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Combining Physical Activities and Mobile Games to Promote Novel Learning Practices.

, and . WMUTE, page 31-38. IEEE Computer Society, (2008)

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Implementing the Challenge Based Learning in Classroom Scenarios, , , , and . Proceedings of the symposium on Advanced Technologies in Education, Argostoli, Greece, , (2004)Physical Activities and Playful Learning Using Mobile Games., and . Research and Practice in Technology Enhanced Learning, 3 (3): 275-295 (2008)Mobile Learning: Small devices, Big Issues, , , and . Technology Enhanced Learning: Principles and Products, Springer-Verlag, Berlin, (2009)GNV System: A Tool for Visualizing Geo-tagged Data, , and . (2008)E-learning in School Education in the Coming 10 Years for Developing 21st Century Skills: Critical Research Issues and Policy Implications., , , , , , , , , and 4 other author(s). J. Educ. Technol. Soc., 17 (1): 70-78 (2014)Artificial Intelligence in K-12 Education: eliciting and reflecting on Swedish teachers' understanding of AI and its implications for teaching & learning., , , and . Educ. Inf. Technol., 29 (4): 4085-4105 (March 2024)Designing Nordic technology-enhanced learning., , and . Internet High. Educ., 15 (4): 227-230 (2012)Tell Your Story About History: A Mobile Seamless Learning Approach to Support Mobile Digital Storytelling (mDS)., and . Seamless Learning in the Age of Mobile Connectivity, Springer, (2016)An innovative concept map approach for improving students' learning performance with an instant feedback mechanism., , , , and . Br. J. Educ. Technol., 43 (2): 217-232 (2012)Measuring Successful Digital Services by Identifying Active Users., , and . AI4KM@IJCAI, volume 588 of IFIP Advances in Information and Communication Technology, page 48-64. Springer, (2018)