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Tomislav Jagušt

4.4.2017.

In late November 2016 we started with a series of gamification experiments in our test elementary school Trnjanska. The mathematics „adder game widget”. The experiments included three different implementations of leaderboard, a typical game element used in gamification (besides points and badges). In the first experiment, a typical leaderboard was implemented, second experiment included the progress bar, while the third experiment had a scoreboard - leaderboard minimized to only two contestants (class versus a virtual opponent - computer virus).

Manuela Kajkara

6.4.2017.

The 2015/2016 school year was the year of the tablet for the first grade pupils of Primary School Trnjanska. As part of the SCOLLAm project, the pupils got to know both the InForm application as well as the various Augmented Reality (AR) modules. But let’s start from the beginning...

Ivica Botički

20.3.2015.

This paper presents experiences from a seamless mobile learning project in Singapore. Although the project included a variety of seamless mobile learning designs, this paper focuses on only one, and that is a mobile learning application SamEx in support of a specific learning scenario – an outdoor ZOO field trip. The paper describes SamEx design by focusing on virtual badges gathered by the students during their ZOO trip. The trip was structured by the teachers and scaffolded by SamEx system contextually triggered questions and prompts. The paper describes experiences from the ZOO trip done ...

Ivica Botički

20.3.2015.

The purpose of this study was to investigate how an augmented reality learning environment system (UNED ARLE) can be used both by teachers and students to add virtual content into educational resources and how can it serve as a tool for acquiring knowledge, motivating and encouraging students. UNED ARLE is used to add contextualized virtual content (3D objects, animated 3D objects, videos, sound files and images) and the accompanying descriptions or narratives into printed material, thereby enriching existing content without any programming skills. This study recruited 44 students of advanced and intermediate cycles ...

Ivica Botički

20.3.2015.

This paper analyses mobile computer supported collaborative learning in elementary education worldwide focusing on technology trends for the period from 2009 to 2014. The results present representation of device types used to support collaborative activities, their distribution per users (1:1 or 1:m) and if students are learning through or around the technology. The major findings show that in the last five years tablet computers and small handheld devices are used nearly with equal frequency as mobile learning devices, mostly in 1:1 distribution simultaneously being an instrument through which collaborative activities are performed.

// Proceedings of ...