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Gerti Pishtari
Tallinn University
3Publications
1H-index
1Citations
Publications 4
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#1Gerti Pishtari (TU: Tallinn University)H-Index: 1
#2Marí­a Jesús Rodríguez-Triana (TU: Tallinn University)
Last.Liisa Puusepp (TU: Tallinn University)H-Index: 6
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Mobile and ubiquitous learning models have been widely adopted in technology-enhanced learning (TEL) practices. Apart from potential benefits, these models introduce additional complexity in designing, monitoring and evaluating learning activities, as learning happens across different spaces. In recent years, literature on learning design (LD) and learning analytics (LA) has started to address these issues. This paper presents a systematic review on how LD and LA communities understand mobile an...
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Sep 20, 2017 in ICWL (International Conference on Web-Based Learning)
#1Gerti Pishtari (TU: Tallinn University)H-Index: 1
#2Gilberto Lacerda Santos (UnB: University of Brasília)H-Index: 3
Social Networks are playing an important role in Education. However, many existing ones lack on ergonomics, which directly affects their potential as learning platforms. For this reason, pedagogical usability is of central importance during the development, as well as in the process of maintenance of educational social applications. As a consequence of incomplete and uneasy to use checklists for similar applications, as well as the nonexistence of usability guidelines for social networks as educ...
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Sep 12, 2017 in EC-TEL (European Conference on Technology Enhanced Learning)
#1Gerti Pishtari (TU: Tallinn University)H-Index: 1
#2Terje Väljataga (TU: Tallinn University)H-Index: 8
Last.Tobias Ley (TU: Tallinn University)H-Index: 16
view all 6 authors...
Location-based games have the power to transform specific environments into thematic learning experiences. However, their learning content is often managed only by developers and users cannot create their own content, or customize existing ones. This issue affects specific related actors, like teachers, who cannot make use of these technologies to create gaming scenarios for their own purposes. This paper introduces SmartZoos, a location-based game, designed to enhance visitors experience in Zoo...
1 CitationsSource
Jan 1, 2017 in EC-TEL (European Conference on Technology Enhanced Learning)
#1Gerti Pishtari (TU: Tallinn University)H-Index: 1
#2Terje Väljataga (TU: Tallinn University)H-Index: 8
Last.Tobias Ley (TU: Tallinn University)H-Index: 16
view all 6 authors...
Location-based games have the power to transform specific environments into thematic learning experiences. However, their learning content is often managed only by developers and users cannot create their own content, or customize existing ones. This issue affects specific related actors, like teachers, who cannot make use of these technologies to create gaming scenarios for their own purposes. This paper introduces SmartZoos, a location-based game, designed to enhance visitors experience in Zoo...
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