Literatura académica sobre el tema "Mobile educational games"
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Artículos de revistas sobre el tema "Mobile educational games"
Minovic, Miroslav, Miloš Milovanovic y Dušan Starcevic. "Delivering Educational Games to Mobile Devices". International Journal of Knowledge Society Research 2, n.º 2 (abril de 2011): 47–58. http://dx.doi.org/10.4018/jksr.2011040105.
Texto completoEscudeiro, Paula y Nuno Escudeiro. "Evaluating educational games in mobile platforms". International Journal of Mobile Learning and Organisation 7, n.º 1 (2013): 14. http://dx.doi.org/10.1504/ijmlo.2013.051571.
Texto completoSzegletes, Luca y Bertalan Forstner. "Applications of Modern HCIs in Adaptive Mobile Learning". Journal of Advanced Computational Intelligence and Intelligent Informatics 18, n.º 3 (20 de mayo de 2014): 311–14. http://dx.doi.org/10.20965/jaciii.2014.p0311.
Texto completoIlnytska, Ganna, Victoria Klymenchenko y Oksana Konovalenko. "Implementation of introduction of innovative mobile games in the educational process of foreign students in higher education institutions". Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), n.º 3(133) (22 de marzo de 2021): 49–53. http://dx.doi.org/10.31392/npu-nc.series15.2021.3(133).10.
Texto completoSong, Doo Heon, Kwang Baek Kim y Jong Hee Lee. "Analysis and evaluation of mobile rhythm games : Game structure and playability". International Journal of Electrical and Computer Engineering (IJECE) 9, n.º 6 (1 de diciembre de 2019): 5263. http://dx.doi.org/10.11591/ijece.v9i6.pp5263-5269.
Texto completoMulhem, Ahmed Al y Mohammed Amin Almaiah. "A Conceptual Model to Investigate the Role of Mobile Game Applications in Education during the COVID-19 Pandemic". Electronics 10, n.º 17 (30 de agosto de 2021): 2106. http://dx.doi.org/10.3390/electronics10172106.
Texto completoAbdulrahman, Tryanti R. y Muhammad Harris Jullian. "ENGAGING YOUNG LEARNERS IN LEARNING VOCABULARY: A STUDY ON LEARNERS’ PERCEPTION". Akademika 9, n.º 01 (19 de mayo de 2020): 139–53. http://dx.doi.org/10.34005/akademika.v9i01.805.
Texto completoGocheva, Margarita, Elena Somova, Nikolay Kasakliev y Vladimira Angelova. "Mobile Math Game Prototype on the Base of Templates for Primary School". Mathematics and Informatics LXIV, n.º 2 (30 de abril de 2021): 141–52. http://dx.doi.org/10.53656/math2021-2-2-mob.
Texto completoLin, Yujia y Yuzhi Liu. "An Empirical Study on the Influence of Mobile Games and Mobile Devices for Contemporary Students' Education and Learning Behavior". Journal of Organizational and End User Computing 34, n.º 8 (22 de marzo de 2022): 1–25. http://dx.doi.org/10.4018/joeuc.315620.
Texto completoPetley, Rebecca, Guy Parker y Jill Attewell. "The Mobile Learning Network". International Journal of Game-Based Learning 1, n.º 4 (octubre de 2011): 37–48. http://dx.doi.org/10.4018/ijgbl.2011100104.
Texto completoTesis sobre el tema "Mobile educational games"
Ng, Matthew M. Eng Massachusetts Institute of Technology. "UbiqGames : casual, educational, multiplayer games for mobile and desktop platforms". Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61295.
Texto completoCataloged from PDF version of thesis.
Includes bibliographical references (p. 90).
The mission of the UbiqGames project is to develop a suite of casual, educational, multiplayer games that are playable across a wide variety of operating systems and devices. To accomplish this goal, we plan on making use of the expanding availability of wireless networks and the increasing capabilities of mobile browsers to build engaging and dynamic web-based games. This paper will document the progression of the UbiqGames project and take a deeper technical look at the first two games built under its heading: Virus and Weatherlings. Initial questions we wanted to answer were whether mobile browsers could handle complex web applications and whether the small screen size would significantly hinder game play. Results from multiple play tests have demonstrated that these games can be executed successfully, and user feedback has shown that players are receptive of the educational aspects of the game and enjoy the overall experience.
by Matthew Ng.
M.Eng.
Kuznetcova, Irina. "Video Games as Deweyan Worlds: A Desktop/Mobile VR Game-based Intervention to Improve Visuospatial Self-efficacy in Middle School Students". The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1588244345618764.
Texto completoFotouhi-Ghazvini, Faranak. "Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm". Thesis, University of Bradford, 2011. http://hdl.handle.net/10454/5400.
Texto completoAgbaji, Unekwuojo Esther. "Improving Math Learning With Embodied Game- Based Mobile and Wearable Technologies". Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1284.
Texto completoStraight, Ryan M. "An Exploratory Study of Augmented Reality and Mobile Games Examining Ingress Player Motivation and Potential Educational Value". Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426691458.
Texto completoWilson, Gregory. "Experiences with the Mobile Interactive Learning Table: a custom table for education". Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/36090.
Texto completoMaster of Science
Damián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar y Aguilar Müller Iván Yamunaqué. "History Games". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.
Texto completoThis research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes.
Trabajo de investigación
Jones, James R. "A Client-Server Architecture for Collection of Game-based Learning Data". Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/51229.
Texto completoMaster of Science
Jamonnak, Suphanut. "LITTLE BOTANY: A MOBILE EDUCATIONAL GAME FOR GARDENING". University of Akron / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=akron1479080799053076.
Texto completoXHEMBULLA, JETMIR. "Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour". Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2643669.
