The DOI matches its Crossref record; 32 of the 34 references it cites were found in a registry or an index.
A Mobile Game-based Insect Learning System for Improving the Learning Achievements
Open accessAbstract
This paper aimed to investigate how gamified learning approach influence science learning achievement through a context- aware mobile learning environment and to explain effects on student learning outcome. A mobile learning environment has been developed based on MILS (Mobile Insect Learning System) gamified learning activity. A series of gamified learning activities based on MILS was developed and implemented in an elementary school science curriculum to improve student learning achievement and help students to actively engage in learning activities. A quasi-experimental design was used to investigate the effectiveness of gamification approach by combining game elements with the use of MILS in a real-world scenario. The response to questionnaire indicates that students valued the outdoor learning activities made possible by use of the smartphone and its functions. Pre- and post-test results demonstrated that incorporating mobile and gamification technologies into botanical learning process could achieve a better learning achievement than using non-gamified mobile learning and traditional instruction. In managerial implications, the results could provide parents, teachers, educational organizations to make related educational decision.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Rules of Play: Game Design Fundamentals
Salen, K., & Zimmerman, E. (2003) · Medical Entomology and Zoology · Cited by 5,438
Prensky, M. (2003) · Computers in entertainment · doi:10.1145/950566.950596 · Cited by 3,168
Tatnall, A. (2020) · Encyclopedia of Education and Information Technologies · doi:10.1007/978-3-030-10576-1_300187 · Cited by 2,893
(1995) · Cited by 2,867
Handbook of Research on Educational Communications and Technology
(2013) · Routledge eBooks · doi:10.4324/9781410609519 · Cited by 2,744
Digital game-based learning: Towards an experiential gaming model
Kiili, K. (2005) · The Internet and Higher Education · doi:10.1016/j.iheduc.2004.12.001 · Cited by 1,457
Making Connections: Teaching and the Human Brain
Caine, R. N., & Caine, G. (1991) · Cited by 932
Learning by Design: Good Video Games as Learning Machines
Gee, J. P. (2005) · E-Learning and Digital Media · doi:10.2304/elea.2005.2.1.5 · Cited by 845
Hwang, G., & Chang, H.-F. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.12.002 · Cited by 842
Learning with technology : using computers as cognitive tools
Jonassen, D. H. (1996) · Medical Entomology and Zoology · Cited by 794
Flagged first, then by citations
2 of the 34 references couldn’t be matched to a known paper.
Research works printed but not linked: 8
- Gee, J.P. (2008). Learning and games. In Katie Salen (Ed.) The ecology of games: Connecting youth, games, and learning (John D. and Catherine T. MacArthur Foundation series on digital media and learning). Cambridge, MA: The MIT Press.
- Huang, 2009, An Educational Mobile Blogging System for Supporting Collaborative Learning, Educational Technology & Society, 12, 163
- Huang, 2010, Effectiveness of a mobile plant learning system in a science curriculum in Taiwanese elementary education, Computers & Education, 54, 47, 10.1016/j.compedu.2009.07.006 · DOI
- Hwang, 2011, A knowledge acquisition approach to developing mindtools for organizing and sharing differentiating knowledge in a ubiquitous learning environment, Computers & Education, 57, 1368, 10.1016/j.compedu.2010.12.013 · DOI
- Hwang, 2010, A decision-tree-oriented guidance mechanism for conducting nature science observation activities in a context-aware ubiquitous learning environment, Educational Technology & Society, 13, 53
- Joosten, T. (2010). Mobile learning and social media: Increasing engagement and interactivity. Paper presented at the New Media Consortium Conference, June 9-12, 2010, Anaheim, CA.
- McMahon, M. (1997). Social constructivism and the world wide web - A paradigm for learning. Paper presented at the ASCILITE conference. Perth, Australia.
- Nunnaly, J. (1978). Psychometric theory. New York: McGraw-Hill.
