2019
DOI: 10.24018/ejeng.2019.0.cie.1288
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Smartphones at Schools? Yes, Why not?

Abstract: During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential factors in order to render modern communication devices such as mobile phones and tablets suitable for learning in schools, taking into consideration possible advantag… Show more

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Cited by 4 publications
(3 citation statements)
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“…For the purpose of this paper, the Gamified Student Response System (SRS)a tool of Experiential Learningwill be referred to as Gamified Experiential Technology (GET), recognizing that SRS is just one indicator which we anticipated could extend to other gamified devices such as a smart phone or tablet that can be used as a Student Response Systemif an app is downloaded-and equally promote Experiential Learning (Fithriani, 2021;Kaimara et al, 2019). Mobile apps are being increasingly used: In 2022, there were 255 billion app downloads as compared to 140.7 billion in 2016, an 80% increase (though the majority are used for gaming rather than educational reasons; Statista, 2023).…”
mentioning
confidence: 99%
“…For the purpose of this paper, the Gamified Student Response System (SRS)a tool of Experiential Learningwill be referred to as Gamified Experiential Technology (GET), recognizing that SRS is just one indicator which we anticipated could extend to other gamified devices such as a smart phone or tablet that can be used as a Student Response Systemif an app is downloaded-and equally promote Experiential Learning (Fithriani, 2021;Kaimara et al, 2019). Mobile apps are being increasingly used: In 2022, there were 255 billion app downloads as compared to 140.7 billion in 2016, an 80% increase (though the majority are used for gaming rather than educational reasons; Statista, 2023).…”
mentioning
confidence: 99%
“…The main goals of this specific game-based learning application were the deepening of knowledge subjects and the appropriate preparation of students to become future teachers (Ikonomou et al, 1999;Fragkoulis & Anagnou, 2014;Kouni & Koutsoukos, 2019;Gougoulakis et al, 2020;Kaimara et al, 2019;Triantafyllou, 2022). At the same time, in the midst of forced isolation and social distancing during the pandemic, we wanted to cheer up our freshmen and strengthen their sense of belonging.…”
Section: Approachmentioning
confidence: 99%
“…For the purpose of this paper, the gamified student response system (SRS)-a tool of experiential learning-will be referred to as gamified experiential technology (GET), recognizing that SRS is just one indicator which we anticipated could extend to other gamified devices such as a smartphone or tablet that can be used as a student response system-if an app is downloaded-and equally promote experiential learning (Fithriani, 2021;Kaimara et al, 2019). Mobile apps are being increasingly used: In 2022, there were 255 billion app downloads as compared to 140.7 billion in 2016, an 80% increase (though the majority are used for gaming rather than educational reasons; Statista, 2023).…”
mentioning
confidence: 99%