Texto completoLibros sobre el tema "Mobile educational games"
Mobile media learning: Amazing uses of mobile devices for learning. Pittsburgh, PA]: ETC Press, 2011.
Buscar texto completoKlopfer, Eric. Augmented learning: Research and design of mobile educational games. Cambridge, Mass: MIT Press, 2008.
Buscar texto completoKlopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.
Buscar texto completoKlopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.
Buscar texto completoKlopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.
Buscar texto completoAugmented Learning: Research and Design of Mobile Educational Games. The MIT Press, 2008.
Buscar texto completoKlopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.
Buscar texto completoSchrier, Karen. We the Gamers. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190926106.001.0001.
Texto completoGibbons, William. Gamifying Classical Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0011.
Texto completoElectronic Devices in Schools Issues That Concern You. Greenhaven Press, 2012.
Buscar texto completoCapítulos de libros sobre el tema "Mobile educational games"
Laine, Teemu H. y Haejung Suk. "Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors". En Augmented Reality Games II, 33–56. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6_2.
Texto completoCrompton, Helen, Yi-Ching Lin, Diane Burke y Alana Block. "Mobile Digital Games as an Educational Tool in K-12 Schools". En Mobile and Ubiquitous Learning, 3–17. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-6144-8_1.
Texto completoVagelatos, Aristides, John Stamatopoulos, Maria Fountana, Monica Gavrielidou y Christos Tsalidis. "Natural Language Processing Environment to Support Greek Language Educational Games". En New Realities, Mobile Systems and Applications, 525–36. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96296-8_47.
Texto completoTlili, Ahmed, Fathi Essalmi y Mohamed Jemni. "Design of Educational Games: The Evolution from Computers to Mobile Devices". En Lecture Notes in Electrical Engineering, 151–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30298-0_16.
Texto completoFernández-Panadero, Carmen, Mar Pérez-Sanagustín, Abelardo Pardo, Raquel M. Crespo García y Carlos Delgado Kloos. "A Framework to Design Educational Mobile-Based Games Across Multiple Spaces". En Design for Teaching and Learning in a Networked World, 407–13. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24258-3_32.
Texto completoNosu, Kiyoshi, Akira Goshima, Takayuki Imamura y Kenji Mitsumoto. "Mobile Terminal-Based Tennis Instruction Support System for Beginners". En Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 376–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_66.
Texto completoWang, Lu, Xiaoting Wang, Qiang Ju, Quanwei Li, Manyi Li y Wei Zhang. "Game-Based Mobile Learning System for Campus on Android Platform". En Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 55–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_12.
Texto completoChen, Po-Ming, Cheng-Ho Chen, Wen-Hung Liao y Tsai-Yen Li. "A Service Platform for Logging and Analyzing Mobile User Behaviors". En Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 78–85. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_15.
Texto completoKuo, Jen-Ho, Cheng-Ming Huang, Wen-Hung Liao y Chun-Chieh Huang. "HuayuNavi: A Mobile Chinese Learning Application Based on Intelligent Character Recognition". En Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 346–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_63.
Texto completoLin, Tzu-Min, Sheng-Chih Chen y Pei-Jeng Kuo. "Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example". En Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 101–5. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_18.
Texto completoActas de conferencias sobre el tema "Mobile educational games"
Inan Kaya, Gamze. "Educational Use of Games: A Mobile Serious Game For History Education". En Edu World 7th International Conference. Cognitive-crcs, 2017. http://dx.doi.org/10.15405/epsbs.2017.05.02.123.
Texto completoXie, Jingming. "The research on mobile educational games". En 2012 7th International Conference on System of Systems Engineering (SoSE). IEEE, 2012. http://dx.doi.org/10.1109/sysose.2012.6333551.
Texto completoCartagena, Angela, Rowel Atienza, Tyrone Tai y Rica Cruz. "Experiences in developing mobile educational games". En 2012 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE). IEEE, 2012. http://dx.doi.org/10.1109/tale.2012.6360337.
Texto completoTorres-Jimenez, Eloisa, Catalina Rus-Casas, Fernando Cruz-Peragón y Rubén Dorado-Vicente. "SIMPLE RECIPES FOR CONSTRUCTING EDUCATIONAL ENGINEERING MOBILE GAMES". En International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/inted.2016.2083.
Texto completoCeconello, Mauro Attilio, Davide Spallazzo y Martina Scianname'. "Taking students outside the classrooms. Location-based mobile games in education". En Fifth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9257.
Texto completoTūbele, Sarmīte. "Mobile Learning Games for Dyslexic Young Adults". En 78th International Scientific Conference of University of Latvia. University of Latvia, 2020. http://dx.doi.org/10.22364/htqe.2020.13.
Texto completoZhiyong, Xiong, Wang Jiani y Jiang Lijun. "How Game Tutorials in Mobile Online Games Affect User Adoption". En 2021 10th International Conference on Educational and Information Technology (ICEIT). IEEE, 2021. http://dx.doi.org/10.1109/iceit51700.2021.9375593.
Texto completoLongstreet, C. Shaun y Kendra Cooper. "Curriculum design factors for constructing serious educational game: A learning objective centric approach". En 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934156.
Texto completoPreston, Jon A., Joshua L. Skelton, William D. Forsyth y Jeffrey D. Greene. "Generating dynamic narratives with real time interactions utilizing mobile technology". En 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934140.
Texto completoGestwicki, Paul y Kaleb Stumbaugh. "Observations and opportunities in cybersecurity education game design". En 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272970.
Texto completoInformes sobre el tema "Mobile educational games"
Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha y Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], septiembre de 2019. http://dx.doi.org/10.31812/123456789/3242.
Texto completoSymonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha y Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3759.
Texto completoKanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda y Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3745.
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