Littérature scientifique sur le sujet « Mobile educational games »
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Articles de revues sur le sujet "Mobile educational games"
Minovic, Miroslav, Miloš Milovanovic et Dušan Starcevic. « Delivering Educational Games to Mobile Devices ». International Journal of Knowledge Society Research 2, no 2 (avril 2011) : 47–58. http://dx.doi.org/10.4018/jksr.2011040105.
Texte intégralEscudeiro, Paula, et Nuno Escudeiro. « Evaluating educational games in mobile platforms ». International Journal of Mobile Learning and Organisation 7, no 1 (2013) : 14. http://dx.doi.org/10.1504/ijmlo.2013.051571.
Texte intégralSzegletes, Luca, et Bertalan Forstner. « Applications of Modern HCIs in Adaptive Mobile Learning ». Journal of Advanced Computational Intelligence and Intelligent Informatics 18, no 3 (20 mai 2014) : 311–14. http://dx.doi.org/10.20965/jaciii.2014.p0311.
Texte intégralIlnytska, Ganna, Victoria Klymenchenko et 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), no 3(133) (22 mars 2021) : 49–53. http://dx.doi.org/10.31392/npu-nc.series15.2021.3(133).10.
Texte intégralSong, Doo Heon, Kwang Baek Kim et Jong Hee Lee. « Analysis and evaluation of mobile rhythm games : Game structure and playability ». International Journal of Electrical and Computer Engineering (IJECE) 9, no 6 (1 décembre 2019) : 5263. http://dx.doi.org/10.11591/ijece.v9i6.pp5263-5269.
Texte intégralMulhem, Ahmed Al, et Mohammed Amin Almaiah. « A Conceptual Model to Investigate the Role of Mobile Game Applications in Education during the COVID-19 Pandemic ». Electronics 10, no 17 (30 août 2021) : 2106. http://dx.doi.org/10.3390/electronics10172106.
Texte intégralAbdulrahman, Tryanti R., et Muhammad Harris Jullian. « ENGAGING YOUNG LEARNERS IN LEARNING VOCABULARY : A STUDY ON LEARNERS’ PERCEPTION ». Akademika 9, no 01 (19 mai 2020) : 139–53. http://dx.doi.org/10.34005/akademika.v9i01.805.
Texte intégralGocheva, Margarita, Elena Somova, Nikolay Kasakliev et Vladimira Angelova. « Mobile Math Game Prototype on the Base of Templates for Primary School ». Mathematics and Informatics LXIV, no 2 (30 avril 2021) : 141–52. http://dx.doi.org/10.53656/math2021-2-2-mob.
Texte intégralLin, Yujia, et 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, no 8 (22 mars 2022) : 1–25. http://dx.doi.org/10.4018/joeuc.315620.
Texte intégralPetley, Rebecca, Guy Parker et Jill Attewell. « The Mobile Learning Network ». International Journal of Game-Based Learning 1, no 4 (octobre 2011) : 37–48. http://dx.doi.org/10.4018/ijgbl.2011100104.
Texte intégralThèses sur le sujet "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.
Texte intégralCataloged 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.
Texte intégralFotouhi-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.
Texte intégralAgbaji, Unekwuojo Esther. « Improving Math Learning With Embodied Game- Based Mobile and Wearable Technologies ». Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1284.
Texte intégralStraight, 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.
Texte intégralWilson, Gregory. « Experiences with the Mobile Interactive Learning Table : a custom table for education ». Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/36090.
Texte intégralMaster of Science
Damián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar et Aguilar Müller Iván Yamunaqué. « History Games ». Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.
Texte intégralThis 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.
Texte intégralMaster 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.
Texte intégralXHEMBULLA, 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.
Texte intégralLivres sur le sujet "Mobile educational games"
Mobile media learning : Amazing uses of mobile devices for learning. Pittsburgh, PA] : ETC Press, 2011.
Trouver le texte intégralKlopfer, Eric. Augmented learning : Research and design of mobile educational games. Cambridge, Mass : MIT Press, 2008.
Trouver le texte intégralKlopfer, Eric. Augmented Learning : Research and Design of Mobile Educational Games. MIT Press, 2011.
Trouver le texte intégralKlopfer, Eric. Augmented Learning : Research and Design of Mobile Educational Games. MIT Press, 2011.
Trouver le texte intégralKlopfer, Eric. Augmented Learning : Research and Design of Mobile Educational Games. MIT Press, 2011.
Trouver le texte intégralAugmented Learning : Research and Design of Mobile Educational Games. The MIT Press, 2008.
Trouver le texte intégralKlopfer, Eric. Augmented Learning : Research and Design of Mobile Educational Games. MIT Press, 2011.
Trouver le texte intégralSchrier, Karen. We the Gamers. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190926106.001.0001.
Texte intégralGibbons, William. Gamifying Classical Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0011.
Texte intégralElectronic Devices in Schools Issues That Concern You. Greenhaven Press, 2012.
Trouver le texte intégralChapitres de livres sur le sujet "Mobile educational games"
Laine, Teemu H., et Haejung Suk. « Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors ». Dans Augmented Reality Games II, 33–56. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6_2.
