Abstract

In recent years, wearable and mobile technologies have been applied in different domains such as medical, personal safety, sports, and lifestyle computing (Cheng & Mitomo, 2017). Wearable technologies may help users bring their experiences, engagements, and interactions from one context to another (Ching, Stewart, Hagood & Rashedi, 2016). These kinds of devices can be worn by people and they make it possible to enhance our lives. It is believed that wearable technology may also have a great impact on education because it could be adopted to foster educational experiences, inspire intrinsic motivation, and bring one close to youth culture and usage behavior (Larabi Marie-Sainte et al, 2016). However, there are few publications introducing wearable and mobile technologies within the framework of teaching, training, and learning.

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