3 research outputs found
Intelligent Mobile Learning Interaction System (IMLIS): A Personalized Learning System for People with Mental Disabilities
The domain of learning context for people with special needs is a big challenge for digi- tal media in education. This thesis describes the main ideas and the architecture of a system called Intelligent Mobile Learning Interaction System (IMLIS) that provides a mobile learning environment for people with mental disabilities. The design of IMLIS aims to enhance personalization aspects by using a decision engine, which makes deci- sions based on the user s abilities, learning history and reactions to processes. It allows for adaptation, adjustment and personalization of content, learning activities, and the user interface on different levels in a context where learners and teachers are targeting autonomous learning by personalized lessons and feedback. Due to IMLIS dynamic structure and flexible patterns, it is able to meet the specific needs of individuals and to engage them in learning activities with new learning motivations. In addition to support- ing learning material and educational aspects, mobile learning fosters learning across context and provides more social communication and collaboration for its users. The suggested methodology defines a comprehensive learning process for the mentally disabled to support them in formal and informal learning. We apply knowledge from the field of research and practice to people with mental disabilities, as well as discuss the pedagogical and didactical aspects of the design
Mobile Learning Activities for Students’ English Learning Engagement in China
Although mobile-assisted language learning (MALL) activities have the potential to foster student engagement, few studies have investigated the influence of such activities on undergraduate students’ engagement in College English learning in China, particularly in a newly developed, post-pandemic hybrid learning environment. This study adopted a mixed methods design to examine the influence of mobile learning on student engagement and explored students’ lived experiences of using MALL activities for English learning. For the study’s quantitative data collection, 206 students completed an online questionnaire that included questions regarding motivation and active learning strategies. Ten students participated in the photo-production visual method and semi-structured personal interviews. Findings show that MALL activities enabled a unique opportunity to enhance students’ active engagement and knowledge construction by multiple ways of information sharing and language practices. Easy access and effective ways of communicating on learning apps intrinsically motivated students to participate in language learning. Through mobile learning platforms, students were scaffolded by their instructor or more knowledgeable peers in a more instant, visual, specific, and affective manner. Collaboration among students was not exemplified among undergraduate learners and the challenge of self-regulation in using cellphones was uncovered. These findings are significant for educators and decision-makers to lessen the stereotype of cellphones for learning and recognize the benefits of making use of personal devices for catering to individual learners’ needs, fostering connections, elevating engagement, and increasing English skills. A new MALL model is put forward
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Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm.
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A ÂżConversational FrameworkÂż is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a ÂżconversationÂż between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform
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is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. LearnersÂż enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions