The use of QR Code as a learning technology: an exploratory study
Main Article Content
Abstract
Article Details
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons CC BY 4.0 Attribution 4.0 International License.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access)
References
Antonietti A., Cantoia M. (2001). Il computer per imparare. Trento: Erickson.
Anastassova M., Burkhardt J.M. (2009). Automotive technicians’ training as a community-of-practice: Implications of an augmented reality teaching aid. Applied Ergonomics. 40: pp. 713-721.
Fogg B.J. (2005). Tecnologia della Persuasione. Un’introduzione alla captologia, la disciplina che studia l’uso dei computer per influenzare idee e comportamenti. Milano: Apogeo.
Klopfer E. (2008). Augmented Learning. Research and Design of Mobile Educational Games. Cambridge: MIT Press.
Kolb D. (1984). Experiential Learning: Experience As the Source of Learning and Development. Englewood Cliffs: Prentice-Hall Inc.
Kukulska-Hume A. (2008). La Mobile Usability nei contesti educativi: cosa abbiamo imparato? Le lezioni apprese in esperienze di uso delle tecnologie Mobile. Tecnologie Didattiche, 44, pp. 22-33.
Mayer R.E. (2001). Multimedia Learning. New York: Cambridge University Press.
Mayer R.E. (a cura di) (2005). The Cambridge handbook of multimedia learning. New York: Cambridge Press.
Norman D.A. (1990). La caffettiera del masochista: psicopatologia degli oggetti quotidiani. Firenze: Giunti.
Norman D.A. (2008). Il futuro del design. Milano: Apogeo.
Reggio P. (2003). L’esperienza che educa. Strategie d’intervento con gli adulti nel sociale. Milano: Unicopli.
Riva G. (2008). Psicologia dei nuovi media. Bologna: Il Mulino.
Rouillard J., Laroussi M. (2008). PerZoovasive: contextual pervasive QR Codes as tool to provide an adaptive learning support. CSTST 2008, URL: http://sist-ticer.net/IMG/pdf/rouillard_laroussi_caml08_V70 _APRES_REVIEWS.pdf (ultima consultazione 18.9.2010).
Saravani S.J., Clayton J. (2009). A conceptual model for the educational deployment of QR Codes. Same places, different spaces. Proceedings ascilite Auckland 2009, pp. 919-922, URL: http://researcharchive.wintec.ac.nz/676/1/saravani.pdf (ultima consultazione 15.09.2010).
Seta L., Taibi D., Gentile M., Fulantelli G., Arrigo M., Di Giuseppe O. (2008). Design e valutazione di un’esperienza di Mobile Learning. Strumenti per l’analisi e la valutazione di ambienti didattici basati sul Mobile Learning. Tecnologie Didattiche, 44, pp. 44-56.
Walsh A. (2010). QR Code – using mobile phones to deliver library instruction and help at the point of need. Journal of information literacy, 4(1), pp. 55-64, URL: http://ojs.lboro.ac.uk/ojs/index.php/JIL/article/view/LLC-V4-I1-2010-1/1450 (ultima consultazione 18.09.2010).