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2022 Feb 27;10(1):83–106. doi: 10.1007/s40692-022-00223-1

Table 4.

Six thematic areas of research articles during 2010 to 2020

Author Collaborative learning contribution [10] 21%
(Atawneh et al., 2020; Ryu & Parsons, 2012; Temdee, 2014, 2016) A mobile agent, multi-agent-based architecture
(Fonseca Escudero et al., 2017) Using digital image processing techniques, and (b) creating 3D virtual environments in different formats, including AR
(Bhati & Song, 2019; Brett, 2011; Lim et al., 2019) Mobile instant messaging, SMS
(Calvo et al., 2017) Chat applications
(Reychav et al., 2015) Forum -MOOC
Mobile App development [8] 17%
(Chung et al., 2017) Push–pull technology-based mobile learning system
(Lee et al., 2016) Mobile learning game designed
(Alioon & Delialioğlu, 2019) Mobile game-based learning application which incorporates artificial intelligence techniques
Alnabhan et al. (2018) m-learning context prototype
(Troussas, Krouska, and Sgouropoulou 2020) Mobile game-based learning application which incorporates artificial intelligence techniques
(Chew et al., 2018) Game-based learning, mobile learning, flipped classroom, and seamless learning
(Son et al., 2016) MyResponse mobile app
(Snoussi et al., 2020) Collaborative mobile seamless learning (CMSL) based on android apps
Web 2.0 technologies [10] 21%
(Huang et al., 2010) Web 2.0 learner-oriented mobile learning knowledge networks forming of collaborative groups dynamically
(Choi & Kang, 2012) Helps in obtaining learning-related information on the Internet through social network services
(Sun & Shen, 2016) The cloud-based Jigsaw Classroom
(Cabada et al., 2011) Software tool (EDUCA) to create adaptive learning material in a Web 2.0 collaborative learning environment
(Manathunga & Hernández-Leo, 2018) It includes an authoring tool training workshops, valued positively PyramidApp features
(Balakrishnan, 2015) Google Docs and adoption of CSCL using Google Docs
(Huang et al., 2013) Jigsaw-based cooperative learning strategy with Google + 
(MacCallum et al., 2017)

Web 2.0, Google Drive, Google + ,

social media and mobile tools

(Albers et al., 2017) WhatsApp, Instagram, Twitter, KIK
(Laru et al., 2015) Write blog entries cloud-based Wikispaces wiki service Flickr, WordPress, and Wikispaces
(Muhisn et al., 2019) Integrating social media tools
Model Creation [9] 19%
(Scott & Benlamri, 2010) Near Field Communication (NFC) technology
(Osuna Acedo, Gil Quintana, and Cantillo Valero 2017) Evaluation of the authoring tool
(Ma et al., 2020) Collaborative learning, connectivism, and experiential learning
(Osman et al., 2018) The model was utilized to design a questionnaire for a survey about user acceptance
(Dyson & Frawley, 2018) Self-reported learning
(Zhu et al., 2019) Transition-rate analysis, entropy-analysis, and sequential pattern mining to analyze the chat message
(Chen and;Dong, Jang;Anthony 2015) Digital content can be provided as personalized assistance
(Yafie et al., 2020) Everyday Informal Learning through what is being offered via self-direction
Group Formation [3] 6%
(Garshasbi et al., 2019) Developed intelligent algorithm in the optimal group formation process
(Yannibelli & Amandi, 2012) Deterministic crowding evolutionary algorithm to assist teachers when forming well-balanced collaborative learning teams
(Lin, Chang, and Chu 2016) Genetic Algorithm (GA)—facilitating the tradeoff multi-objective grouping optimization
Learning Environment [8] 16%
(Al-Abri et al., 2017) Integrated into the Classroom experience, a multimedia capture platform for educational environments
(Araújo et al., 2017) Classroom eXperience (CX) platform
(Lopez Garcia et al., 2016) Remote Labs, Debates, Work in groups
(Chuang, 2015) Smartphone-Supported Collaborative Learning System (SSCLS)
(Sun et al., 2018) A smart microlearning environment (MOOC)
(Ramírez-Donoso et al., 2017) LMS-MOOC
(Zhou et al., 2014) Moodle-based learning system
(Rodriguez-Andina et al., 2010) About the novel approaches