Access to information and learning materials should be as independent and
efficient as possible. Mobile Learning (m-learning) makes this happen as a consequence
of the mobile diffusion. This new educational approach offers many
chances to extend the possibilities of e-learning since learning is no longer
dependent on a specific time of occurrence or a particular location. Besides
an integrated pedagogical framework, the process of how sustainable knowledge
can be transformed to students’ minds seems to be the main challenge.
To achieve this sustainability, gamification would be an appropriate method.
Combining gamification-aspects and social interaction to increase the engagement
of students, leads to an application for mobile devices. Its concept and
the different scenarios of using the application in a university context will be
presented in this contribution.
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