266,582 research outputs found

    Designing mobile learning

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    Interest in delivering training, especially via innovative methods (m-learning), has received increasing attention over the past decade [12]. While many believe that there is a global market for m-learning programmes (especially using English), very few have much experience outside of their home market. Although there is considerable work on cross cultural aspects [9], there are few studies that consider how different cultural groups perceive training

    Designed and user-generated activity in the mobile age

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    The paper addresses the question of how to design for learning taking place on mobile and wireless devices. The authors argue that learning activity designers need to consider the characteristics of mobile learning; at the same time, it is vital to realise that learners are already creating mobile learning experiences for themselves. Profound changes in computer usage brought about by social networking and user-generated content are challenging the idea that educators are in charge of designing learning. The authors make a distinction between designed activity, carefully crafted in advance, and user-generated activity arising from learners’ own spontaneous requirements. The paper illustrates what each approach has to offer and it draws out what they have in common, the opportunities and constraints they represent. The paper concludes that user-generated mobile activity will not replace designed activity but it will influence the ways in which designed activity develops

    Towards Developing an Online Social Media-based Mobile Learning System

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    The advancement of Information and Communication Technology (ICT) and the Internet revolution gave rise to the several learning technologies on the web and mobile platform. During the last decade, the social media network became available for users to socialise and collaborate among peer group. Hence, The integration of e-learning and social media using mobile device as access point is to allow for learning and collaboration anytime, anywhere. This study seeks to provide learning on the social network platform for users to view the application on a mobile device and also foster collaboration among scholars. The system was developed using an open source Content Management System (CMS) Wordpress and Buddypress running on a WAMP or XAMPP server. MySQL was used as database. The usability of the System on the different mobile devices used was evaluated by identifying the usability attributes; designing a questionnaire based on those attributes and then analyzing the results with Statistical Package for Social Science (SPSS). The results showed that the learning system had a good usability score on mobile device

    Design Sprint Methods for Developing Mobile Learning Application

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    Mobile learning has become an alternative in the learning model. It uses smartphones as a basis for running applications so learning content can be accessed using a smartphone. Many mobile learning applications have been created but only a few are used because the appearance and features are not attractive to users. It is very important to design mobile learning applications specifically because smartphones still have limitations in running various applications. This study aims to examine the techniques of designing mobile learning applications quickly, easily, and cheaply according to users’ needs. The method used in this study is the method of design sprint method which is a fast design model for building applications effectively and efficiently. The results of this study indicate that designing using the Design Sprint Methods model can engineer smartphone-based software easily and quickly. This model can significantly reduce weaknesses in making mobile learning applications. The results of this study also suggest that this model can formulate ideas successfully and creatively to build mobile learning applications. In conclusion, this model is very well used in building mobile learning applications easily and can be implemented quickly.     Keywords: design sprint methods, higher education, mobile learning, prototype, validatio

    Augmented reality mobile app development for all

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    Lack of programming skills is a barrier to the engagement of teachers in the development and customisation of their own applications. Visual Environment for Designing Interactive Learning Scenarios (VEDILS), a visual tool for designing, customising and deploying learning technologies, provides teachers with a development environment with a low entry threshold. Current mobile devices are equipped with sensors and have sufficient processing power to use augmented reality technologies. Despite the heavy use of mobile devices in students’ lives, the use of augmented reality mobile applications as learning tools is not widespread among teachers. The current work presents a framework comprising the development tool and a method for designing and deploying learning activities. It focuses on the augmented reality components of the authoring tools, which allow users to create their own mobile augmented reality learning apps. It also present the results of the evaluation of the framework with 47 third-level educators, and two case studies of classroom implementations of mobile augmented reality apps developed by these educators. The results illustrate the suitability of the framework and authoring tool for supporting users without programming skills in developing their own apps

    mLearning, development and delivery : creating opportunity and enterprise within the HE in FE context

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    This research project was funded by ESCalate in 2006-7 to support Somerset College in developing the curriculum, as well as widening participation via the use of mobile communications technologies such as mp3 players and mobile phones. The Project represents a highly topical and timely engagement with the opportunities for learning provided by the burgeoning use of mobile computing/ communications devices. Activities bring together colleagues from Teacher Education and Multimedia Computing in an innovative approach to designing for and delivering the curriculum. The Project addresses pedagogic issues and also vitally involves current and future learners, providing them with a new context for skills development and entrepreneurship. Anticipated outcomes include informed development of new HE modules and professional CPD activities which address the skills and context of this emerging approach to delivering the curriculum. The Project also intends to trial and evaluate the use of mobile technologies to support a blended learning approach to programme delivery and the development of a FD module which could be delivered via a mobile computing device. An interim report and a final project report are available as Word and PDF file

    Evaluating Language-learning Mobile Apps for Second-language Learners

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    As mobile technologies become more affordable and more advanced in function, researchers suggest that using mobile apps to assist English language learning are appropriate. This three-step evaluation study (designing a theory-driven rubric, selecting apps, and evaluating the apps) aims to investigate and evaluate the affordances of English language learning mobile apps for adult learners. The results of this evaluation study contribute to the literature of mobile learning targeting adult learners, and also broaden the knowledge body of integrating mobile learning into English Language Learning (ELL) classes
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