Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3173830
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Wearables for Learning

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Cited by 32 publications
(10 citation statements)
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“…Related to SRL specifically, in addition to motivational outcomes, gamification has supported students' independent and group study as well as time and study management (Browne et al., 2018). Gamification through technologies such as wearables and phones can reach and engage students in learning and related objectives outside formal class time (Garcia et al., 2018).…”
Section: Gamification In Higher Educationmentioning
confidence: 99%
“…Related to SRL specifically, in addition to motivational outcomes, gamification has supported students' independent and group study as well as time and study management (Browne et al., 2018). Gamification through technologies such as wearables and phones can reach and engage students in learning and related objectives outside formal class time (Garcia et al., 2018).…”
Section: Gamification In Higher Educationmentioning
confidence: 99%
“…Next, wearables for children is a promising and fast developing area (Oygur et al, 2021;Garcia et al, 2018;Freeman et al, 2017). Yet, children's perspective on the use of technology has often been neglected in favor of parental views (Oygür et al, 2020;Dardanou et al, 2020).…”
Section: Taken In Practice-based Terms What Implications For Sustaina...mentioning
confidence: 99%
“…Meanwhile, the segment of child-oriented wearables looks promising: in 2019, it approached 350 million dollars (Oygür et al, 2021). Wearables that facilitate children's formal and informal learning (Garcia et al, 2018) and physical activity have been especially popular (Müller et al, 2018;Oygur et al, 2021). A problematic issue with wearable technology for children is limited knowledge about children's perceptions of these devices, since parents' experiences have often been taken as a proxy (Oygür et al, 2020).…”
Section: Market Of Wearables: Consumers' Perspectivementioning
confidence: 99%
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