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													2020年春季阅读
 每位同学请编辑此段落,写上自己的姓名,选择两篇文献,在表中列出。(建议申请协作这个学习元) 姓名 阅读文献 朱芳清 34,36 邹沁含 79,自选 B1 郝杰 2,78 王欣苗 12,46 郑颢琳 90 闵柔 83、13 胡晨 81、44 周振东 3、97 - 
													2019春季课程阅读分工
 每位同学请编辑此段落,写上自己的姓名,选择两篇文献,在表中列出。(建议申请协作这个学习元) 姓名 阅读文献 牛晓杰 12 , 46 唐文静 26, 44 张婧 32, 48 周建蓉 13, 54 覃梦媛 71,72 路瑶 3,24 阚雨菲 2,51 于玻 30, 33 钟天隆 39,53 叶德奎 17,23 - 
													2018春季课程阅读分工
 每位同学请编辑此段落,写上自己的姓名,选择两篇文献,在表中列出。(建议申请协作这个学习元) 姓名 阅读文献 汪昱君 9,21 马昊天 43,45 俞雪君 4、8 郝梦珂 46,48 赵嵘池 10、22 吕倩如 18,47 安欣 26,44 汤筱玙 39,40 高雨杉 31,32 吕可 12,14 孟奕伶 17,38 宋彬 33,37 王智颖 19,23 孙健 2,27 李天媛 34,35 张媛媛 15,20 李皓 25,28 杨业宏 3,13 张明通 41,42 陶冶 32、37 张天怡 5,11 刘雅琦 24,36 刘嘉琦 16,49 高敏 6,30 刘展豪 1,7 29,47 - 
													阅读的文献清单
 1、2017-Mobile and Ubiquitous Learning---An International Handbook 2、2016-Effects of an augmented reality based educational game on students learning achievements and attitudes in real world observations 4、2010 ETS-Formative Assessment Design for PDA Integrated Ecology Observation(new) 7、2010-ETS-A Decision-Tree-Oriented Guidance Mechanism 8、2011-BJET-concept map as collaborative Mindtools for context-aware ubiquitous learning 9、2011-BJET-Development of a ubiquitous learning platform based on a real-time help-seeking mechanism 10、2011-C&E An interactive concept map approach to supporting mobile learning activities 12、2014-C&E-Students' online interactive patterns in augmented reality-based inquiry activities 14、2014-ETS-Problem-based Ubiquitous Learning Approach to Improving questioning abilities of Elementary School Students 15、2012-Learning in a u-Museum—— Developing a context-aware ubiquitous learning environment 16、2014-IwC- A progressive prompting approach for u- learning of natural science 17、2015_BJET_Interaction between gaming and multistage guiding strategies on students’ field trip mobile learning performance and motivation 18、2015-C&E-Interactive peer-assessment criteria development approach for art design performance using handheld device 19、2016-ILE-Development of a mobile learning system based on a collaborative problem posing strategy 23、2017-bjet-Influence of an inquiry-based ubiquitous gaming design on students' learning achievements, motivation, behavior patterns, and tendency towards critical thinking and problem solving 24、2012-AJET-U-learning for scientific inquiry in science park.pdf 25、2012-ETS-A Context-Aware M-Learning System for nursing skill training.pdf 26、2016-C&E - A self-regulated flipped classroom approach.pdf 30、2011_C&E-Effects of teaching and learning styles on students' reflection levels for ubiquitous.pdf 31、2017-ETS-FacilitatingandBridgingOut-Of-ClassandIn-ClassLearning-AnInteractiveE-Book-BasedFlippedLearningforMathCourses 32、2017-EffectsoftheTeamCompetition-BasedUbiquitousGamingApproachonStudentsInteractivePatterns 33、2016-TLT-ActiveLearningSupportSystemforContext-AwareUbiquitousLearning 34、2016-Single loop and double loop learning-English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies 36、2015-An SNS-based model for finding collaborative partners 37、2017-Effects of concept mapping based interactive e books on active and reflective style students learning performances in junior high school law courses 38、2016--Mobile Seamless Technology Enhanced CSL Oral Communication 39、2015-BJET-Effects of a peer competition-based mobile learning approach 40、2012-A context aware ubiquitous learning approach for providing instant learning support in personal computer assembly activities 41、2013-ETS-ExpertSystem-basedContext-AwareU-LearningforScienceActivities 42、2013-Effects of the inquiry based mobile learning model on the cognitive load and learning achievement of students 44、2013-A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students 45、2013-Seamless connection between learning and assessment - applying progressive learning tasks in mobile ecology inquiry 49、2016-Facilitating professionals' work-based learning with context-aware mobile system 51、2008-Augmented learning Research and design of mobile educational games 52、2013-IJMBL-Augmented reality and mobile learning_ the state of the art 55、2017-Journal of Physics: Conference Series-Internet_of_Things_in_Higher_Education_A_Study_on_ 56、2015-of Interactive Media in Education-Mobile and accessible learning for MOOCs 59、Smartcampus A user-centric testbed for internet of things experimentation 65、2007-A theory of learning for the mobile age 66、2009-New technologies, new pedagogies Mobile learning in higher education 68、2005-Towards_a_theory_of_mobile_learning 69、2011-Research in Learning Technology-Viewing mobile learning from a pedagogical perspective 70、2007-C&E-[MOTIWALLA, 2007] Mobile learning- A framework and evaluation 71、2009-Methods_for_Evaluating_Mobile_Learning 74、2014- The Cambridge Handbook of the Learning Sciences-Sharples and Pea Mobile Learning Submitted 75、2008-The mobile devices and its mobile learning usage analysis 77、2019-Pedagogical Intervention Practices: Improving Learning Engagement Based on Early Prediction 78、2019-Visualizing the commognitive processes in computer-supported one-to-one tutoring 81、2019-Supporting primary students' learning of fraction conceptual knowledge through digital games 82、2012-Fostering personalized learning in science inquiry supported by mobile technologies 83、2017-Impact of mobile technology on student attitudes,engagement, and learning 85、2019-Construction and evaluation of an online environment to reduce off-topic messaging 88、2019-Fostering students’ participation in creating educational content through crowdsourcing 95、2015-Exploring Students’ Progression in an Inquiry Science Curriculum Enabled by Mobile Learning 98、2016-Learning with collaborative inquiry: a science learning environment for secondary students - 
													自选阅读文献
 如果有自己选择的阅读文献,请在此补充,要求文章必须是英文SCI/SSCI论文,文章编号b1,b2...bn 
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