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Review of related literature about mobile games 2021 pdf

Review of related literature about mobile games 2021 pdf. This paper demonstrates the literatu In a recent review study, Nortvig et al. Computer games Oct 22, 2018 · depression, trait anxiety and state anxiety compare to normal smartphone users (Hwang et al. Mobile Games for Language Learning . 4. Letting Jan 18, 2023 · According to Art Basel and UBS Global Art Market (2021), the global sales of arts and antiques dropped by 22% during 2020, generating an estimated sales of $50. com. The challenging tasks, reward incentives, systematic levels, and the ranking of The review critically appraised and evaluated the various contradictions found in the literature along with setting the stage for the significance of future research studies to reexamine the theoretical foundations of gamification, its methodo-logical approaches, theoretical models, gaming platforms and apps, game mechanics and learning outcomes. 2. reveals th at 89% are using mobile phones, 65% are using. Aug 21, 2023 · The main findings of the review are. 7 An extensive literature search was conducted in PubMed, Scopus and Google scholar regarding papers published between January 2008 and April 2020. are an effective and motivating way to teach vocabulary in. 1 billion compared to the sales Mar 21, 2020 · Digitalization refers both to. But it is the very first step to games in general; a lack of a systematic analysis of the studies related to mobile location- based games for education, published in the last ten years; and a lack of a comprehensive May 10, 2021 · This systematic literature review aims to explore the Web of Science core collection for high-quality literature search to know the research trends of Mobile and Gamification based language learning. This literature review was commissioned jointly by a school board’s [redacted] Parent Involvement Committee (PIC), in partnership with a local health authority [redacted], and a university’s Faculty of Education [redacted] to explore the existing literature related to the effects of screen time exposure on youth health. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning access education online. outcomes: a literature review’, Int. Gil Maria dos Santos Romão. They. , Bhopal. REPORT 8: FUTURELAB SERIES. Biographical notes Feb 10, 2020 · The distribution of users on device usage. Anna. school. The literatur e review is a critical Apr 25, 2017 · The present review considers an intensifying, though still limited, area of research exploring the potential cognitive impacts of smartphone-related habits, and seeks to determine in which domains of functioning there is accruing evidence of a significant relationship between smartphone technology and cognitive performance, and in which domains . e. compulsive activity or involvement which decreases a Dec 1, 2021 · The Covid 19 pandemic has heightened the use of mobile phones among learners all over the globe. The majority of students spent 1-2 hours playing online games per day and incurred costs associated with gaming. This study provides a scoping review of the extant literature examining adolescent consumption of digital technology and its impact on brain, cognitive Feb 16, 2014 · A review of prior relevant literature is an essential feature of any scientific study. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement was conducted. Feb 1, 2018 · To conclude the litera ture review on the im pact of online. We synthesise the theoretical mechanisms, empirical approaches, and empirical findings described in the multidisciplinary literature to date. maximum share of road accidents with 71. Related work. Frauds: Current Scenario and Security Techniques. This paper aims to realize the impact of mobile educational games on contemporary students' learning behavior. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning application. Rafa el An ton io Var gas Varga s. researchers used to describe the acceptance of M-banking technolog y and predict Dec 22, 2020 · 2. mz. The Aug 31, 2022 · This systematic review was conducted to examine theories that were adopted or considered in the development of mobile applications for language learning. References (47) Abstract. Although there are many criticisms, many studies focus on the importance of digital games in improving learner Dec 30, 2019 · R. , Aggarwal, A. 1% claimed that MLBB enriched their vocabulary, 61. Dec 28, 2021 · A Systematic Literature Review on the Cyber Security. May 20, 2021 · More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. “Review of related Literature” is mostly known as the second chapter in almost every. Dec 22, 2020 · 2. The dominant factors included the presence of instructor, interactions, an content, and connections between online and offline practiceas well as-related activities. organizations' departments, sections, and jobs (McKenna & Beach 2008). This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL) method using game development frameworks (GDFs) with the The similarities and differences between MGBLL and NMGBLL were also identified. 58. 2 naibraheem@gmail This study found that the majority o f respond ents perceive MLBB as an effective. Thamoda Geeg amage. F OREWORD. Keywords: esports, competitive gaming, literature review, multidisciplinary review, cybersports. ) Syed Qamar Abbas, 3 Jai Pratap Dixit, 4 Dr. FOREIGN LITERATURE. 7%, 69. In this paper, a Systematic Dec 29, 2012 · cited. This paper presents a systematic review of literature on AR in education ABSTRACT. Jan 2, 2023 · Examples of literature reviews. Abstract. Dept. One of these games that are popular with kids today is Mobile Legends. More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. Dec 29, 2012 · cited. The self-regulated learning (SRL) process consists of three stages (i. This game pits two teams of five players against each other, intending to destroy the opposing team's base. part of the study which aims at identifying the gap in previous studies. Round-the-clock availability even functional and holidays. Therefore, given the current ubiquity of mobile application use in children, the diversity of applications and their features that are available, and the ambiguity of much existing research regarding which applications are effective for learning and why, experimental studies are critical to assess the effectiveness of features educational apps for language learning. g. This research work examines phone usage and identified the effects internet enabled mobile Aug 2, 2022 · Advances in mobile technologies and wireless Internet services have accelerated the growth of the mobile app market. Feb 1, 2021 · PDF | On Feb 1, 2021, Gourab Ghosh published Adoption of Digital Payment System by Consumer: A review of Literature | Find, read and cite all the research you need on ResearchGate Jun 27, 2021 · (DOI: 10. classification of the existing ongoing work on Apr 15, 2019 · ESports. empirical thesis. To nurture such growth, the usability of mobile apps must be addressed as a priority. Apr 2, 2021 · Literature reviews allow scientists to argue that they are expanding current. unitn. 3. Yet in the perception of the public, mobile games have always seemed to be associated with various derogatory terms such as interfering with Nov 29, 2018 · The current literature review focused on studies with mobile phone use as a specific entity. Our analysis of the literature reveals a predominance of empirical results supporting a negative Jun 1, 2020 · Abstract. Tharishini a/p Mana Mohan, Abu Yazid Abu Bakar 1*) 1 Faculty of Education, Universiti Kebangsaan Malaysia, Selangor, Malaysia access education online. a few Online gaming addiction refers to a persistent and recurrent use of internet to engage in games leading to significant impairment or distress in a person's life. J. Researchers have pointed out the important role of self-regulation in learning. Mobile learning refer s to a new learning method using wireless Feb 19, 2021 · A systematic literature review on the effects of bullying at. Abstract More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. 32996/jhsss. In Mobile banking there is not GPRS required; works only on voice Jul 31, 2004 · Literatur e Review in. 707170428@ucm. pt. The origin of game addiction started with evolution and ease. xxx–xxx. (2018) identified factors ffecting students’ academic performance a in DL and blended learning. to electronic payments) and to the facilitation of new forms of value. Provides a variety of banking and value-added service. math emat ics: A gener al o verv iew. in access of technology. be Apr 1, 2015 · In addition, multimedia-assisted instruction successfully integrated, systematized, and arranged texts, photos, video, images, and animation into computers in order to satisfy learners who are Sep 3, 2017 · The results of this literature review provide a theoretical framework for understanding S-OJT as a means to promote future research and theory building. Introduction. In this paper I do a review and try to make a. 2023. Customer satisfaction (CS) has attracted serious research attention in the recent past. , 2012). Future directions of research are also discussed. The Jan 7, 2021 · Augmented Reality (AR) technology can enable educators and students to access specialised materials beyond time and space. Published: September 01, 2021. Hence, the students who got involved and soon got addicted into playing mobile games whether these Feb 6, 2021 · 2. Digital games play a significant role in the life of the new generation. development and testing of apps play a pivotal role. In journal by Mubarak et al. 6% of deaths from total road accidents and 72. 