Cited by
Sorted by citations
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 2,594
The Model for Introduction of Gamification into E-learning in Higher Education
Urh, M., Vukovič, G., Jereb, E., & Pintar, R. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.07.154 · Cited by 437
A meta-analysis of the impact of technology on learning effectiveness of elementary students
Chauhan, S. (2017) · Computers & Education · doi:10.1016/j.compedu.2016.11.005 · Cited by 395
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022) · International Journal of STEM Education · doi:10.1186/s40594-022-00344-0 · Cited by 316
“The growth of the Internet and various emerging technologies (e.g., mobile technology, AR/VR, and 3D) provides students with personalized learning support opportunities in their education (Hou et al., 2014; Hwang et al., 2016; Su & Cheng, 2013a).”
BackgroundMethodColeman, T. E., & Money, A. (2019) · Higher Education · doi:10.1007/s10734-019-00417-0 · Cited by 200
Gamification for educational purposes: What are the factors contributing to varied effectiveness?
Luo, Z. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10642-9 · Cited by 186
Role of gamification in classroom teaching: Pre-service teachers’ view
Mee, R. W. M., Shahdan, T. S. T., Ismail, M. R., Ghani, K. A., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020) · International Journal of Evaluation and Research in Education (IJERE) · doi:10.11591/ijere.v9i3.20622 · Cited by 130
Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis
Lei, H., Chiu, M. M., Wang, D., Wang, C., & Xie, T. (2022) · Journal of Educational Computing Research · doi:10.1177/07356331211064543 · Cited by 126
Cloud-assisted gamification for education and learning – Recent advances and challenges
Hakak, S., Noor, N. F. B. M., Ayub, M. N. B., Affal, H., Hussin, N., Ahmed, E., & Imran, M. A. (2019) · Computers & Electrical Engineering · doi:10.1016/j.compeleceng.2019.01.002 · Cited by 121
Gamification and Gen Z in Higher Education
Saxena, M., & Mishra, D. K. (2021) · International Journal of Information and Communication Technology Education · doi:10.4018/ijicte.20211001.oa10 · Cited by 113
Quintás, A., Bustamante, J. C., de la Fuente, F. P., & Otín, C. C. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103874 · Cited by 97
Talan, T., Doğan, Y., & Batdı, V. (2020) · Journal of Research on Technology in Education · doi:10.1080/15391523.2020.1743798 · Cited by 95
The effect of gamification on motivation in the education of pre-service social studies teachers
Yıldız, İ., Topçu, E., & Kaymakçı, S. (2021) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2021.100907 · Cited by 80
The Effects of Gamification in Education: A Systematic Literature Review
Çavuş, N., Ibrahim, I., Okonkwo, M. O. O., Ayansina, N. B., & Modupeola, T. (2023) · BRAIN BROAD RESEARCH IN ARTIFICIAL INTELLIGENCE AND NEUROSCIENCE · doi:10.18662/brain/14.2/452 · Cited by 68
Qodr, T. S., Efendi, A., & Musadad, A. A. (2021) · Journal of Education Technology · doi:10.23887/jet.v5i2.34806 · Cited by 66
A systematized review of the use of mobile technology in outdoor learning
van Kraalingen, I. (2021) · Journal of Adventure Education & Outdoor Learning · doi:10.1080/14729679.2021.1984963 · Cited by 67
Özdener, N. (2017) · Telematics and Informatics · doi:10.1016/j.tele.2017.04.003 · Cited by 60
