Mobile technology and Gamification: The future is now!

被引:0
|
作者
Chin, Sylvia [1 ]
机构
[1] Grfeen Sdn Bhd, Tech Dept, Shah Alam, Selangor, Malaysia
来源
2014 FOURTH INTERNATIONAL CONFERENCE ON DIGITAL INFORMATION AND COMMUNICATION TECHNOLOGY AND IT'S APPLICATIONS (DICTAP) | 2014年
关键词
m-learning; e-learning; mobile technology; Authentic Learning; pedagogical strategies; Gamification; student-centered learning;
D O I
暂无
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
The rapid development of mobile technologies is driving the evolution of e-learning to mobile-learning (m-learning), however; academic research on the impact of mobile-technologies on the learning process in higher education and instructional design guidelines based on a solid theoretical framework for mobile-learning has not yet been exhaustively covered. The focus of this paper is to compare mobile-learning with e-learning and describes the technological attributes and techniques that enable educators to utilize mobile technologies and social networks to improve learning outcomes and provide creative ways to increase access to educational resources. The author applied Authentic Learning, which provides the basis for the learning content/activities and Gamification concept was adopted as the framework for learners to accelerate learning. This paper can be used by the instructional designers to adopt the concepts of mobile learning and how mobile technologies can be incorporated into their teaching and learning and shift the student-centered learning more effectively.
引用
收藏
页码:138 / 143
页数:6
相关论文
共 50 条
  • [1] Innovative Mobile Technology in Hotels and the Use of Gamification
    Parapanos, Demos
    Michopoulou, Eleni
    TOURISM PLANNING & DEVELOPMENT, 2023, 20 (02) : 162 - 187
  • [2] Gamification in mobile shopping applications: A review in terms of technology acceptance model
    Talha Bayır
    Gökhan Akel
    Multimedia Tools and Applications, 2024, 83 : 47247 - 47268
  • [3] Gamification in mobile shopping applications: A review in terms of technology acceptance model
    Bayir, Talha
    Akel, Gokhan
    MULTIMEDIA TOOLS AND APPLICATIONS, 2023, 83 (16) : 47247 - 47268
  • [4] Improving Older Adults' Technology Adoption on Mobile Map: A Gamification Approach
    An, Siyang
    Cheung, Chi Fai
    Lo, Yu Ting
    INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION, 2024,
  • [5] Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness
    Chang, Chien-Huey Sophie
    Kuo, Chih-Chen
    Hou, Huei-Tse
    Koe, Joyce Jie Ying
    COMPUTERS IN HUMAN BEHAVIOR, 2022, 128
  • [6] Gamification Reloaded Current and Future Trends in Gamification Science
    Mazarakis A.
    i-com, 2021, 20 (03) : 279 - 294
  • [7] Gamification and Mobile Marketing Effectiveness
    Hofacker, Charles F.
    de Ruyter, Ko
    Lurie, Nicholas H.
    Manchanda, Puneet
    Donaldson, Jeff
    JOURNAL OF INTERACTIVE MARKETING, 2016, 34 : 25 - 36
  • [8] Impact of mobile technology-enabled HR gamification on employee performance: An empirical investigation
    Benitez, Jose
    Ruiz, Laura
    Popovic, Ales
    INFORMATION & MANAGEMENT, 2022, 59 (04)
  • [9] A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology
    An, Siyang
    Cheung, Chi Fai
    Willoughby, Kelvin W.
    TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE, 2024, 205
  • [10] Encouraging the Participation in Mobile Collaborative Consumption Using Gamification Design
    Zhang, Yicheng
    Phang, Chee Wei
    Cai, Shun
    Zhang, Chenghong
    HCI IN BUSINESS, GOVERNMENT AND ORGANIZATIONS: SUPPORTING BUSINESS (HCIBGO 2017), PT II, 2017, 10294 : 313 - 322