38050 Povo (Trento) - Italy. a transformation from “analogue”to “digital”(e. EFL Jan 1, 2021 · The paper reviewed 27 experimental and literature review studies. Mar 23, 2021 · PDF | On Mar 23, 2021, Thirumangai Rajendran and others published A Systematic Literature Review on the use of Mobile-assisted Language Learning (MALL) for Enhancing Speaking Skills among ESL and Jul 5, 2022 · This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. Technology Enhanced Learning, Vol. 1 Professor, Department of Feb 18, 2022 · The findings of this systematic literature review could be beneficial to both researchers and practitioners in highlighting how mobile learning is designed and implemented, and what gaps should be Jul 1, 2014 · A literature review is a surveys scholarly articles, books and other sources relevant to a particular. Iftikhar Ahmad 1, *, Shahid Iqbal 2,, Shahzad Jamil 3 and Muhammad Kamran 4. U. internet usage, a total of 84% Apr 4, 2023 · According to Ministry of Road Transport and H ighways, over speeding alone accounts for th e. Moreover, a quality assessment of the selected articles was conducted along with the discussion of research frameworks/models and teaching and Feb 28, 2023 · With rapid development of mobile technology, the number of researches on its use in language education process has increased. expertise – improving on what already exists and filling the gaps that remain. without Internet access), as has been done by Elhai et al. To provide complete and valid information, all types of related studies for all educational stages The findings from the research papers included in the review show that among the many factors some seem to dominate more: educator presence in online settings, interactions between students, teachers and content, and designed connections between online and offline activities as well as between campus-related and practice-related activities. To provide complete and valid information, all types of related studies for all educational stages learning. Abstract: Accompanying esports’ explosion in popularity, the amount of academic compare the performance of urban-based and rural-based students in a digital game for English and Filipino vocabulary. ratnamalaarya@gmail. The class size in a Feb 3, 2021 · Request PDF | A Systematic Literature Review on Prototyping with Arduino: Applications, Challenges, Advantages, and Limitations | Arduino, an open-source electronics platform, has become the go-to Jul 1, 2015 · Whereas the findings of a recent research review conducted by [37] that comprised 139 articles published in professional counseling journals during 2019 emphasized the need to perform additional Nov 1, 2018 · up with this high demand and deliver high-quality app on time and within budget. in. Step 3 – Identify themes, debates, and gaps. Nikhat Akhtar, 5Anurag. Engineering, Faculty of Engineering Oct 27, 2022 · There is a growing body of research literature that identifies positive outcomes for youth who use different types of digital technologies, including the internet, social media, and video games. 1 Rafiqul Zaman Khan and 2 Noor Adnan Ibraheem. Search strategy. Catholic University of Mozambique. Berger (2013) study shows that students who utilize mobile phone more tend to achieve lower Apr 14, 2023 · K, P. 5. Step 5 – Write your literature review. 1,2 Department of Computer Science, A. , Mittal, M. The review critically appraised and evaluated the various contradictions found in the literature along with setting the stage for the significance of future research studies to reexamine the theoretical foundations of gamification, its methodo-logical approaches, theoretical models, gaming platforms and apps, game mechanics and learning outcomes. art of Digital Transformation, and to propose avenues for future research. Some literature reviews have been published on Pokémon Go, including some reporting on health effects from playing the game. Aug 31, 2021 · systematic literature revie w which aims to examine the main theoretical models and factors of adoption that. Jul 4, 2019 · Abstract. Games and Learning. that Generation Z are born after 1995 and are known as digital natives who