ACCOMMODATING MOBILE LEARNING IN COLLEGE PROGRAMS

2013 ◽  
Vol 17 (1) ◽  
Author(s):  
Jay Alden

Mobile devices and applications are expected to have a significant impact on teaching and learning in the near future. Yet colleges and universities are currently facing severe budget constraints and discretionary funding is restricted for new initiatives. The question addressed in this paper is: “What strategy should an institution of higher learning with limited resources use in adapting the capabilities of mobile devices to benefit its academic programs?” To help answer this question, students were surveyed to identify their perceptions on the importance of a selected set of mobile learning functions, their experience with using those functions, their recommendation for a mobile learning adoption strategy, and information on the particular mobile devices they possess. The recommended strategy was “pick and choose special capabilities to develop” with the selected functions being (1) Receive alerts and reminders about assignments and appointments concerning the course being taken; (2) Communicate individually with faculty, an advisor, or other students using voice, email, or text messaging; (3) Post or reply to items in a poll, discussion board, or other application; and (4) Download and review lesson materials from a course being taken. Other recommendations included techniques for faculty and student support services as well as institutional policies for limiting models of mobile devices for use in courses, making online courseware for laptops and desktops the same as mobile learning courseware, and making the opportunity for mobile learning optional.

2021 ◽  
Vol 5 (4) ◽  
pp. 25
Author(s):  
Vo Thuy Linh ◽  
Nguyen Ngoc Vu

Mobile learning (M - learning) emerges as the essential mark of technological revolution 4.0 and the great development of modern technology. It has proved that their smart functions were accompanied by the rapid expansion of mobile devices to support learning of learners everywhere and every time. Although mobile technology is expected to apply suitably to teaching and learning, the capacity of English as a Foreign Language (EFL) students to use mobile devices to support their English learning needs to be thoroughly evaluated. This paper is to present how EFL learners at a Vietnam University can exploit mobile technology by questionnaire through a survey of 300 EFL students. The investigation took place during the second semester of the 2018 - 2019 school year. The quantitative approach has been used to gather and analyze data, and results have shown that EFL students are confident of learning English through mobile devices through their use of mobile technology. This shows that learning English by mobile devices is feasible and has got positive perceptions from the students. Furthermore, the research results are expected to contribute as a theoretical background as reference for future researches related to mobile learning applications.


2015 ◽  
pp. 1064-1083
Author(s):  
Fernando Rosell-Aguilar

Despite the fact that portability was perceived as one of the major benefits of podcasting as a teaching and learning tool, little evidence has been found of users taking advantage of this feature for academic use. This paper reports on a major study (1886 responses) of iTunes U users. The analysis compares the responses of those participants who use static devices to play the materials they download with those of users who utilise mobile devices. The results show that more users play iTunes U materials from mobile devices than static devices. Users share some similarities in their use of podcasts but some marked differences as well, in contrast with previous research. The author argues that different perceptions and practices are based on whether the users are formal or informal learners and discuss the implications for the use of podcasting as a mobile learning technology.


Author(s):  
Rui Leitão ◽  
Joao M. F. Rodrigues ◽  
Adérito Fernandes Marcos

As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils' learning experiences. This chapter presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex, and face in 3D solids.


Author(s):  
Cynara Lira De Carvalho Souza ◽  
Carla Silva

Mobile learning (m-learning) is a research field that aims to analyze how mobile devices can contribute to learning. The development of software for mobile devices to support learning is essential for an effective implementation of m-learning or mobile learning environments (MLE). Requirements Engineering processes need to include activities that provoke creativity in the stakeholders to conceive MLEs that actually modify and improve the teaching and learning process. In this context, this paper presents a process for requirements elicitation and documentation of mobile learning environments. This process is based on the concepts of the Design Thinking process that provides a methodology to elicit customer needs, producing simple prototypes that eventually converge to innovative solutions. An experiment was conducted to evaluate if the proposed process contributes to create MLEs that present distinctive and interesting characteristics when compared to existing solutions for a specific problem.


2016 ◽  
pp. 1190-1217 ◽  
Author(s):  
Fernando Moreira ◽  
Maria João Ferreira

Organizations have suffered a large (r)evolution at social, economic and technological levels. The increasing number of mobile devices on day-to-day of the general population and particularly among youth people, leads to the emergence of new paradigms in several areas of activity, particularly in education. As an example of a new paradigm in teaching and learning process, mobile learning supported by cloud environments and Bloom's taxonomy could be appointed. In this paper and in the context of a course of 1st cycle, following the guidelines of courses in Information Systems provided by ACM / AIS, it is proposed the use of Google tools, aligned with Bloom's taxonomy, the model Blended Mobile Learning-Context Oriented in a Requirements Engineering course.


