443,281 research outputs found

    Design Strategies for Mobile Language Learning Effectiveness using Hybrid MCDM Approach

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    Generally, proposing an evaluation model is of most interest to those with a research focus in information systems. In fact, the design of information systems requires the application of designated evaluation models for identifying effective design strategies rather than predicting the design’s effectiveness.. Information system success model is the latest evaluation model which implicitly reflects the evaluation criteria for configuring the design of mobile learning application. Using two mobile learning applications as examples, this study aims to extend the evaluation model by proposing a design evaluation framework for mobile learning applications and evaluating the design of two mobile learning applications by applying designated criteria. Employing the novel hybrid multi-criteria decision making which combining Decision Making Trial and Evaluation Laboratory Model (DEMATEL) and the Analytical Network Process (ANP), this research demonstrates the structure of mobile learning application in term of relationship among attributes as well as examines the value that learners’ perceive with regard to designated mobile learning application. Based on this purpose, this research would contribute to discover the grammatical structure of mobile computing for learning. Accordingly, the designer could apply the structural representation as guidance in strategic design of information system. Keywords: mobile learning application design, decision making trial and evaluation laboratory (DEMATEL), analytic network process (ANP), design structur

    A mobile quiz platform to challenge players’ knowledge on mobile devices

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    Many new mobile technologies including the 3G, WiFi or mobile TV have opened up unprecedented learning opportunities on mobile devices. In addition, such technologies empower the rapid growth of new fields of research like the edutainment for educational entertainment. In a project awarded by the Hong Kong Wireless Development Center, we developed a mobile quiz game system on 3G mobile phone networks in China, Hong Kong or other countries to facilitate learning anytime and anywhere. Our developed mobile quiz system is so generic that it can be readily extended to any wireless network. In this paper, we discuss about the design and possible uses of our quiz system in mobile learning, and also share the relevant experience in system development with the evaluation strategies carefully examined. In 2008, our project also received the Bronze Award of the Hong Kong ICT Awards – Best Lifestyle. After all, our work shed light on many interesting directions for future exploration.published_or_final_versionAlternate journal title: The IEEE Learning Technology Newslette

    Turning mobile phones into a mobile quiz platform to challenge players' knowledge: An experience report

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    In the past few years, many new mobile technologies including the 3G, WiFi or mobileTV have created unprecedented learning opportunities on mobile devices. Furthermore, such technologies continuously fuel the rapid growth of new fields of research like the edutainment for educational entertainment. In a recent project awarded by the Hong Kong Wireless Development Center, we have developed a mobile quiz game system on 3G mobile phone networks in China, Hong Kong or other countries to facilitate learning anytime and anywhere. Our developed mobile quiz system is so generic that it can be readily extended to any wireless network. In this paper, we discuss about the design and possible uses of our quiz system in mobile learning, and also share the relevant experience in system development with the evaluation strategies carefully examined. After all, our work shed light on many interesting directions for future exploration. © 2008 IEEE.published_or_final_versionThe 8th IEEE International Conference on Advanced Learning Technologies (ICALT 2008), Santander, Cantabria, Spain, 1-5 July 2008. In Proceedings of the 8th ICALT, 2008, p. 943-94

    A Novel Frequent Pattern Mining Algorithm for Evaluating Applicability of a Mobile Learning Framework

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    The applicability of a mobile learning system reflects how it works in an actual situation under diverse conditions In previous studies researches for evaluating applicability in learning systems using data mining approaches are challenging to find The main objective of this study is to evaluate the applicability of the proposed mobile learning framework This framework consists of seven independent variables and their influencing factors Initially 1000 students and teachers were allowed to use the mobile learning system developed based on the proposed mobile learning framework The authors implemented the system using Moodle mobile learning environment and used its transaction log file for evaluation Transactional records that were generated due to various user activities with the facilities integrated into the system were extracted These activities were classified under eight different features i e chat forum quiz assignment book video game and app usage in thousand transactional rows A novel pattern mining algorithm namely Binary Total for Pattern Mining BTPM was developed using the above transactional dataset s binary incidence matrix format to test the system applicability Similarly Apriori frequent itemsets mining and Frequent Pattern FP Growth mining algorithms were applied to the same dataset to predict system applicabilit

    Can Lean Media Enhance Large Group Learning? An Empirical Investigation of Mobile Information and Communication Technology

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    A mobile information and communication technology, namely the Mobile Interactive Learning System (MILS), was used to enhance large group learning in a university setting. Expectations concerning learning outcomes, based on the social construction perspective of media richness and constructivist pedagogical principles, were supported. Under similar study conditions, learners with the MILS system demonstrated better (perceived) understanding than those without. Furthermore, learning satisfaction among MILS users was significantly higher. The results were drawn from an empirical evaluation of a structural equation model, and from analyses of variance between the two users groups (with versus without MILS). The results support our hypotheses concerning the impact on understanding and satisfaction. They also suggest that mobile technology affects the learning process, leading to more individual practice and peer influenced learning

    Smart ambient:a pilot study to contextualise a location-based mobile application to support informal learning from cultural heritage sites

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    This paper aims to present a pilot study of the development of a Location-Based Mobile application to support informal learning in the cultural heritage domain. In this paper, we introduce a prototype of the Mobile Location Based System. The application is intended for use in outdoor settings and aims to provide the user with automatic notifications of historical information regarding nearby heritage sites. The application presents the information automatically when the device is close to a certain place or statue while people are moving in the vicinity of those places. The study used a scenario-based method to investigate the actors and the suitable context of use. Finally, an evaluation of the prototype's main features was conducted to examine their usefulness
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