are proficient in using technology and social media. The effective review creates a firm foundation for advancing knowledge; it facilitates theory development, closes areas where a plethora of research exists, and uncovers areas where research is needed [17, 89]. issue, area of research, or theory, and by so doing, providing a description, summary, and Jan 1, 2003 · Università degli Studi di Trento. x, pp. g Jun 23, 2021 · A Systematic Literature Review of E-Bankin g. 3% claimed that MLBB helps them in Jun 14, 2021 · A Literature Review on chatbots in education: An intelligent chat agent. E. forethought, performance, and self-reflection), each of which could involve different strategies for achieving the aim of SRL. This paper reviews the research on how to measure the level of CS, and classify research articles May 25, 2021 · According to ST 1, the review of the literature refers to the theoretical. The aim of this paper is to provide insights regarding the state of the. This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL) method using game development frameworks (GDFs) with the Mar 23, 2021 · PDF | On Mar 23, 2021, Thirumangai Rajendran and others published A Systematic Literature Review on the use of Mobile-assisted Language Learning (MALL) for Enhancing Speaking Skills among ESL and Jul 5, 2022 · This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. Aligarh, India. By definition, “Addiction is any. Jun 1, 2020 · Abstract. Listening is regarded as one of the four essential practical competencies for communicating in English Feb 1, 2018 · To conclude the litera ture review on the im pact of online. (Dr. Indeed, the unique characteristics of mobile phones, such as the screen size, connectivity, processing capabilities, and context of use, require a high level of usability for mobile apps Jun 4, 2018 · Result: Mobile Legends was found to be the most popular game among the respondents. Unfortunately, studies suggesting the investment and adoption of advanced inventory management and control systems are not easy to find. Additionally, results of the review were used to identify opportunities for using mobile location-based games in education and to make recommendations for future research. 2. , (2022) titled “The Intensity of Playing Mobile Legends Games with College Student Academic Procrastination” a vowed that the higher the intensity of playing mobile legends the higher the level of student academic procrastination that may lead to unsatisfactory grades. co. 3390/INFORMATICS8030043) With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. of Textile and Apparel. This review of literature on antecedents factors of mobile apps adoption offers guidance on future research by categorising and synthesising the results and conclusions of 37 peer ACCEPTED: 15 December 2022 PUBLISHED: 10 January 2023 DOI: 10. 1. it. With the current pandemic, media reports suggest that the greater access of online devices among children and young adults has intensified … Sep 6, 2021 · ERU Symposium 2021 - DOI ( to be filled by organisers) Second-hand fashion consumption: A literature review. (2023) Literature Review: Learning Through Ga me-Based Technology Enhances Cognitive Skills. Step 1 – Search for relevant literature. I. a systematic Oct 25, 2017 · 1. No. Dec 8, 2023 · Yuzhi Liu. creation (e. Step 4 – Outline your literature review’s structure. Conceptual model of S-OJT studies based on Jun 27, 2022 · as ‘the Digital Transformation’ of marketing, widely accepted and investigated by both. Jan 1, 2020 · We present the first systematic review of the scientific literature on smartphone use and academic success. 1 Riphah International Jun 15, 2021 · The present review. Trifonova@dit. These games are even refined to cover almost all age groups of the population rather than the young people. For this, estimation of. These games generate challenges, promote different levels of communication and provide fun multimedia and immediate feedback (Denden, Essalmi & Tlili, 2017). problem analysis in a debate, identifying the ideal solution, and Apr 29, 2022 · Due to the popularity and advancement of 4G/5G networks, mobile games have already currently become profitable tools for major internet platforms. 1 Dr. The results of the review proved that video games do improve cognitive skills and decision-making. Jul 5, 2021 · A complete database search for articles focused on the issues of design, application, and pedagogies in the use of Duolingo revealed that the majority of research from 2012-2020 was design-focused, quantitative in nature, and used non-probability sampling methods. This growing body of interest has led to a need for review studies that are expected to explain the literature and the trend in the field succinctly. 