Essays about: "educational apps"
Showing result 1 - 5 of 6 essays containing the words educational apps.
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1. Parents’ perceptions about preschool children’s use of mobile devices and experiences at art museums
University essay from Stockholms universitet/Institutionen för data- och systemvetenskapAbstract : The child–environment interaction type, which involves touching and handling part of collections and displays, is less common in art museums. In addition, art museums demand many behavioural rules from their visitors. The adult caregivers, therefore, prefer that their preschool children participate in child-friendly activity programmes. READ MORE
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2. Björk's Biophilia – Affordances of the Biophilia app: Exploring Music and Education through Technology and Transmedia Storytelling
University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)Abstract : The Biophilia app-album and Educational Project designed by Björk are a fascinating foray into combining science and music education within avantgarde art, media and technology. Her project is unique and remains the only one of its kind. READ MORE
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3. Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : With the rise of the smartphone industry, the domain of mobile-assisted language learning (MALL) has increasingly grown. A large number of language learning applications have been developed aiming to support individuals’ second language acquisition on various levels, e.g. READ MORE
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4. Vault: Merging relational learning and mobile learning with the philosophy of Parkour
University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)Abstract : Denna uppsats presenterar forskning som belyser de förändringar inom utbildningsystemen somföljt i och med utvecklingen av internet, sociala medier, online kommunikation och utbyte avkunskap online. Under det senaste årtiondet har sättet människor lär sig på förändrats från dettraditionella klassrummet, som enbart använder sig av tryckt material, till det modernaklassrummet som nyttjar digitalt material [1]. READ MORE
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5. Token, carrot, or just in the way? The challenge of visualizing acquired knowledge in the era of digital learning and gamification.
University essay from Lunds universitet/KognitionsvetenskapAbstract : Metacognition is necessary for learning. Without know-ing what you know, what you don’t know and what you are about to learn, seeking new knowledge becomes both hard and inefficient. At the same time, keeping old facts (as well as old skills) in mind at a meta-level when striv-ing for new insights is not always an easy task. READ MORE