Klock, A. C. T., Gasparini, I., & Pimenta, M. S. (2016) · Brazilian Symposium on Human Factors in Computing Systems (IHC) · doi:10.1145/3033701.3033715 · Cited by 55
Quintas‐Hijós, A., Lozano, C. P., & Bustamante, J. C. (2020) · PLoS ONE · doi:10.1371/journal.pone.0231269 · Cited by 49
Dewi, N. L. P. J., & Sujana, I. W. (2021) · Journal of Education Technology · doi:10.23887/jet.v5i2.34462 · Cited by 42
Enhancing learning of accounting principles through experiential learning in a board game
López-Hernández, C. E., Lizarraga-Álvarez, G. I., & Soto-Pérez, M. (2022) · Accounting Education · doi:10.1080/09639284.2022.2059770 · Cited by 34
Klock, A. C. T., Gasparini, I., & Pimenta, M. S. (2019) · Interacting with Computers · doi:10.1093/iwc/iwz028 · Cited by 34
Pérez, A. G., & Díaz, M. J. S. (2021) · Educatio Siglo XXI · doi:10.6018/educatio.469271 · Cited by 30
Insects GO: a gaming activity for entomology teaching in middle school
Wommer, F. G. B., Sepel, L. M. N., & Loreto, É. L. S. (2021) · Research in Science & Technological Education · doi:10.1080/02635143.2021.1921724 · Cited by 28
From Learning Game to Adaptive Ubiquitous Game Based Learning
Bennis, L., & Amali, S. (2019) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v14i16.10701 · Cited by 25
Oyun-Tabanlı Öğrenme Ortamlarının Akademik Başarıya Etkisi: Bir Meta–Analiz Çalışması
Toraman, Ç., Çelik, Ö. C., & Çakmak, M. (2018) · Kastamonu Eğitim Dergisi · doi:10.24106/kefdergi.2074 · Cited by 24
Quality evaluation of mobile learning applications
Soad, G. W., Filho, N. F. D., & Barbosa, E. F. (2016) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2016.7757540 · Cited by 24
Role-Playing Game as Learning Media To Support Online Learning
Satria, V. H., & Herumurti, D. (2021) · Journal of Education Technology · doi:10.23887/jet.v5i4.39718 · Cited by 23
Behnamnia, N., Kamsin, A., & Hayati, S. (2024) · Innoeduca. International Journal of Technology and Educational Innovation · doi:10.24310/ijtei.102.2024.19694 · Cited by 13
AN INITIAL SUSTAINABLE E-LEARNING AND GAMIFICATION FRAMEWORK FOR HIGHER EDUCATION
Azuddin, A. S. A. M. (2021) · IADIS International Conferences Mobile Learning and Educational Technologies (ML and ICEduTech) · doi:10.33965/ml_icedutech2021_202102l009 · Cited by 20
Urh, M., & Jereb, E. (2017) · doi:10.18690/978-961-286-102-5.3 · Cited by 20
Systematic Review of Outdoor Science Learning Activities with the Integration of Mobile Devices
Kilty, T. J., & Borowczak, A. C. B. (2020) · International Journal of Mobile and Blended Learning · doi:10.4018/ijmbl.2020040103 · Cited by 20
Soykan, E., & Uzunboylu, H. (2015) · World Journal on Educational Technology Current Issues · doi:10.18844/wjet.v7i1.22 · Cited by 19
Kärchner, H., Trautner, M., Willeke, S., & Schwinger, M. (2022) · Computers and Education Open · doi:10.1016/j.caeo.2022.100116 · Cited by 28
Science Education and Mobile Learning: A Content Analysis Review of the Web of Science Database
Odabasi, M. B., Uzunboylu, H., Popova, O. V., Kosarenko, N. N., & Ishmuradova, I. I. (2019) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v14i22.11744 · Cited by 17
Need Analysis Of “Si Eco” Ethno-Confidence Game for Slow Learner Students
Ardianti, S. D., Wanabuliandari, S., & Wijayanti, E. (2021) · Jurnal Ilmiah Sekolah Dasar · doi:10.23887/jisd.v5i3.39534 · Cited by 15
