Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study

2012 ◽  
Vol 44 (1) ◽  
pp. E1-E4 ◽  
Author(s):  
Pei-Hsun Emma Liu ◽  
Ming-Kuan Tsai
2020 ◽  
Vol 38 (4) ◽  
pp. 695-710
Author(s):  
Yun-Fang Tu ◽  
Gwo-Jen Hwang

Purpose This study aims to explore the transformation of the roles of libraries, application trends and potential research issues of library-supported mobile learning. Design/methodology/approach The publications in the Scopus database from 2009 to 2018 are reviewed and analyzed from various aspects, such as the roles of libraries in mobile learning, types of libraries, research foci and sensing or location-based technologies. Findings The role of libraries as learning material providers is examined the most in library-supported mobile learning studies, followed by the role as inquiry context providers and as knowledge-sharing platforms. In terms of the role as learning material providers, academic libraries were investigated the most and radio frequency identification (RFID) was mainly adopted. In terms of the role as inquiry context providers, special libraries were explored the most; adopted sensing technologies were more diverse (e.g. QR code, augmented reality, RFID and Global Positioning System). Only special libraries played a role as knowledge-sharing platforms, adopting augmented reality. Most research on library-supported mobile learning mainly focused on investigating the affective domain during mobile learning. Practical implications Five potential applications of educational roles in library-supported mobile learning are suggested based on the findings of the present study. Originality/value The current study provides insights relevant to the educational roles of library-supported mobile learning. The findings and suggestions can serve as references for researchers and school teachers conducting library-supported mobile learning.


Author(s):  
Fauziah Redzuan ◽  
An-Nur Atiqah Khairuddin ◽  
Nor Aziah Daud

<span>In recent times, various studies have shown that Augmented Reality (AR) will be the next wave of online learning. This is because of the advent of powerful smartphones that has changed user experiences, thereby able to increase the capability of AR. There has been much concentration in previous studies on cognition towards the use of AR in education, in which little consideration has been given to emotions which is also an important aspect in learning. Based on this, the present research aims to identify salient connections between emotions and design elements of AR-based mobile learning material through the application of the Kansei Engineering (KE) approach. In order to achieve this study objective, the use of a human heart in relation to the mobile AR application of the KE approach was adopted in this research as a case study, in which seven specimens of the mobile AR application were evaluated including 55 emotions of Kansei Words (KW). Additionally, the kansei evaluation experiment of this study was carried out by 28 students from one of the public universities, after which the data were analysed using Factor and Principal Component Analysis. The results of this study show the important pillars of emotions or Kansei semantic space of emotions for AR-based mobile learning materials. Based on Factor Analysis, it revealed four main pillars; <em>professional-motivated</em>, <em>confused</em>, <em>wandering-thrilled</em>, <em>challenging</em> and one additional pillar; <em>trustable</em>. Besides that, this research also described design elements of AR-based mobile learning material that might evoke specific emotions based on the identified pillars. Finally, the findings of this research are hoped to be applicable as a guide in design during preparation of AR-based mobile learning materials with affective elements in the future.</span>


Author(s):  
Mohammad Faizal Amir ◽  
Novia Ariyanti ◽  
Najih Anwar ◽  
Erik Valentino ◽  
Dian Septi Nur Afifah

Augmented Reality research in mobile learning systems so far have not especially to improve Preservice Students Teachers' (PSTs) geometry understanding in mathematical development. Studies conducted in this study basically use a case study. This research aims to develop a mobile augmented reality system for PSTs learning so that it can be used to improve PSTs understanding of mathematics development includes doing, image-making, an image having, property noticing, formalizing, observing, structuring and inventing. In this development, PSTs can understand the understanding of the geometry transformation is a translation, reflection, rotation, and dilatation.


2021 ◽  
Vol 7 (2) ◽  
Author(s):  
Husniyatus Salamah Zainiyati ◽  
Nailul Muna

This study aims to identify the use of Mobile Learning by using Facebook Live Streaming in the student learning process at MTs Robithotul Ashfiya' Sidokumpul Bungah Gresik for Qur'an Hadith subjects. This is motivated by the activities of the Qur'an Hadith teacher at MTs Robithotul Ashfiya, who are busy outside the madrasa, so most of the teaching and learning process uses bold methods. This study involved students in grades 7 (seven) in grading 9 (nine) and 1 (one) education staff at MTs Robithotul Ashfiya as Madrasah Operators. The research uses an exploratory case study method. The research approach uses qualitative methods to obtain accurate information about the effectiveness of using mobile learning with Facebook live streaming on Qur'an Hadith subjects at Madrasah Tsanawiyah Robithotul Ashfiya' Sidokumpul Bungah Gresik. The results of this study explain that the use of mobile learning with Facebook live streaming on Qur'an Hadith subjects at the Madrasah Tsanawiyah unit level runs effectively.


2018 ◽  
Vol 1 (2) ◽  
pp. 1-17
Author(s):  
Tedi Budiman

One example of the growing information technology today is mobile learning, mobile learning which refers to mobile technology as a learning medium. Mobile learning is learning that is unique for each student to access learning materials anywhere, anytime. Mobile learning is suitable as a model of learning for the students to make it easier to get an understanding of a given subject, such as math is pretty complicated and always using formulas.The design method that I use is the case study method, namely, learning, searching and collecting data related to the study. While the development of engineering design software application programs that will be used by the author is the method of Rapid Application Development (RAD), which consists of 4 stages: Requirements Planning Phase, User Design Phase, Construction Phase and Phase Cotuver.


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