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The purpose of this paper is to explore components that influence the Mobile User Experience (MEX) in a mlearning interaction through a review of relevant literature. The application of mobile cellular technology in education has been the focus of the emerging domain of mlearning, and has, through numerous pilots and initiatives, been shown as having the(More)
The rapid development of computer-supported collaborative environments has highlighted the need for collaborative knowledge construction devices. Because most available mindtools do not promote collaboration, there is a need for social mindtools that can be used in collaborative learning situations. We have used activity theory as a conceptual framework to(More)
Increasingly, technology is mediating the way in which the youth around the world communicate , consume content and create meaning. As mobile communication media and the internet become more pervasive, young people from different cultures and communities are afforded more opportunities for collaboration across previously unbridgeable distances. The need for(More)
Data quality is one of many challenges experienced in e-health. The collection of data with substandard data quality leads to inappropriate information for health and management purposes. Given evidence of challenges with regards to data quality in electronic health systems, the purpose of the study is to prioritise data quality challenges as experienced by(More)
Language skills are essential for education and economic development. Many countries (especially in Africa) have more than one official language and even more unofficial languages. Being able to express oneself effectively in the written word is required for tertiary education. Unfortunately, cell phones are often blamed for the degradation of language(More)
The purpose of this paper is to propose a conceptual framework for the integration and evaluation of mobile technology in educational settings. Research in the development of platforms and initiatives for and in education often display characteristics of either a pedagogical or technology focus. Only when the technology that supports a mobile learning event(More)
The aim of this paper is to reflect upon and develop a conceptual framework that addresses the relationship between real and virtual life, with a particular focus on mobile gaming as one potential methodology for learning. The comprehension of the virtual-real life relationship is relevant not only to mobile gaming, but also to the ongoing discussions about(More)