104,051 research outputs found

    Generating Multimedia Components for M-Learning

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    The paper proposes a solution to generate template based multimedia components for instruction and learning available both for computer based applications and for mobile devices. The field of research is situated at the intersection of computer science, mobile tools and e-learning and is generically named mobile learning or M-learning. The research goal is to provide access to computer based training resources from any location and to adapt the training content to the specific features of mobile devices, communication environment, users' preferences and users' knowledge. To become important tools in education field, the technical solutions proposed will follow to use the potential of mobile devices.M-learning, mobile devices, MPEG-21 standard, multimedia databases

    The perceptions of users regarding multimedia principles in mobile-based Japanese language learning

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    This study aimed to explore the perceptions of users regarding the use of seven multimedia principles in mobile-based Japanese language learning. Students and lecturers expounded their views on these seven multimedia principles: Generative Learning, Spatial Contiguity, Temporal Contiguity, Coherence, Modality, Redundancy and Personalization. A single group with intervening mobile-based Japanese language learning design was used to test each of the multimedia principles. The participants consisted of 62 undergraduates and three Multimedia lecturers. A mixed method approach was employed where questionnaires and interviews were used as data collection tools. The findings revealed that a majority of the respondents agreed that the multimedia principles were appropriate for application in mobile-based Japanese language learning, except for the Personalization and Redundancy principles. The respondents expressed the need for incorporating on-screen text and formal style text in a mobile learning environment. The findings of this study can facilitate instructors and developers to develop an optimal mobile-based learning experience for Japanese language learners

    Harnessing mobile technology for classroom learning

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    Educational institutions are reluctant adopt mobile computing and Wireless technologies. This is because this technology remains relatively expensive compared to traditional computing technologies, mobile devices are inherently personal and can be difficult to use as a teaching tool to groups of learners, and Short Message Services and Multimedia Message Services (SMS/MMS) are expensive and limited in functional scope despite their popularity amongst young people. In this paper, we describe a component of a prototype learning environment named Quest where we propose anew way of harnessing mobile technology for learning that negates these drawbacks. In Quest we have demonstrated that the information gathering capabilities of mobile phones can be harnessed to aid learners research

    Mobile Learning Application for Basic Router and Switch Configuration on Android Platform

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    AbstractThis paper presents the design and development of Mobile Learning Application for Basic Router and Switch Configuration on Android Platform using Java Programming Language to help students in computer networking courses at the Department of Computer Technology and Networking, Faculty of Computer and Mathematical Sciences, University of Technology Mara, Malaysia. Our approach is to incorporate multimedia animations concept with command langguage to create the pervasive learning environment in presenting the Router and Switch Configuration systematically. With this mobile learning application, student could learn at his or her own pace, anywhere and anytime. This mobile learning application intends to complement the current traditional classroom and e-learning systems. Initial testing has shown that a well-presented multimedia animations capability that is delivered through a mobile phone has a great potential to promote and enhance learning process

    Generating Multimedia Components for M-Learning

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    The paper proposes a solution to generate template based multimedia components for instruction and learning available both for computer based applications and for mobile devices. The field of research is situated at the intersection of computer science, mobile tools and e-learning and is generically named mobile learning or M-learning. The research goal is to provide access to computer based training resources from any location and to adapt the training content to the specific features of mobile devices, communication environment, users' preferences and users' knowledge. To become important tools in education field, the technical solutions proposed will follow to use the potential of mobile devices

    Innovative Evaluation System – IESM: An Architecture for the Database Management System for Mobile Application

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    As the mobile applications are constantly facing a rapid development in the recent years especially in the academic environment such as student response system [1-8] used in universities and other educational institutions; there has not been reported an effective and scalable Database Management System to support fast and reliable data storage and retrieval. This paper presents Database Management Architecture for an Innovative Evaluation System based on Mobile Learning Applications. The need for a relatively stable, independent and extensible data model for faster data storage and retrieval is analyzed and investigated. It concludes by emphasizing further investigation for high throughput so as to support multimedia data such as video clips, images and documents

