- secondary education
- teaching materials
- learning experience
- semester long
- mobile devices
- computing education
- mobile technologies
- game based learning
- learning activities
- m learning
- student learning
- mobile phone
- college students
- learning community
- learning environment
- distance learning
- learning outcomes
- information literacy
- video games
- computer engineering
- text messaging
- learning sciences
- faculty members
- learning styles
- handheld devices
- collaborative learning
- e learning
- senior high school
- online environment
- distance education
- subject matter
- post secondary
- special education
- intelligent tutoring systems
- learning tools
- computer games
- learning process
- undergraduate engineering
- national science foundation
- virtual environment
- mobile applications
- educational games
- hong kong
- personal digital assistants
- online course
- computer supported collaborative learning
- doctoral consortium
- online learning
- national research council
- design studio
- science learning
- secondary school