scholarly journals Use of Mobile Application for Communication, Interaction and Learning: Lessons from an Action Research

2021 ◽  
Vol 6 (01) ◽  
pp. 60-70
Author(s):  
Shesha Kanta Pangeni

Integration of mobile technologies into training and instruction for learning facilitation is important these days. It is because the users of the mobile devices are increasing as enablers of the learning opportunity anywhere all the times. In addition, learners like to get information, learning resources and activities on their palms via mobile devices. In this context, this paper reports lessons from action research about the use of customized android mobile application at a teacher education institution in Nepal. The research started with the purpose of promoting the use of Mobile App for e-learning that contributes to improving access to e-learning resources and instant communication for course activities. Online survey, informal interaction and interview were used to collect data. Activity theory has been influential to analyse the use of Mobile App for the learning facilitation. The research shows that the course facilitators rarely used Mobile App, instead they liked using web browsers in their large computer screen. However, students used the Mobile App and they wanted the updated version with user-friendly interface. Main lesson from the research is that the roles of institution and facilitators are important to create and provide mobile friendly options of learning facilitation where students themselves can explore in the internet, learn, and use available applications and tools required for their learning. Training institutions can introduce mobile application to bring about a change in the ways of training methods and pedagogical practices with technological interventions. Trainers can consider mobile apps for techno-friendly instructional experiences. Also, learners can access mobile apps for training resources and other learning to enhance their knowledge and skill.

2018 ◽  
Vol 14 (2) ◽  
pp. 15-22
Author(s):  
Juraj Čamaj ◽  
Jaroslav Mašek ◽  
Martin Kendra

Abstract Users in transport, forwarding and logistics companies use the mobile technologies for connect to existing information systems. By solving the ERIC Mobile project, these services will also be available on mobile devices. The article is aimed at lancing the requirements of all types of customers for the ERIC Mobile app. After the basic characteristics of the mobile device, the operation systems, the application development typology, the authors focus on the developing application “ERIC Mobile”. The aim of the article is to provide relevant requirements for further research and development of the software application of the rail freight information centre in Europe for end users of mobile devices such as smartphones and tablets.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


Author(s):  
Asmae Blilat ◽  
Abdelali Ibriz

Within the recent years, mobile technologies have made major progress in its de-velopment. They have become an integral part of our daily life. Therefore, the big interest of using mobile technology in education process is comprehensible. A new technology was born called mobile learning (m-learning). The main benefits of this technology is sharing three important dimensions of learning resources namely learning contents, learning collaborators and learning services. In univer-sity courses, different forms of collaborative and peer learning are progressively used in order to assist students meet an assortment of learning outcomes. There-fore, the use of mobile technologies in education has become a crucial topic for research. Because mobile phone is the first choice of everyone to communicate, our research is focused on the use of smartphones as learning resources. In this paper, we propose an implementation of a new mobile application based peer-to-peer learning system named "EachOther" and a scenario for its usage applied on students of an IT course at the High School of Technology of Fez (ESTF). The aim of this work consists of the conception, the development and the implementa-tion of the mobile application based on Android system to support collaborative learning, by applying an object-oriented modeling language which is Unified Modeling Language (UML).


Author(s):  
Anureet Kaur ◽  
Kulwant Kaur

Smartphones<em>/</em>mobile devices are enduring all the aspects of human life. With the significant increase in demand for applications running on smartphones/mobile devices, developers and testers are anticipated to deliver high quality, on time and within budget applications. The estimation of development and testing provides a baseline and act as a tracking gear for stakeholders and developers. There are various approaches for estimation of traditional software development. But mobile applications are considered different from traditional software such as from those running on desktop, laptop or on the web. Many traditional estimation techniques used for these software are adapted to mobile domain. With agile software development (ASD) methodology, the scenario of development and estimation has changed drastically and so as mobile app development and estimation. This paper provides a Systematic Literature Review (SLR) on traditional estimation techniques and agile estimation techniques applied in mobile software/application. Also, effort attributes and accuracy parameters for estimation in mobile apps are presented. However, to date, there are very fewer studies done on the mobile application estimation domain using agile methodology.


