Research on adaptive mobile learning resources platform based on learning object model

Author(s):  
Haiguang Fang ◽  
Jing Liu ◽  
Ronghuai Huang ◽  
Yushun Li
Author(s):  
Alicia García Holgado ◽  
Francisco José García-Peñalvo ◽  
Valentina Zangrando ◽  
Antonio M. Seoane Pardo

The MIH (Multicultural Interdisciplinary Handbook) project provides new tools for helping teachers and pupils plunge deeper into the culture and the language of another nation via its history and its landscape/geography. The Digital Modules are the most innovative tool of the project. Throughout the chapter, the authors present all stages to develop MIH Digital Modules: (1) the definition of the Learning Object Model based on IEEE LOM; (2) the framework design in order to provide quality digital contents; (3) the Digital Modules production process both during the project and after the end of the project; (4) the tutorials that support all the creation process; and last, but not least, and (5) the multicultural perspective of the Digital Modules.


Author(s):  
M. Meenambigai

Mobile learning comprises any kind of learning which is done on mobile and handheld gadgets either in or out of class, or learning which takes place “on the go” as part of class time, or outside. Although mobile learning is often taken to be synonymous with the use of mobile phones, it is increasingly associated with other devices such as tablet computers, portable games machines, e-books, and other devices which allow people to continue more traditional approaches to learning as they move through their daily lives. As such, it fits comfortably into definitions of blended learning. Educators and trainers are empowered since they can use the mobile technology to communicate with learners from anywhere and at any time. At the same time, educators and trainers can access learning resources from anytime and anywhere to plan and deliver their lessons.


2010 ◽  
Vol 39 ◽  
pp. 176-181 ◽  
Author(s):  
Noor Ibrahim Mohammad ◽  
Mahamad Saipunidzam ◽  
Chua Ning Wei Edrea

The rapid growth of mobile phone technologies encourages many researchers to explore, design and develop mobile learning applications for tertiary students. In computer science related disciplines, students always find computer science concepts as complex, abstract, and esoteric subject. Hence, we have seen the number of students enrolled for computer science related programs has decreased lately. Current delivery methods for computer science concepts are found not to be interesting to the students. This project focuses on the design and development of an AVL tree learning object for tertiary students by utilizing current mobile phone features such as mobility, multimedia capability and connectivity. Our approach is to incorporate video clips in presenting the algorithm systematically. With this mobile learning application, student could learn at his or her own pace, anywhere anytime. This application intends to complement the current traditional classroom and e-learning systems. Initial testing has shown that a well-presented video clip of AVL tree concept that delivered through mobile phone has a great potential to promote and enhance learning process.


2008 ◽  
Vol 2008 (1) ◽  
pp. 9 ◽  
Author(s):  
Giovanni Fulantelli ◽  
Manuel Gentile ◽  
Davide Taibi ◽  
Mario Allegra

Author(s):  
Danielle McKain

As the world is moving towards experience economy, consumers are paying more and more attention to memorable and fun experience beyond a product or service. Learners are the same, especially when learning goes mobile. Mobile learning has been examined in different areas ranging from forms and formats to features and functions. Mobile experience in learning, however, has not yet fully examined. After identifying mechanisms to measure and evaluate mobile learning experience, this chapter reviewed what mobile learning resources could be leveraged to enhance mobile learning experience, followed by recommendations for further studies.


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