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Interactive Mobile Communication Technologies and Learning

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Cover of 'Interactive Mobile Communication Technologies and Learning'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Towards the Use of Cognitive Radio to Solve Cellular Network Challenges
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    Chapter 2 Designing an Augmented Reality Smartphone Application for the Enhancement of Asthma Care Education
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    Chapter 3 The Impact of Background Music on an Active Video Game
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    Chapter 4 Teacher-Oriented Data Services for Learning Analytics
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    Chapter 5 Improvement of Students’ Achievement via VR Technology
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    Chapter 6 Contextualisation of eLearning Systems in Higher Education Institutions
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    Chapter 7 An Attempt for Critical Categorization of Android Applications Available for the Greek Kindergarten
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    Chapter 8 Proposing New Mobile Learning (M-Learning) Adoption Model for Higher Education Providers
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    Chapter 9 On the Integration of Wearable Sensors in IoT Enabled mHealth and Quantified-self Applications
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    Chapter 10 “Developing Interdisciplinary Instructional Design Through Creative Problem-Solving by the Pillars of STEAM Methodology”
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    Chapter 11 Design of Lifelong Learning Content Using the Mobile E-Time Capsule System
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    Chapter 12 Céos: A Collaborative Web-Based Application for Improving Teaching-Learning Strategies
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    Chapter 13 An iOS Knowledge App to Support the Course “Developing Applications in a Programming Environment” of the Greek Lyceum
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    Chapter 14 WIP: Design, Development and Implementation of a “Web Technologies” Android Application for Higher Education
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    Chapter 15 Design of Communications System for Idea Creation in Team Activity
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    Chapter 16 Employing Theatrical Interactions and Audience Engagement to Enable Creative Learning Experiences in Formal and Informal Learning
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    Chapter 17 Digital Mobile-Based Behaviour Change Interventions to Assess and Promote Critical Thinking and Research Skills Among Undergraduate Students
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    Chapter 18 The Design of a Mobile System for Voice e-Assessment and Vocal Hygiene e-Training
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    Chapter 19 Mobilizing the Semantic Interpreter Pythia – Teaching Engineering Students to Integrate GIS and Soil Data During In Situ Measurements
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    Chapter 20 A Game-Based Learning Platform for Vocational Education and Training
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    Chapter 21 An Overview of Location-Based Game Authoring Tools for Education
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    Chapter 22 Conceptual Framework of Microlearning-Based Training Mobile Application for Improving Programming Skills
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    Chapter 23 The Game as a Way to Train the Mind Games of Reasoning
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    Chapter 24 Pattern-Based Game Apps for Collaborative Learning About Sustainable Management of Public Space
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    Chapter 25 Serious Games and Motivation
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    Chapter 26 Trials of the Acropolis: Teaching Greek Mythology Using Virtual Reality and Game Based Learning
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    Chapter 27 Designing and Developing an Educational Game for Leadership Assessment and Soft Skill Optimization
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    Chapter 28 The Role of Adults in Giving and Receiving Feedback for Game Design Sessions with Students of the Early Childhood
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    Chapter 29 Design and Evaluation of a Virtual-Reality Braille Writer-Simulator
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    Chapter 30 ARTé Mecenas: In the Shoes of a Medici
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    Chapter 31 Game-Based Learning for IoT: The Tiles Inventor Toolkit
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    Chapter 32 Ontological Support for Teaching the Blind Students Spatial Orientation Using Virtual Sound Reality
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    Chapter 33 Participatory Design with Dyslectics: Design and Evaluation of an Enhancing Reading Skills Tool
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    Chapter 34 Literature Survey on Interaction Design and Existing Software Applications for Dyslectic Users
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    Chapter 35 Analytical Hierarchy Process and Human Plausible Reasoning for Providing Individualised Support in a Mobile Interface
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    Chapter 36 Personalized Museum Exploration by Mobile Devices
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    Chapter 37 Towards Technology for Supporting Effective Online Learning Groups
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    Chapter 38 Human Factors Considerations in Mobile Learning Management Systems
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    Chapter 39 Augmented Reality Supporting Deaf Students in Mainstream Schools: Two Case Studies of Practical Utility of the Technology
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    Chapter 40 Enabling Social Exploration Through Virtual Guidance in Google Expeditions: An Exploratory Study
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    Chapter 41 Scoping the Window to the Universe; Design Considerations and Expert Evaluation of an Augmented Reality Mobile Application for Astronomy Education
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    Chapter 42 Advanced Interactive Multimedia Delivery in 5G Networks
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    Chapter 43 ASAMPL: Programming Language for Mulsemedia Data Processing Based on Algebraic System of Aggregates
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    Chapter 44 Improving Physics Education Through Different Immersive and Engaging Laboratory Setups
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    Chapter 45 Programming Human-Robot Interactions in Middle School: The Role of Mobile Input Modalities in Embodied Learning
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    Chapter 46 FingerTrips on Tangible Augmented 3D Maps for Learning History
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    Chapter 47 Embodied Learning About Time with Tangible Clocks
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    Chapter 48 Android OS Mobile Technologies Meets Robotics for Expandable, Exchangeable, Reconfigurable, Educational, STEM-Enhancing, Socializing Robot
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    Chapter 49 Developing Professional Skills Through Facilitated Dialogue
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    Chapter 50 Evaluation of a Blog-Based Learning Analytics Tool: A Case Study Focusing on Teachers
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    Chapter 51 Lessons Learned from Synchronous Distance Learning in University Level at Congo