    MobilED – A Mobile Tools and Services Platform for Formal and Informal Learning

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    The MobilED initiative is aimed at designing teaching and learning environments that are meaningfully enhanced with mobile technologies and services. The MobilED deliverables are to develop a set of scenarios and guidelines of how mobile technologies could be used for teaching, learning and empowerment of students within and outside the school context; a set of concepts and prototypes that will be developed into a MobilED platform that facilitates and supports the scenarios and guidelines developed and testing, evaluation, dissemination and sustainability strategies for the MobilED platform in real contexts with real people. The first phase of the project included the design, development and piloting of a prototype platform where multimedia and language technologies (voice, text, images) are used via the mobile phone as tools in the learning process. The first 2 pilots focused on the use of low-cost mobile phones, which are readily available in the developing world. It consisted of the development of a mobile audio-wikipedia, using SMS and text-to-speech technologies to enable access to information as well as the contribution of information using voice. The application was tested and results compared between a poor, rural school environment and an affluent private school environment in South Africa. The second phase of the project looked at the use of more advanced mobile phones with multimedia capabilities. It consisted of a joint project between the “advantaged” and “disadvantaged” schools, called “Street Memory” which enabled learners to gather multimedia (sound, voice, video) information and make the results available to the community.Meraka Institute, CSIR, South Africa Media Lab, Helsinki University of Art and Design, Finlan

    Distance learning during COVID-19 pandemic: mobile information and communications technology overview

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    The research is aimed at the theoretical justification, development and experimental verification of methods of using mobile technologies for teaching students of higher education institutions in the conditions of quarantine caused by the COVID-19 pandemic. The purpose of the study is the adaptation of mobile ICT to distance learning during quarantine. The object of the study is the use of mobile ICT for distance learning. The subject of the study: the use of mobile ICT for distance learning during quarantine. Ukrainian and foreign research on the application of mobile ICT (Audience Response Systems; Mobile Multimedia Authoring Tools development; Mobile Learning Management Systems; Mobile Modeling and Programming Environments; Mobile Database Management Systems) for the training of higher education applicants has been analyzed. The author's method of using the mobile modeling and programming tool in the Pydroid environment is presented. A comparative assessment of the functionality of five mobile ICT distance learning systems in the conditions of COVID-19 was carried out. A survey of the importance of using mobile ICT for distance learning in quarantine conditions was developed and analyzed

    A Mobile Learning Support System for Ubiquitous Learning Environments

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    AbstractThis paper proposes a Mobile Learning Support System (MLSS) which enables students to access learning materials by utilizing 2D barcodes and GPS technology. As the pilot system of ubiquitous learning, we used camera-equipped mobile phones and 2D barcode tags to obtain learning information from online websites. By installing the MLSS on to their mobile phones, students can scan the tag attached to the corresponding object to display related multimedia materials on the screen of mobile phones. Furthermore, MLSS also applies GPS technology to develop a location-aware environment for students. GPS technology is used to detect the students’ location and identify which 2D barcode tags are in their proximity. Therefore, this paper provides the opportunity to develop for developers create ubiquitous learning environments that combine real-world and digital world resources

    Literacies and learning in motion: Meaning making and transformation in a community mobile storytelling project

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    Copyright © 2018, IGI Global. Mobile and participatory cultures have led to widespread change in the way we communicate; emphasizing user generated content and digital multimedia. In this environment, informal learning may occur through digital and networked activities, with literacy no longer limited to alphabetic and character-based texts. This article explores adult learners' new literacies within the context of a digital mobile storytelling project. A qualitative approach is used to explore the artifacts and practices of nine adult participants who comprise the study. Participants created a range of fiction, non-fiction, poetry and diary-style content in a variety of modes and media. Outcomes from content analysis, interview and survey methods depict mobile digital literacies as characteristically situated, experiential and multimodal. The mobile and participatory nature of this project was catalytic to participants' imaginative re-interpretation of the world around them as sources for meaning making and transformation. This paper contributes a case example of mobile learning with adults in a community setting
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