An overview of games for entomological literacy in support of sustainable development
Campo, P., & Dangles, O. J. (2020) · Current Opinion in Insect Science · doi:10.1016/j.cois.2020.05.018 · Cited by 13
A thematic review of using digital teaching technologies in Turkish language teaching
Kaldırım, A., & TAVŞANLI, Ö. F. (2021) · Journal of Educational Technology and Online Learning · doi:10.31681/jetol.898014 · Cited by 13
Göksu, İ., & BOLAT, Y. İ. (2020) · Eğitim Teknolojisi Kuram ve Uygulama · doi:10.17943/etku.614505 · Cited by 13
Investigating the use of sensor-based IoET to facilitate learning for children in rural Thailand
Putjorn, P., Siriaraya, P., Deravi, F., & Ang, C. S. (2018) · PLoS ONE · doi:10.1371/journal.pone.0201875 · Cited by 12
A Brief Review of Game Engines for Educational and Serious Games Development
Marín‐Vega, H., Alor‐Hernández, G., Cabada, R. Z., Estrada, M. L. B., & García-Alcaráz, J. L. (2017) · Journal of Information Technology Research · doi:10.4018/jitr.2017100101 · Cited by 11
Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach
Klock, A. C. T., Gasparini, I., & Pimenta, M. S. (2019) · Smart computing and intelligence · doi:10.1007/978-981-32-9335-9_12 · Cited by 11
Tunga, Y., & İnceoğlu, M. M. (2020) · Celal Bayar Üniversitesi Sosyal Bilimler Dergisi · doi:10.18026/cbayarsos.679587 · Cited by 11
Técnicas de gamificación en el turismo, prueba de aplicación, Casa Museo Mosquera
Borrero, F., Muñoz, P. C. S., & Ramírez-González, G. (2015) · Sistemas y Telemática · doi:10.18046/syt.v13i33.2081 · Cited by 11
GAMIFICAÇÃO E INTERPRETAÇÃO AMBIENTAL: UMA EXPERIÊNCIA EM TRILHA ECOLÓGICA
Medeiros, D. M. D. S., & Júnior, Á. L. (2020) · Revista Contexto & Educação · doi:10.21527/2179-1309.2020.112.217-238 · Cited by 10
Android Based Adventure Games to Enhance Vocational High School Students’ Critical Thinking Skills
Lestari, S. W., Agung, L., & Musadad, A. A. (2019) · Seminar and Workshop on Research Design, for Education, Social Science, Arts, and Humanities (SEWORD FRESSH) · doi:10.4108/eai.27-4-2019.2286917 · Cited by 10
Tlili, A., Adarkwah, M. A., Salha, S. H., Garzón, J., Kinshuk, K., & Burgos, D. (2024) · Interactive Learning Environments · doi:10.1080/10494820.2024.2310135 · Cited by 10
Implementation of Learning Using Interactive Multimedia Based on Android On Theme 9 be Class V SD
Kadarsih, I., & Fitria, Y. (2022) · Jurnal Ilmiah Sekolah Dasar · doi:10.23887/jisd.v6i1.41651 · Cited by 10
Alobaydi, E. K. A., Alkhayat, R. Y., Arshad, M., & Ahmed, E. R. (2017) · IEEE International Conference on Control System, Computing and Engineering · doi:10.1109/iccsce.2017.8284373 · Cited by 10
Yen, B. T. H., Mulley, C., & Meza, G. (2023) · Research in Transportation Economics · doi:10.1016/j.retrec.2023.101300 · Cited by 9
Binh, A. D. T., Hoang, T.-H., & Quang, H. T. (2024) · Evaluation Review · doi:10.1177/0193841x241291752 · Cited by 9
Weigelt, P., Denelle, P., Brambach, F., & Kreft, H. (2021) · Plants People Planet · doi:10.1002/ppp3.10226 · Cited by 9
CocoGame: A funny app to learn physics and math
Robledo-Rella, V., García-Castelán, R. M. G., Medina, L., Ramírez-de-Arellano, J. M., & Guerrero, I. (2017) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2017.8190502 · Cited by 9
Gamification in Mobile Language Learning: Improving User Satisfaction for Norwegian Immigrants
