A gamified mobile application for engaging new students at university orientation.
Zachary Fitz-WalterDian TjondronegoroPeta WyethPublished in: OZCHI (2012)
Keyphrases
- mobile applications
- e learning
- university level
- educational environment
- engineering students
- mobile devices
- mobile technologies
- m learning
- state university
- mobile learning
- mobile phone
- applied sciences
- computer science students
- open university
- learning experience
- engineering education
- student learning
- learning environment
- semester long
- learning activities
- teaching methods
- computer science courses
- library and information science
- electrical engineering
- graduate school
- context aware
- higher education
- learning process
- programming course
- undergraduate and graduate
- computer science education
- faculty members
- mobile environments
- smart phones
- hong kong
- students studying
- online course
- learning tools
- user experience
- intelligent tutoring systems
- mobile users
- distance learning
- educational experiences
- case study
- mobile services
- high school
- distance education
- narrative centered learning environments
- secondary school
- collaborative learning
- text messaging
- online learning
- learning outcomes
- national science foundation
- teaching assistants
- student groups
- college students
- teachable agent
- undergraduate students
- blended learning
- educational games
- learning styles
- post secondary
- computer science and engineering