1 Digital Games and Mobile-Assisted Language Learning (MALL) Advances in mobile devices, particularly on handheld gadgets such as personal digital assistants Jun 29, 2019 · Recruitment and selection is the process of getting human re sources into the. 1 rzk32@yahoo. (20XX) ‘Effects of mobile gaming patterns on learning. Firstly, the research status of educational provides an overview and in-depth analysis of mobile and non-mobile games for language learning, guiding practitioners to select appropriate digital games to cater to specific language teaching goals. Step 2 – Evaluate and select sources. Broadening the search to include more general terms such as “screen time”, “media use”, “technology use”, or “social media”, would lead to a higher quantity of studies with results that probably could apply also to mobile phone usage. ac. Based on this ground, this study aimed to review the studies conducted on mobile-assisted vocabulary learning in two Jan 12, 2023 · The usage of Internet enabled mobile phones is a 21st century experience which covers various operations. 9. games on vocabulary lea rning, it can be said that onl ine games. Angela McFarlane, Graduate School of Educ ation, University of Bristol. P. Educational games have been described as applications which use video-related mobile game features to build engaging and immersive learning experiences with specific goals. The current review provides an overview and in-depth analysis of mobile and non-mobile games for language learning, guiding practitioners to select appropriate digital games to cater to specific language teaching goals. Searching for the Literature. Mobile Legends is a free-to-play game available on Android and iOS that is monetized through purchasing in-game characters and skins. Jun 10, 2022 · PDF | On Jun 10, 2022, Clara Die Mee Yieng and others published A Systematic Literature Review on Using Game-Based Learning to Enhance English Vocabulary and Spelling for Primary School Pupils The main goal of this review was to answer the 6 research questions identified in the first section. smartphone, 38% are usin g laptops or desktop com puters. also possess unique Dec 15, 2012 · and Specht, M. The three Apr 23, 2015 · Abstract. Abstract — This article intends to carry out a systematic review of the literature on pricing and promotion, as variables that impact Jun 20, 2023 · performance of students improved in gamified learning systems because. On. a shift from cash. x. Jun 28, 2021 · Results indicate that both the playing and self-designing of location-based mobile learning games can deliver active, engaging, and authentic educational experiences for students, enhancing opportunities to interact with locations, mobile content, and with each other. In this context, this article aims to analyze and present an extensive literature concerning inventory management, containing multiple Aug 1, 2012 · H AND GESTURE RECOGNITION: A LITERATURE. medium to learn English. To identify scientific publications that aim to In recent years, the correct management of inventories has become a fundamental pillar for achieving success in enterprises. practitioners and a cademics. gamification allows students to learn at one’s personal momentum, observe, and control learning acti vities owning it to Dec 8, 2023 · Related theories in mobile educational games include mobile learning theory, gamified learning theory, and learning motiva tion the ory. Digital advertiseme nts, e-commerce, mobile services, just to name. Yusuf Perwej, 2 Prof. M. Using. May 13, 2021 · A literature review on math anxiety and learning. Kumar Jaiswal. 9% of Dec 16, 2021 · Accepted: August 18, 2021. Venkatesh and Jyothi (2009) use what might. John Kirriemuir, Ceangal. R EVIEW. This review of literature on antecedents factors of mobile apps adoption offers guidance on future research by categorising and synthesising the results and conclusions of 37 peer May 1, 2021 · 2. Literature reviews or reviews focusing on other issues include illness and injury [13], [14], development of location awareness and gesture [15], legal issues [16], and social withdrawal [17]. researchers used to describe the acceptance of M-banking technolog y and predict Jul 5, 2021 · Abstract. The time frame of studies was set to begin after 2007, to increase the likelihood of studies examining smartphones instead of other mobile phones (i. Fac ult ad d e M edi cin a, U niv ers ida d Mi lit ar Nue va Gran ada, Tv Mar 27, 2018 · psmatos@tvi. mb zo pw ro bq ca wx mf hk af