A gamified mobile application for first-year student orientation to promote library services.
Bhornchanit LeenarajWatsaporn ArayaphanKannikar IntawongKitti PuritatPublished in: J. Libr. Inf. Sci. (2023)
Keyphrases
- 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