Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible inte...
Michael S. Horn, Erin Treacy Solovey, R. Jordan Cr...
Engagement with computer games causes children and adolescent users to spend a substantial amount of time at sedentary game playing activity. We hypothesise that this engagement c...
Shlomo Berkovsky, Dipak Bhandari, Stephen Kimani, ...
This work proposes concepts, designs, experiences and lessons learned from some studies of ad hoc learning supported by wireless and mobile technologies. The ad hoc learning activi...
In this paper, computer vision and fuzzy set theory are merged for the robust construction of three-dimensional objects using a small number of cameras and minimal a priori knowled...
Derek Anderson, Robert H. Luke III, Erik E. Stone,...
Learning path construction is a complex task. It involves formulating and organizing learning activities, defining ways to evaluate student learning progress and to match such prog...