The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions
Abstract
This chapter presents a case study on the use of Quick Response (QR) technologies in learning. It examines how these technologies can be applied to create an affordable learning game, which provides learners with a more active and student-led collaborative approach to campus inductions, whilst also familiarising them with the use of mobile technologies within a learning environment. The study focuses upon the design principles and development of the mobile based game itself and learner response to the effectiveness and validity of the game in enhancing the campus induction process.
Related Content
Ricardo Alexandre Peixoto de Queiros, Mário Pinto, Alberto Simões, Carlos Filipe Portela.
© 2023.
13 pages.
|
Preety Khatri.
© 2023.
17 pages.
|
Mehmet Kosa, Ahmet Uysal, P. Erhan Eren.
© 2023.
31 pages.
|
Kaila Goode, Sheri Vasinda.
© 2023.
22 pages.
|
Helena Martins, Artemisa Dores.
© 2023.
21 pages.
|
Ali Ben Yahia, Sihem Ben Saad, Fatma Choura Abida.
© 2023.
15 pages.
|
Baris Atiker.
© 2023.
23 pages.
|
|
|