2,178 research outputs found

    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

    Overlapping Chat's Accessibility Requirements between students with and without disabilities due to the mobile limitations

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    Proceeding in: The 10th International Conference on Mobile Learning 2014.Took place 2014, 28 February, 2, March, in Madrid, Spain. The event Web site at http://mlearning-conf.org/oldconferences/2014/The use of Chats has been extended for mobile-learning (m-learning) environments in the last decade. Students and teachers can communicate in real time and they do not need to wait till their next tutoring date. However, Chats have many accessibility barriers and many students cannot use this collaborative tool. These accessibility barriers affect students with disabilities but students without disabilities can face the same accessibility problems too due to the restrictions and limitations of handheld devices. Previous studies have improved the accessibility of Chats for a specific environment or disabilities but none of them is focused on the limitations that students without disabilities can face when they are using Chats in handheld devices. This is the main aim of this research; specify how the Chats' accessible requirements have been elicited and analyze the benefits that obtained requirements can produce for people without disabilities in m-learning contexts.This research work has been partially supported by the MA2VICMR (S2009/TIC-1542) research projectPublicad

    An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration

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    Within the last couple of years, the challenge of displaying collaborative multimedia information has become very important with the large diversity of communication devices such as Personal Computers, laptops, notebooks and handheld devices. The shared data and information may be presented with different views depending on the communication device used by a particular collaborator. The use of various web tools (HTML, WML etc) offers some solutions to the problem but if the target application requires more complex features such as rich multimedia data than is manageable using HTML or WML format, something else need to be done. In this paper, we propose a framework that integrates WAP and MDA Gateway to support collaboration among virtual teams and nomadic workers using heterogeneous communication devices. We then discuss an approach for augmenting mobile device small screen capabilities with surrounding large screen display device

    CAMMD: Context Aware Mobile Medical Devices

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    Telemedicine applications on a medical practitioners mobile device should be context-aware. This can vastly improve the effectiveness of mobile applications and is a step towards realising the vision of a ubiquitous telemedicine environment. The nomadic nature of a medical practitioner emphasises location, activity and time as key context-aware elements. An intelligent middleware is needed to effectively interpret and exploit these contextual elements. This paper proposes an agent-based architectural solution called Context-Aware Mobile Medical Devices (CAMMD). This framework can proactively communicate patient records to a portable device based upon the active context of its medical practitioner. An expert system is utilised to cross-reference the context-aware data of location and time against a practitioners work schedule. This proactive distribution of medical data enhances the usability and portability of mobile medical devices. The proposed methodology alleviates constraints on memory storage and enhances user interaction with the handheld device. The framework also improves utilisation of network bandwidth resources. An experimental prototype is presented highlighting the potential of this approach

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Mobile AME: A Handheld Application to Support Decision Making for Ammunition Personnel

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    Wireless technology and the emergence of handheld devices provide new ways to deliver and present information. In the military setting, availability of needed information can be crucial during the decision-making process, especially in a war zone. This paper describes the extension of a Web-based ammunition encyclopedia system developed for the U.S. Army Defense Ammunition Center (DAC) called the ammunition multimedia encyclopedia system (AME). The extension, known as Mobile AME, exploits handheld technology to provide Quality Assurance Specialist Ammunition Surveillance (QASAS) personnel with access to needed ammunition information via a personal digital assistant (PDA). The focus was on developing a highly usable system that supports QASAS decision making and training in choosing the best practices to properly handle an ammunition item including Discarded Military Munitions (DMM). This paper discusses the motivation behind Mobile AME, design and development of the system, and future directions

    Integration of Motion Sensing intoMobile Learning Applications

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    The use of mobile devices in education has greatly increased during the last decade. At the same time, technology advances have opened new spaces and possibilities for the field of mobile-based education in the form of entertainment—where learners can achieve their learning goals whilst having fun. Games on mobile phones have also become an important part of education experienced by young people. With the advancement in technology, utilizing motion-sensors in mobile learning systems have started to evolve. Research indicates that the potential of using motion-sensors in game-based learning could achieve maximum benefits from mobile technology in game-based learning activities, as well as improving this form of e-learning entertainment technology. This paper discusses our ongoing research that aims to improve current learning mobile technologies by integrating a new innovative motion-sensing feature. These advancements are reviewed and evaluated for integration and use in a motion-sensing edutainment mobile application

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    KS3 and KS4 learners' use of Web 2.0 technologies in and out of school - summary

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    This is a summary of the second report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from data collected using a guided survey of 2,611 Year 8 and Year 10 pupils and 60 focus groups held with approximately 300 learners. The analysis explores learner use of Web 2.0 technologies and their motivations for using social networking sites and the implications of these findings for teachers and providers
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