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A gamified mobile application for first-year student orientation to promote library services.
Bhornchanit Leenaraj
Watsaporn Arayaphan
Kannikar Intawong
Kitti Puritat
Published in:
J. Libr. Inf. Sci. (2023)
Keyphrases
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mobile applications
context aware
mobile devices
mobile services
user experience
mobile environments
m learning
smart phones
mobile phone
mobile technologies
mobile users
learning environment
location based services
end users
student learning
intelligent tutoring systems
learning styles
learning process
high school students
e learning
tutoring system
student model
learning experience
business processes
mobile apps