2017 ◽  
Vol 14 (2) ◽  
pp. 97-109 ◽  
Author(s):  
Helen Crompton

Purpose Mobile devices transcend the educational affordances provided by conventional tethered electronic and traditional learning. However, empirical findings show that educators are not integrating technology effectively into the curriculum. This paper aims to discuss these issues. Design/methodology/approach In this study, a thematic synthesis methodology was used to develop and present a framework for thinking about the integration of mobile devices in teaching and learning. Findings The mobile learning (mlearning) integration framework comprises four main parts: beliefs, resources, methods and purpose. These four areas are elucidated to reveal the many sub-components that determine how technology is integrated. Originality/value An ecological framework is then presented to demonstrate how the individual parts of the initial framework operate through a complex, interconnected network of systems involving personal and environmental factors.


EAD em FOCO ◽  
2017 ◽  
Vol 7 (2) ◽  
Author(s):  
Marcos Vinícius Mendonça Andrade ◽  
Carlos Fernando Araújo Jr. ◽  
Ismar Frango Silveira

Este artigo aborda os principais conceitos e abordagens aplicados no contexto da aprendizagem móvel:M-Learning. Descreve as necessidades para o estabelecimento de critérios de qualidade específicos para esta modalidade de aplicativos. Demonstra, com base em revisão de literatura, os principais atributos de qualidade que podem compor uma metodologia específica para avaliação da qualidade dos aplicativos educacionais. Propõe uma categorização dos critérios de qualidade de um aplicativo bem como estabelece um instrumento para avaliação de aplicativos para dispositivos móveis. Os critérios identificados e mapeados podem auxiliar docentes e outros profissionais na seleção de aplicativos para aprendizagem móvel de forma mais eficaz. Enfatiza as potencialidades do M-Learning para os processos de ensino e aprendizagem.Palavras-chave: Aprendizagem móvel, Aplicativos educacionais, Critérios de qualidade, M-Learning, Educação aberta.Quality criteria for educational applications in the context of mobile devices (M- Learning)Abstract This paper presents the main concepts and approaches applied in the context of mobile learning. It describes the need to establish specific quality criteria for this application mode. Shows from literature review key quality attributes that can make a specific methodology for assessing the quality of educational applications. It proposes a categorization of quality criteria for an application and establishes a tool for the evaluation of applications for mobile devices. Identified and mapped criteria can help teachers and other professionals to select applications for mobile learning moreeffectively. Emphasizes the M-Learning capabilities for teaching and learning processes.Keywords: Mobile learning, Collaborative learning, Educational Apps, Quality criteria, Open Education.


Author(s):  
Wan Ng ◽  
Howard Nicholas ◽  
Seng Loke ◽  
Torab Torabi

The aim of this chapter is to explore issues in effective system design to bring about pedagogically sound learning with mobile devices, including the emerging generation of new devices. The authors review pedagogical models and theories applicable to mobile learning (or m-learning) and ubiquitous learning (or u-learning, also sometimes called pervasive learning, or p-learning), consider the technological support available, and describe scenarios and case studies that exemplify the achievements and challenges for each paradigm. They will also consider possible abstractions that relate ways in which learners can work within varied pedagogical model(s) to make use of relevant supporting technologies, e.g., the notions of “personal learning workflows” and “group learning workflows.”


2015 ◽  
pp. 653-664
Author(s):  
David Fuentes ◽  
Heejung An ◽  
Sandra Alon

The purpose of this chapter is to provide a useful framework for thinking about the integration of mobile devices into classroom practices and pedagogy. By offering a portrait of different constructivist practices and learning environments, drawing connections between theory and methods, the chapter provides teacher educators, as a well practicing teachers, with a series of theoretical considerations. These considerations, coupled with individual learning objectives, mark an avenue for novice technology users to begin the complex process of pedagogical decision-making, including the use of mobile devices into their teaching and learning. The authors offer this conceptual chapter in the hope that readers can glean a sense of how philosophical and theoretical orientations of teachers both prohibit and enable spaces for mobile learning. Moreover, they believe that when theoretical orientations of teaching do not allow space for mobile learning to take place, or do not support best practices of the use of mobile devices, the benefits may remain unrealized.


This chapter approaches the rise of Metaverse Technologies in their 3D Digital Virtual Worlds, as a possibility that arises in the context of network learning culture, using the perspective of an emerging paradigm, linked to Teaching and Learning in Networked Society. We will present some of the main existing metaverses and discuss the capabilities and limits of this technology for learning with mobility. We will approach subtopics such as: Metaverse Technology and the nature of 3D Digital Virtual World; Second Life Metaverses; Opensource Metaverses; Metaverses in mobile devices: potentialities for Mobile Learning, as well as a brief conclusion to the chapter.


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