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Mobile learning vs. traditional classroom lessons: a comparative study
10 references·16 citing·42 second hop
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References

  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2007What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction2,726 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2004The Next Generation of Educational Engagement642 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2005Mobile learning with a mobile game: design and motivational effects352 cited
  • 2006The Kids are Alright: How the Gamer Generation is Changing the Workplace122 cited

Cited by

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  • 2021The Acceptance of Learning Management Systems and Video Conferencing Technologies: Lessons Learned from COVID-19

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186 cited
  • 2019Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes103 cited
  • 2017Tablet-based cross-curricular maths vs. traditional maths classroom practice for higher-order learning outcomes89 cited
  • 2021Self-oriented learning perfectionism and English learning burnout among EFL learners using mobile applications: The mediating roles of English learning anxiety and grit88 cited
  • 2016Academic methods for usability evaluation of serious games: a systematic review83 cited
  • 2021Learning Plant Biodiversity in Nature: The Use of the Citizen–Science Platform iNaturalist as a Collaborative Tool in Secondary Education68 cited
  • 2019A Critical Literature Review of Perceptions of Tablets for Learning in Primary and Secondary Schools66 cited
  • 2021Multimedia augmented reality game for learning math64 cited
  • 2020Uso de plataformas y herramientas digitales para la enseñanza de la Matemática58 cited
  • 2022Academic self-efficacy, self-esteem, satisfaction with studies, and virtual media use as depression and emotional exhaustion predictors among college students during COVID-1948 cited
  • 2019Turning Your Book into a Game33 cited
  • 2020Does Service Quality in Education and Training Process Matters? Study of Government’s Human Resource Agencies in Indonesia20 cited
  • 2022The Use of Digital Tools in Pre-Service Teachers’ Professional Development Towards Linguistic Diversity in Primary Education18 cited