Essays about: "Gamified Mobile Learning"

Found 4 essays containing the words Gamified Mobile Learning.

  1. 1. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo

    University essay from Jönköping University/Tekniska Högskolan

    Author : Sofie Kastelli; Napsugár Takács; [2023]
    Keywords : Persuasion; Gamification; User-engagement; Duolingo; MALL; mobile-learning; mobile-language-learning; gamified interaction design;

    Abstract : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. READ MORE

  2. 2. 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)

    Author : Thor Galle; [2020]
    Keywords : mobile-assisted language learning; video-based language learning; usability; UX; usability; user experience and educational features of m-learning environments MUUX-E ; gamification;

    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

  3. 3. Essential Factors for Usability and Acceptance of Mobile Learning in Ugandan Primary Schools : Minor Field Studies

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Lovisa Hager; Sara Almström; [2019]
    Keywords : Minor Field Study; MFS; Mobile Learning; Human Computer Interaction; HCI; User Centered Design; UCD; Gamified Mobile Learning; Usability; Think Aloud; User Tests; Mobile Application; Kotter’s 8-step model; Implementation; Change Management; Uganda; Primary School;

    Abstract : Two different focus groups in primary schools in Uganda participated in this study to investigate critical aspects of usability comparing two different educational mobile applications. The first group was already familiar with both applications, while the second group had no previous experiences of the applications. READ MORE

  4. 4. Gamified Mobile Application and Stairstep Counter for Stair Walking

    University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Author : Linn Danielsson; [2018]
    Keywords : Mobile; Machine learning; Gamification; Stairs;

    Abstract : Gamification is an area that has attracted a substantial amount of interest in recent years and is something that can be applied almost everywhere. Health is also an area that is frequently discussed regarding how a person's health and daily exercise can be improved. READ MORE