Design and development of mobile learning resources based on learning object

Author(s):  
Zheng Ying ◽  
Sheng Qunli
Author(s):  
Todorka Dobreva ◽  
Diana Stoyanova ◽  
Silviya Stoyanova-Petrova ◽  
Nevena Mileva

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.


Author(s):  
Leon Sterling ◽  
Sonja Pedell ◽  
Grainne Oates

Quitch is software designed to increase student performance and retention. It is a content-neutral, gamified mobile learning platform used across many disciplines, including accounting, chemistry, and engineering. The aim of Quitch is to ensure students feel engaged with their learning. Motivational modelling is a high-level approach to understand the purpose of a system. It is novel in its incorporation of emotional factors. This chapter discusses how the authors applied motivational modelling to Quitch to explain its purpose and potential. The chapter then more generally discusses how their modelling approach can help with the design and development of new software applications especially in the education space.


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