Myhre, M. G. (2015) · BIBSYS Brage (BIBSYS (Norway)) · Cited by 9
Gamified Online Active Learning Theory
Ohn, M. H., Yusof, S., Lansing, M. G., Ravindran, B., Nisar, K., Mchucha, I., Iswandono, Z., Luen, N. P., & Ohn, K. M. (2018) · IEEE International Conference on Artificial Intelligence in Engineering and Technology (IICAIET) · doi:10.1109/iicaiet.2018.8638463 · Cited by 10
Satisfaction of high school students with a mobile game-based English learning system
Tsai, C. H., Cheng, C. H., Yeh, D. Y., & Lin, S. Y. (2017) · International Journal of Mobile Learning and Organisation · doi:10.1504/ijmlo.2017.10005260 · Cited by 8
Self-citationSujarwo, F., Sariyatun, ., & Rejekiningsih, T. (2023) · Journal of Education Technology · doi:10.23887/jet.v7i3.63210 · Cited by 7
Pande, P., & Jepsen, P. M. (2024) · Research and Practice in Technology Enhanced Learning · doi:10.58459/rptel.2025.20001 · Cited by 9
Gam-mate: Gamification Applied to an Undergrad Discrete Math Course
Robledo-Rella, V., Batalla, M. D. L. Q., Ramírez-de-Arellano, J. M., & Acosta, R. D. S. (2022) · International Conference on Information and Education Technology (ICIET) · doi:10.1109/iciet55102.2022.9778998 · Cited by 7
Context-aware ubiquitous learning: Literature systematic mapping on ubiquitous learning environments
Lopes, Á. R., de Oliveira, D. C., Aguiar, R. C. D. S., & Braga, R. T. V. (2017) · International Symposium on Computers in Education · doi:10.1109/siie.2017.8259662 · Cited by 7
The Influence of Mobile Augmented Reality-Based Sandbox Games on Chinese Characters Learning
Wei, X., Yang, G., & Weng, D. (2019) · Communications in computer and information science · doi:10.1007/978-981-13-9917-6_42 · Cited by 7
Pham, A. T. V., & Pham, C. M. (2022) · International Conference on e-Education, e-Business, e-Management and e-Learning · doi:10.1145/3514262.3514295 · Cited by 7
A Brief Review of Game Engines for Educational and Serious Games Development
Marín‐Vega, H., Alor‐Hernández, G., Cabada, R. Z., Estrada, M. L. B., & García-Alcaráz, J. L. (2019) · IGI Global eBooks · doi:10.4018/978-1-5225-9618-9.ch024 · Cited by 7
Digital Game Preparation Experiences of Pre-service Mathematics Teachers’
ENGİN, R. A. (2022) · ODÜ Sosyal Bilimler Araştırmaları Dergisi (ODÜSOBİAD) · doi:10.48146/odusobiad.1103234 · Cited by 7
Conceptual Framework for an Adaptive Tutorial System with Gamification to Enhance Digital Literacy
Kaeophanuek, S., & Chaisriya, K. (2022) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v16i19.32997 · Cited by 7
Strategic Human Resource Planning
Bernik, M. (2017) · doi:10.18690/978-961-286-102-5.1 · Cited by 7
Academic Integrity in the Digital Era: Student Skills for Success Using Mobile Technology
Hanbidge, A. S., McKenzie, A., Scholz, K. W., & Tin, T. (2020) · Bridging human and machine: future education with intelligence · doi:10.1007/978-981-15-0618-5_20 · Cited by 6
Lu, S.-J., Chen, Y., Huang, H., & Liu, Y. (2022) · Sustainability · doi:10.3390/su141610067 · Cited by 6
Sattarov, A., Юсупов, Р. М., Khaitov, F. N., Jomurodov, D. M., Karimberdievich, A. F., & Suyunbayevich, K. U. (2020) · Архив Научных Публикаций JSPI · Cited by 6
Silva, A. R., Matos, S., Gabriel, R. M. D. A., Arroz, A. M. M., Sousa, D., Piasentin, F. B., & Amorim, I. R. (2023) · Environmental Education Research · doi:10.1080/13504622.2023.2216406 · Cited by 6