Texte intégralCrompton, Helen, Yi-Ching Lin, Diane Burke et Alana Block. « Mobile Digital Games as an Educational Tool in K-12 Schools ». Dans Mobile and Ubiquitous Learning, 3–17. Singapore : Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-6144-8_1.
Texte intégralVagelatos, Aristides, John Stamatopoulos, Maria Fountana, Monica Gavrielidou et Christos Tsalidis. « Natural Language Processing Environment to Support Greek Language Educational Games ». Dans 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.
Texte intégralTlili, Ahmed, Fathi Essalmi et Mohamed Jemni. « Design of Educational Games : The Evolution from Computers to Mobile Devices ». Dans Lecture Notes in Electrical Engineering, 151–59. Cham : Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30298-0_16.
Texte intégralFernández-Panadero, Carmen, Mar Pérez-Sanagustín, Abelardo Pardo, Raquel M. Crespo García et Carlos Delgado Kloos. « A Framework to Design Educational Mobile-Based Games Across Multiple Spaces ». Dans 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.
Texte intégralNosu, Kiyoshi, Akira Goshima, Takayuki Imamura et Kenji Mitsumoto. « Mobile Terminal-Based Tennis Instruction Support System for Beginners ». Dans 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.
Texte intégralWang, Lu, Xiaoting Wang, Qiang Ju, Quanwei Li, Manyi Li et Wei Zhang. « Game-Based Mobile Learning System for Campus on Android Platform ». Dans 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.
Texte intégralChen, Po-Ming, Cheng-Ho Chen, Wen-Hung Liao et Tsai-Yen Li. « A Service Platform for Logging and Analyzing Mobile User Behaviors ». Dans 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.
Texte intégralKuo, Jen-Ho, Cheng-Ming Huang, Wen-Hung Liao et Chun-Chieh Huang. « HuayuNavi : A Mobile Chinese Learning Application Based on Intelligent Character Recognition ». Dans 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.
Texte intégralLin, Tzu-Min, Sheng-Chih Chen et Pei-Jeng Kuo. « Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example ». Dans 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.
Texte intégralActes de conférences sur le sujet "Mobile educational games"
Inan Kaya, Gamze. « Educational Use of Games : A Mobile Serious Game For History Education ». Dans Edu World 7th International Conference. Cognitive-crcs, 2017. http://dx.doi.org/10.15405/epsbs.2017.05.02.123.
Texte intégralXie, Jingming. « The research on mobile educational games ». Dans 2012 7th International Conference on System of Systems Engineering (SoSE). IEEE, 2012. http://dx.doi.org/10.1109/sysose.2012.6333551.
Texte intégralCartagena, Angela, Rowel Atienza, Tyrone Tai et Rica Cruz. « Experiences in developing mobile educational games ». Dans 2012 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE). IEEE, 2012. http://dx.doi.org/10.1109/tale.2012.6360337.
Texte intégralTorres-Jimenez, Eloisa, Catalina Rus-Casas, Fernando Cruz-Peragón et Rubén Dorado-Vicente. « SIMPLE RECIPES FOR CONSTRUCTING EDUCATIONAL ENGINEERING MOBILE GAMES ». Dans International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/inted.2016.2083.
Texte intégralCeconello, Mauro Attilio, Davide Spallazzo et Martina Scianname'. « Taking students outside the classrooms. Location-based mobile games in education ». Dans Fifth International Conference on Higher Education Advances. Valencia : Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9257.
Texte intégralTūbele, Sarmīte. « Mobile Learning Games for Dyslexic Young Adults ». Dans 78th International Scientific Conference of University of Latvia. University of Latvia, 2020. http://dx.doi.org/10.22364/htqe.2020.13.
Texte intégralZhiyong, Xiong, Wang Jiani et Jiang Lijun. « How Game Tutorials in Mobile Online Games Affect User Adoption ». Dans 2021 10th International Conference on Educational and Information Technology (ICEIT). IEEE, 2021. http://dx.doi.org/10.1109/iceit51700.2021.9375593.
Texte intégralLongstreet, C. Shaun, et Kendra Cooper. « Curriculum design factors for constructing serious educational game : A learning objective centric approach ». Dans 2014 Computer Games : AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934156.
Texte intégralPreston, Jon A., Joshua L. Skelton, William D. Forsyth et Jeffrey D. Greene. « Generating dynamic narratives with real time interactions utilizing mobile technology ». Dans 2014 Computer Games : AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934140.
Texte intégralGestwicki, Paul, et Kaleb Stumbaugh. « Observations and opportunities in cybersecurity education game design ». Dans 2015 Computer Games : AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272970.
Texte intégralRapports d'organisations sur le sujet "Mobile educational games"
Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha et Vladimir N. Soloviev. Educational digital games : models and implementation. [б. в.], septembre 2019. http://dx.doi.org/10.31812/123456789/3242.
Texte intégralSymonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha et Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], février 2020. http://dx.doi.org/10.31812/123456789/3759.
Texte intégralKanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda et Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], février 2020. http://dx.doi.org/10.31812/123456789/3745.
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