2021 ◽  
Vol 7 (1) ◽  
pp. 61-70
Author(s):  
Henderi Henderi ◽  
Praditya Aliftiar ◽  
Alwan Hibatullah

Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.


10.2196/19154 ◽  
2020 ◽  
Vol 8 (11) ◽  
pp. e19154
Author(s):  
Rachel M Morse ◽  
Hanlie Myburgh ◽  
David Reubi ◽  
Ava E Archey ◽  
Leletu Busakwe ◽  
...  

Tuberculosis is the number one infectious cause of death globally. Young children, generally those younger than 5 years, are at the highest risk of progressing from tuberculosis infection to tuberculosis disease and of developing the most severe forms of tuberculosis. Most current tuberculosis drug formulations have poor acceptability among children and require consistent adherence for prolonged periods of time. These challenges complicate children’s adherence to treatment and caregivers’ daily administration of the drugs. Rapid developments in mobile technologies and apps present opportunities for using widely available technology to support national tuberculosis programs and patient treatment adherence. Pilot studies have demonstrated that mobile apps are a feasible and acceptable means of enhancing children’s treatment adherence for other chronic conditions. Despite this, no mobile apps that aim to promote adherence to tuberculosis treatment have been developed for children. In this paper, we draw on our experiences carrying out research in clinical pediatric tuberculosis studies in South Africa. We present hypothetical scenarios of children’s adherence to tuberculosis medication to suggest priorities for behavioral and educational strategies that a mobile app could incorporate to address some of the adherence support gaps faced by children diagnosed with tuberculosis. We argue that a mobile app has the potential to lessen some of the negative experiences that children associate with taking tuberculosis treatment and to facilitate a more positive treatment adherence experience for children and their caregivers.


Author(s):  
Howard P Edwards

Mobile devices such as tablets and smartphones are rapidly replacing laptops and notebooks as the primary student e-learning device. This chapter discusses the needs of a Statistics app user and how these differ from the needs of users of other Mathematics apps, and then reviews some the mobile apps currently available which enable a user to either learn Statistics or to carry out the sorts of summaries and analyses encountered in an undergraduate Statistics course. Implications of these apps for both teaching and learning are discussed.


Author(s):  
Antonio Miguel Rosado da Cruz ◽  
Sara Paiva

Mobile computing and Cloud computing are two of the most growing technologies in number of users, practitioners and research projects. This chapter surveys mobile technologies and applications, along with cloud computing technologies and applications, presenting their evolution and characteristics. Then, building on mobile devices limitations and mobile apps increasing need of resources, and on the cloud computing ability to overcome those limitations, the chapter presents mobile cloud computing, and characterizes it by addressing approaches to augment mobile devices capabilities. The chapter is settled after some views about future research directions and some concluding remarks.


2015 ◽  
pp. 879-894
Author(s):  
Howard P Edwards

Mobile devices such as tablets and smartphones are rapidly replacing laptops and notebooks as the primary student e-learning device. This chapter discusses the needs of a Statistics app user and how these differ from the needs of users of other Mathematics apps, and then reviews some the mobile apps currently available which enable a user to either learn Statistics or to carry out the sorts of summaries and analyses encountered in an undergraduate Statistics course. Implications of these apps for both teaching and learning are discussed.


2017 ◽  
Vol 8 (2) ◽  
pp. 1-18
Author(s):  
Hongyu Guo ◽  
Amjad Nusayr ◽  
Wen-Chen Hu

Toggle buttons are intuitive gadgets widely used in software GUI design and mobile app interfaces with increasing popularity on mobile devices. However, the current practice of toggle button design is prone to semantic ambiguity, which causes confusions to the users. This paper presents an analysis of the various paradigms of toggle button design in the current practice and provides a resolution of the sematic ambiguities by proposing a set of design standards regarding toggle buttons. State semantics and action semantics are distinguished and it is advocated that state semantics should be used in lieu of action semantics.


Sign in / Sign up

Export Citation Format

Share Document