Employment Challenges in the New Millennium
Novak, V. (2017) · doi:10.18690/978-961-286-102-5.5 · Cited by 5
Puspitasari, I. (2024) · Jurnal Edumatic Jurnal Pendidikan Matematika · doi:10.21137/edumatic.v5i1.1058 · Cited by 5
Klock, A. C. T., Gasparini, I., Kemczinski, A., Hounsell, M., & Isotani, S. (2015) · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação · doi:10.5753/cbie.sbie.2015.539 · Cited by 5
Spoonbill Game on Android Devices for Ecological Education
Wong, W., Lin, C.-H., & Chen, K.-P. (2018) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2018.00041 · Cited by 5
Development of Novel Gamified Online Electrocardiogram Learning Platform (GaMED ECG@TM)
Ohn, M. H., Ohn, K. M., Yusof, S., D'Souza, U. J. A., Iswandono, Z., & Mchucha, I. (2019) · Lecture notes in electrical engineering · doi:10.1007/978-981-15-0058-9_69 · Cited by 5
Pengembangan mobile game untuk pembelajaran pada materi larutan penyangga
Yosimayasari, S. (2021) · Jurnal Inovasi Pendidikan IPA · doi:10.21831/jipi.v7i1.37561 · Cited by 5
How to Gamify a Mobile Learning Application – A Modularization ApproachPreprint
Schöbel, S., Janson, A., Ernst, S.-J., & Leimeister, J. M. (2017) · SSRN Electronic Journal · doi:10.2139/ssrn.3042181 · Cited by 6
Introducing Elementary Students to the World of Work
Ellott, J., McConnell, A. E., Spotton, D., & Reisman, S. (2024) · Journal of Education · doi:10.1177/00220574241297991 · Cited by 4
Developing a Game-Based Learning Pedagogy for Teaching History using Napoleon Total War
StackI, M., & Bunt, B. J. (2023) · Yesterday and Today · doi:10.17159/2223-0386/2023/n30a2 · Cited by 4
Gamified Assessment Supported by a Dynamic 3D Collaborative Game
Mavridis, A., Tsiatsos, Τ., Chatzakis, M., Kitsikoudis, K., & Lazarou, E. (2015) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2015040103 · Cited by 4
Challenges of E-Learning Effectiveness During the Covid-19 Pandemic in Historical Subjects
Mahadin, M., Rochalina, C. I., & Ibrahim, N. (2022) · Journal of Education Research and Evaluation · doi:10.23887/jere.v6i2.43573 · Cited by 3
Human Resource Management in Modern Organization
Bernik, M. (2017) · doi:10.18690/978-961-286-102-5 · Cited by 3
Vu, P., & Fye, M. A. (2019) · Advances in educational technologies and instructional design book series · doi:10.4018/978-1-7998-2015-4.ch013 · Cited by 3
Pre-Service Teachers’ Integration of Mobile Learning Technologies for Instruction
Nuhu, K. M., Adedokun-Shittu, N. A., Aderele, S. O., & Aladesusi, G. A. (2022) · Indonesian Journal Of Educational Research and Review · doi:10.23887/ijerr.v5i1.46159 · Cited by 3
MLearning-PL: a pedagogical pattern language for mobile learning applications
Fioravanti, M. L. (2018) · doi:10.11606/d.55.2018.tde-06072018-102108 · Cited by 3
Mobile Health and Gamification of Chronic Pain Management: A Narrative Review
Jung, H. S., Schatman, M. E., Liongson, F. A. Z., Kritzer, M. D., Yong, R. J., Davis, D., Kaye, A. D., Lee, K. W. K., Issa, M., Crowther, J. E., et al. (2025) · Current Pain and Headache Reports · doi:10.1007/s11916-025-01416-w · Cited by 2
Lestari, S. W., Agung, L., & Musadad, A. A. (2020) · International Journal of Education and Social Science Research · doi:10.37500/ijessr.2020.30311 · Cited by 2
Pham, A. T. V., & Nguyen, L. D. (2021) · International Conference on Modern Educational Technology (ICMET) · doi:10.1145/3468978.3468998 · Cited by 2
