59,043 research outputs found

    Accessing the mobile web: myth or reality?

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    Emerging technologies for learning report - Article exploring open web standard

    Reflecting on the technical development of the Mapping Sculpture project

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    This paper explains, evaluates and reflects on the technical challenges and opportunities that underpin both the Mapping Sculpture project and its mobile interface. It provides insights into the development process as an integral component of the research methodology, and highlights the importance of meaningful collaboration between researchers and software developers. Just as the project questions the conventional notion of the lone sculpture practitioner, so the technical development needed to mirror the complex web of connections between people, places, objects, organizations and events through enabling large-scale, distributed and collaborative research. Enabling access to these rich resources on mobile devices was a further innovative and challenging development, but one that opens up the possibility for fresh modes of access and development of new audiences. The success of this technical development offers a model for representing complex relationships hidden in multiple sources, enabling innovative research and enhancing access

    From computer assisted language learning (CALL) to mobile assisted language use

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    This article begins by critiquing the long-established acronym CALL (Computer Assisted Language Learning). We then go on to report on a small-scale study which examines how student non-native speakers of English use a range of digital devices beyond the classroom in both their first (L1) and second (L2) languages. We look also at the extent to which they believe that their L2-based activity helps consciously and/or unconsciously with their language learning, practice, and acquisition. We argue that these data, combined with other recent trends in the field, suggest a need to move from CALL towards a more accurate acronym: mobile assisted language use (MALU). We conclude with a definition of MALU together with a brief discussion of a potential alignment of MALU with the notion of the digital resident and a newly emerging educational theory of connectivism

    Transforming pedagogy using mobile Web 2.0

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    Blogs, wikis, podcasting, and a host of free, easy to use Web 2.0 social software provide opportunities for creating social constructivist learning environments focusing on student-centred learning and end-user content creation and sharing. Building on this foundation, mobile Web 2.0 has emerged as a viable teaching and learning tool, facilitating engaging learning environments that bridge multiple contexts. Today’s dual 3G and wifi-enabled smartphones provide a ubiquitous connection to mobile Web 2.0 social software and the ability to view, create, edit, upload, and share user generated Web 2.0 content. This article outlines how a Product Design course has moved from a traditional face-to-face, studio-based learning environment to one using mobile Web 2.0 technologies to enhance and engage students in a social constructivist learning paradigm. Keywords: m-learning; Web 2.0; pedagogy 2.0; social constructivism; product desig

    CAPTCHA Accessibility Study of Online Forums

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    The rise of online forums has benefited disabled users, who take advantage of better communications and more inclusion into society. However, even with accessibility laws that are supposed to provide disabled people the same equal access as non-disabled users, sites have erected technical barriers, such as CAPTCHAs, that prevent users from taking full advantage of site capability. This study analyzes 150 online forums to determine if sites use CAPTCHAs, and what types are used. Each variety presents accessibility problems to disabled users and the results of the research show that most sites use text-based CAPTCHAs, but rarely provide alternatives that would help users with visual disabilities. The research presents alternatives that site designers may wish to consider in order to allow more disabled users to access their sites

    Good practice guidance for the providers of search

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    Mobile information access in the real world: A story of three wireless devices

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment – combined information and entertainment – content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a ‘real-world’ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participants’ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a user’s particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones
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