TECH-POWERED LEARNING IN MIZORAM: EDUCATIONAL APPLICATIONS ON LEARNING OUTCOME AND ACADEMIC ACHIEVEMENT
268 / 10
References
1. Ansari, M. S and Tripathi, A. 2017. An
2. Investigation of Effectiveness of Mobile
3. Learning Apps in Higher Education in
4. India. International Journal of Information
5. Studies and Libraries, 2(1), 33-41.
6. Huang, R., Ritzhaupt, A. D., Sommer, M., et al.,
7. 2020. The impact of gamification in
8. educational settings on student learning
9. outcomes: a meta-analysis. Educational
10. Technology Research and Development,
11. 68(4), 1875–1901.
12. Klímová, B. 2019. Impact of mobile learning on
13. students’ achievement results. Education
14. Sciences, 9(2), 90.
15. Noor, U., Younas, M., Aldayel, H. S., et al.,
16. 2022. Learning behavior, digital
17. platforms for learning and its impact on
18. university student’s motivations and
19. knowledge development. Frontiers in
20. Psychology, 13.
21. Pechenkina, E., Laurence, D., Oates, G., et al.,
22. 2017. Using a gamified mobile app to
23. increase student engagement, retention
24. and academic achievement. International
25. Journal of Educational Technology in
26. Higher Education, 14(1).
27. Salhab, R and Daher, W. 2023. University
28. students’ engagement in mobile learning.
29. European Journal of Investigation in
30. Health, Psychology and Education,
31. 13(1), 202–216.
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
The author owns the article's copyright until the article is accepted for publication. After acceptance, the author(s) assigns the article's copyright jointly to both the authors and the Publishers of the Journal of Research ANGRAU (ANGRAU) and licensed under a Creative Commons Attribution-Non Commercial-Share Alike 4.0 International License.