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    Chapter 52 Case Study: Integrating Computational Thinking into the Introductory Course of Computer Science via the Use of the Programming Language Python
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    Chapter 53 Automated Development of Physics Educational Content for Mass Individualized Education
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    Chapter 54 Learning to Think and Practice Computationally via a 3D Simulation Game
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    Chapter 55 Using Serious Games for Promoting Blended Learning for People with Intellectual Disabilities and Autism: Literature vs Reality
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    Chapter 56 Design, Implementation and Evaluation of a Computer Science Teacher Training Programme for Learning and Teaching of Python Inside and Outside School
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    Chapter 57 Mobivoke: A Mobile System Architecture to Support off School Collaborative Learning Process
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    Chapter 58 Bridging Mindstorms with Arduino for the Exploration of the Internet of Things and Swarm Behaviors in Robotics
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    Chapter 59 Instructional Mirroring Applied in Basketball Shooting Technique
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    Chapter 60 Massive Open Online Course for Basketball Injury Prevention Strategies (BIPS)
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    Chapter 61 Gamified and Online Activities for Learning to Support Dual Career of Athletes (GOAL)
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    Chapter 62 Designing Exergames for Working Memory Training Using MaKey MaKey
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    Chapter 63 The Effect of a 12 Week Reaction Time Training Using Active Video Game Tennis Attack on Reaction Time and Tennis Performance
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    Chapter 64 Match Fixing in Sport: Usefulness of Co-creation in Developing Online Educational Tools
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    Chapter 65 The Co-creation of an Online Educational Tool to Raise Awareness About Whistleblowing
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    Chapter 66 Technology’s Role on Physical Activity for Elderly People
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    Chapter 67 Controlling Diabetes with a Mobile Application: Diabetes Friend
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    Chapter 68 A Preliminary Study on a Mobile System for Voice Assessment and Vocal Hygiene Training: The Case of Teachers
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    Chapter 69 A Preliminary Study on a Mobile System for Voice Assessment and Vocal Hygiene Training in Military Personnel
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    Chapter 70 Social Networking for Obesity Prevention and Eradication for Algerian Teenagers
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    Chapter 71 A Multi-agent Framework for Medical Diagnosis Driven Smart Data in a Big Data Environment
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    Chapter 72 Brain Plasticity in Older Adults: Could It Be Better Enhanced by Cognitive Training via an Adaptation of the Virtual Reality Platform FitForAll or via a Commercial Video Game?
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    Chapter 73 Virtual Design Studio Project for Mobile Learning in Byzantine Music
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    Chapter 74 Neurophysiology-Based Acoustic Measurements of Singing Contours
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    Chapter 75 Spatial, Kinaesthetic and Bodily Chromaticism
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    Chapter 76 Mobile Communications Technologies Impact on Radio Frequency Broadcasts
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    Chapter 77 Implementation of an SDN-Enabled 5G Experimental Platform for Core and Radio Access Network Support
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    Chapter 78 Quality of Service Provisioning in High-Capacity 5G Fronthaul/Backhaul Networks
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    Chapter 79 5G Small-Cell Networks Exploiting Optical Technologies with mmWave Massive MIMO and MT-MAC Protocols
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    Chapter 80 A Two-Tiers Framework for Cloud Data Storage (CDS) Security Based on Agent
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    Chapter 81 Network Resilience in Virtualized Architectures
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    Chapter 82 A Cloud Computing Solution for Digital Marketing: A Case Study for Small and Medium-Sized Enterprises
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    Chapter 83 Teaching Mobile Programming Using Augmented Reality and Collaborative Game Based Learning
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    Chapter 84 Computational Estimation in the Classroom with Tablets, Interactive Selfie Video and Self-regulated Learning
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    Chapter 85 E-Learning Platform for Disadvantaged Groups
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    Chapter 86 Different Uses for Remote Labs in Electrical Engineering Education: Initial Conclusions of an Ongoing Experience
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    Chapter 87 Effectiveness of Integrating Open Educational Resources and Massive Open Online Courses in Student Centred Learning
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    Chapter 88 Building a Multiple Linear Regression Model to Predict Students’ Marks in a Blended Learning Environment
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    Chapter 89 The Use of Educational Scenarios Using State-of-the-Art IT Technologies Such as Ubiquitous Computing, Mobile Computing and the Internet of Things as an Incentive to Choose a Scientific Career
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    Chapter 90 Parental Mediation of Tablet Educational Use at Home and at School: Facilitators or Preventers?
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    Chapter 91 Proposal for a Mapping Mechanism Between an E-Learning Platform Users and WebRTC
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    Chapter 92 The Future of Virtual Classroom: Using Existing Features to Move Beyond Traditional Classroom Limitations
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    Chapter 93 Cooperative Learning-Agents for Task Allocation Problem
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    Chapter 94 Inclusive Access to Emergency Services: A Complete System Focused on Hearing-Impaired Citizens
Attention for Chapter 92: The Future of Virtual Classroom: Using Existing Features to Move Beyond Traditional Classroom Limitations
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Mentioned by

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Citations

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Chapter title
The Future of Virtual Classroom: Using Existing Features to Move Beyond Traditional Classroom Limitations
Chapter number 92
Book title
Interactive Mobile Communication Technologies and Learning
Published in
arXiv, November 2017
DOI 10.1007/978-3-319-75175-7_92
Book ISBNs
978-3-31-975174-0, 978-3-31-975175-7
Authors

Michalis Xenos

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 44 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 44 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 7 16%
Student > Doctoral Student 5 11%
Student > Postgraduate 4 9%
Student > Ph. D. Student 4 9%
Other 3 7%
Other 7 16%
Unknown 14 32%
Readers by discipline Count As %
Computer Science 8 18%
Arts and Humanities 5 11%
Engineering 3 7%
Mathematics 2 5%
Linguistics 2 5%
Other 9 20%
Unknown 15 34%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 31 May 2018.
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#19,519,579
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#589,022
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