Flexible and Contextualized Cloud Applications for Mobile Learning Scenarios

Author(s):  
Alisa Sotsenko ◽  
Janosch Zbick ◽  
Marc Jansen ◽  
Marcelo Milrad
2016 ◽  
pp. 1453-1471
Author(s):  
Katja Lehmann ◽  
Matthias Söllner ◽  
Jan Marco Leimeister

Universities face increasing numbers of students leading to increasingly large lectures, and decreasing interaction and feedback, which are important factors for individual learning success and satisfaction. The use of IT can help in overcoming this challenge by increasing the interaction in large-scale lectures without massively increasing the workload of lecturers. This paper presents the design, use and evaluation of a mobile-learning application aiming to increase the interaction in large-scale lectures and the success of learners. For designing the application, the authors follow a design science research approach. The authors rely on insights from interaction theory as well as requirements gathered from lecturers and students in a focus group workshop. With the implementation, large-scale lecture related limitations can be overcome and the results help lecturers to face the according challenges. The results emphasize the potential of IT for university teaching and provide transferable insights for practical use in other learning scenarios.


Author(s):  
K. Petrova

SMS (short message service, or text messaging) is an extremely popular and still growing 2G mobile data service, especially with young adults (Finn, 2004; Prensky, 2005; MMA, 2006; Grinter & Eldridge, 2003), which makes it suitable as a learning technology. This short article presents and illustrates the concepts of SMS-enabled m-learning, describing a series of SMS learning scenarios derived from the literature. The defining features of the scenarios are identified and discussed, including future trends.


2009 ◽  
pp. 1960-1966
Author(s):  
Paul Crowther ◽  
Martin Beer

Mobile computing gives a learner the ability to engage in learning activities when and where they wish. This may be formal learning, where the learner is a student enrolled on a course in an institution, or informal learning, where they may be engaged in activities such as a visit to an art gallery. This entry emphasises the importance of portals to this learning environment, using the MOBIlearn project as an example. The MOBIlearn project intends to develop software that supports the use of mobile devices (smartphones, PDAs, Tablet PCs, and laptops with wireless network connection) for various learning scenarios, including noninstitutional learning. (MOBIlearn, 2005) The project has two primary objectives: • Develop a methodology for creating mobile learning scenarios and producing learning objects to implement them. • Develop the technology to deliver the learning objects to users via mobile computing devices such as personal digital assistants, smart phones and tablet computers. The pedagogic aim of the system is to provide users with the ability to engage in formal, nonformal and informal learning in a personal collaborative virtual learning environment. To this end four scenarios were used as the basis of developing the requirements for the system. These were a formal university course and a related orientation activity, a nonformal health care scenario and an informal scenario based around museums and galleries. The philosophy behind the MOBIlearn system is that it provides a set of interoperable services. Services should be able to communicate asynchronously using unstable communication channels (MOBIlearn, 2005). The primary component of the system is the Main Portal component. Central to the Main Portal component was the Portal Service (PO_POS) that represents the single access point for the user to all the services provided by the MOBIlearn system. As well as the Portal Service there are six other services that make up the Main Portal component.


Author(s):  
P. Crowther

Mobile learning requires a methodology for creating mobile learning scenarios and producing learning objects to implement them. It also requires a technology to deliver the learning objects to users via mobile computing devices such as personal digital assistants, smart phones, and tablet computers. This article will describe both the pedagogic methodology and the technology using the European research project MOBIlearn as an example.


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