Investigating Students' Conceptual Understanding of Socio-Environmental Problems
Mettis, K., & Väljataga, T. (2022) · International Journal of Mobile and Blended Learning · doi:10.4018/ijmbl.315626 · Cited by 2
Maintaining Performance and QoS of Software Tools for Remote Teaching Environment
Devi, S. G., Gandhi, S. M., Sathya, C., Chandia, S., & Vani, K. H. (2023) · Contributions to environmental sciences & innovative business technology · doi:10.1007/978-981-99-3497-3_10 · Cited by 2
Internal Communication in Organizations
Ferjan, M., & Jereb, E. (2017) · doi:10.18690/978-961-286-102-5.2 · Cited by 2
Yanık, A., & Batu, M. (2019) · Eğitim Teknolojisi Kuram ve Uygulama · doi:10.17943/etku.541589 · Cited by 2
Pietrafesa, E., Bentivenga, R., & Stabile, S. (2021) · International Conference on Higher Education Advances (HEAd) · doi:10.4995/head21.2021.12936 · Cited by 2
Bayrak, F. (2024) · Pakistan Journal of Life and Social Sciences (PJLSS) · doi:10.57239/pjlss-2024-22.2.00929 · Cited by 2
Lena, P. H., Jimbara, W. R., & Suyoto, S. (2017) · Advances in intelligent systems and computing · doi:10.1007/978-3-319-73210-7_43 · Cited by 2
SECURITY AND ETHICS IN SUSTAINABLE E-LEARNING AND GAMIFICATION FRAMEWORK FOR HIGHER EDUCATION
Sofiadin, A. (2021) · IADIS INTERNATIONAL JOURNAL ON WWW/INTERNET · doi:10.33965/ijwi_202119106 · Cited by 2
Modelling the Influencing Factors on Mobile Learning Tools
Dolawattha, D. D. M., Premadasa, H. K. S., & Jayaweera, P. M. (2021) · International Journal of Information and Communication Technology Education · doi:10.4018/ijicte.20211001.oa6 · Cited by 2
From In-Game Behaviors to Learning Gains: Constructing Bayesian Networks for Stealth Assessment
Lu, W., Griffin, J., Laffey, J. M., Sadler, T. D., & Goggins, S. P. (2025) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3748615 · Cited by 1
Lin, P.-Y., Chen, P.-Y., Liu, Y., & Yang, H.-C. (2024) · Journal of Baltic Science Education · doi:10.33225/jbse/24.23.90 · Cited by 1
DEVELOPING EDUCATIONAL MOBILE GAME ON NUSANTARA HERITAGE THEMATIC LEARNING FOR ELEMENTARY SCHOOL
Agustian, M., Sutopo, H., & Widyasari, W. (2021) · Journal of Southwest Jiaotong University · doi:10.35741/issn.0258-2724.56.6.84 · Cited by 1
Metadata
- Authors
- Su, C.-H., & Cheng, C.-H.
- Affiliations
- Shu-Te University (TW)
- National Yunlin University of Science and Technology (TW)
- Corresponding author
- Cheng, Ching-Hsue
- Venue
- Procedia - Social and Behavioral Sciences
- Publisher
- Elsevier BV
- Published
- 2013-11
- Volume
- 103
- Pages
- 42-50
- ISSN
- 1877-0428 (ISSN-L)
- OpenAlex
- W2079313345
- Cited by
- 123
- References
- 34
- Citations by year
- 2026: 3 · 2025: 2 · 2024: 8 · 2023: 9 · 2022: 17 · 2021: 21 · 2020: 15 · 2019: 16 · 2018: 5 · 2017: 15 · 2016: 5 · 2015: 7
- FWCI
- 8.66
- Type
- conference paper
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Procedia - Social and Behavioral Sciences (publishedVersion, cc-by-nc-nd)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Information Systems › Mobile Learning in Education
- Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
- Keywords
- gamification, mobile learning, insect learning, elementary school science, academic performance, outdoor education, student engagement
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review