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Mobile and ubiquitous learning in higher education settings. A systematic review of empirical studies.

, , and . Comput. Hum. Behav., (2016)

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Investigating three-dimensional sketching for early conceptual design - Results from expert discussions and user studies., , , , and . Comput. Graph., 33 (4): 462-473 (2009)Enhancing Agile Team Collaboration Through the Use of Large Digital Multi-touch Cardwalls., , , , , and . XP, volume 283 of Lecture Notes in Business Information Processing, page 119-134. (2017)Mobile and ubiquitous learning in higher education settings. A systematic review of empirical studies., , and . Comput. Hum. Behav., (2016)Mine, Yours, Ours: Coordination through Workspace Arrangements and Territoriality in Tabletop Interaction., , , and . MUM, page 171-182. ACM, (2018)Understanding Leadership in Agile Software Development Teams: Who and How?, , , , , , , and . XP, volume 445 of Lecture Notes in Business Information Processing, page 99-113. Springer, (2022)Visualizing Progress Tracking for Software Teams on Large Collaborative Touch Displays., , , , , and . VL/HCC, page 1-5. IEEE, (2020)Teaching and learning agile collaboration., , , and . CSEE&T, page 139-148. IEEE, (2014)Interactive Digital Cardwalls for Agile Software Development., , , , , and . Collaboration Meets Interactive Spaces, Springer, (2016)Collaboration on large interactive displays: a systematic review., , , , and . Hum. Comput. Interact., 36 (3): 243-277 (2021)