scholarly journals Applications of Mobile Learning and Transactional Distance Theory in the Context of Higher Education during COVID-19 Pandemic

Author(s):  
Haifa F. Bin Mubayrik

ABSTRACT Mobile learning, which can be performed through numerous applications that run on smartphones, personal digital assistants, and other devices, has played a major role in education, especially during under the restrictive conditions due to the COVID-19 pandemic. This paper is a review of literature of mobile learning efficiency in education. Some application of m-learning in education have shown extensive success. Mobile learning could meet with success in a suitable learning environment. The recently developed transactional distance theory focuses on three elements in the connection and involvement in the distance education environment, namely, the teacher, the student, and dialogue. The core of that theory is investigating the ways that the learner can progress to becoming a self-directed learner with the support of the teacher. Though there are advantages to m-learning, there are some disadvantages of m-learning such as technical, physical and health issues

Author(s):  
Hassan Abuhassna ◽  
Waleed Mugahed Al-Rahmi ◽  
Noraffandy Yahya ◽  
Megat Aman Zahiri Megat Zakaria ◽  
Azlina Bt. Mohd Kosnin ◽  
...  

Abstract This research aims to explore and investigate potential factors influencing students’ academic achievements and satisfaction with using online learning platforms. This study was constructed based on Transactional Distance Theory (TDT) and Bloom’s Taxonomy Theory (BTT). This study was conducted on 243 students using online learning platforms in higher education. This research utilized a quantitative research method. The model of this research illustrates eleven factors on using online learning platforms to improve students’ academic achievements and satisfaction. The findings showed that the students’ background, experience, collaborations, interactions, and autonomy positively affected students’ satisfaction. Moreover, effects of the students’ application, remembering, understanding, analyzing, and satisfaction was positively aligned with students’ academic achievements. Consequently, the empirical findings present a strong support to the integrative association between TDT and BTT theories in relation to using online learning platforms to improve students’ academic achievements and satisfaction, which could help decision makers in universities and higher education and colleges to plan, evaluate, and implement online learning platforms in their institutions.


2009 ◽  
Vol 4 (4) ◽  
pp. 152-156 ◽  
Author(s):  
Emily Davie

Objective: To introduce and present techniques for incorporating mobile learning into athletic training education. Background: The matriculation of digital natives into college has stimulated the identification and development of new teaching and learning strategies. Electronic learning (e-learning), including the use of learning management systems, has been combined with traditional classroom lectures and lab activities to address the needs of these technologically savvy students. Learning management systems offer valuable options to students, but still rely on a computer terminal to interface with the material. Restrictions on when and where a student can “plug-in” to learn places limitations on e-learning. Mobile learning (m-learning) is a sub-set of e-learning that uses hand-held devices to allow flexibility in learning at any time and any place. M-learning involves the use of mobile devices such as mobile phones, personal digital assistants (PDAs), and portable media players for the purposes of acquiring and disseminating knowledge. A variety of methods have been identified for incorporating m-learning into higher education. Articles regarding the use of m-learning, specifically in health care education, are limited. Description: Descriptions of m-learning applications in higher education are presented. Examples of techniques are offered to aid the athletic training instructor in implementing the m-learning principles into the classroom and clinical settings. Application: Athletic training education lends itself well to m-learning. Athletic training students can utilize mobile devices to prepare for an upcoming class session, participate during class, review and study course materials, communicate with teachers and peers, enhance clinical education, and document clinical experiences.


Author(s):  
Maryam Haghshenas ◽  
Abouzar Sadeghzadeh ◽  
Roghayeh Shahbazi ◽  
Mojtaba Nassiriyar

This chapter brings the reader's attention to understanding how technologies are aiding education with a focus on mobile technologies. In the early sections of this chapter, mobile technologies are explained briefly along with their significance to education. Implications for all involved in the education process using these technologies are then discussed. A pedagogical framework for mobile learning is then introduced along with standard theories commonly used, such as the transactional distance theory. Technological limitations and considerations are discussed to highlight future measures when designing these technologies specifically for educational purposes. Examples of mobile technology implementations in current education stages are then presented, such as mobile technology uses in higher education along with technologies used for early learners. Finally, the main objective of this chapter is presented to discuss the future of mobile technologies thoroughly, including assumptions of how these technologies will be part of everyday life for future learners.


2009 ◽  
pp. 1960-1966
Author(s):  
Paul Crowther ◽  
Martin Beer

Mobile computing gives a learner the ability to engage in learning activities when and where they wish. This may be formal learning, where the learner is a student enrolled on a course in an institution, or informal learning, where they may be engaged in activities such as a visit to an art gallery. This entry emphasises the importance of portals to this learning environment, using the MOBIlearn project as an example. The MOBIlearn project intends to develop software that supports the use of mobile devices (smartphones, PDAs, Tablet PCs, and laptops with wireless network connection) for various learning scenarios, including noninstitutional learning. (MOBIlearn, 2005) The project has two primary objectives: • Develop a methodology for creating mobile learning scenarios and producing learning objects to implement them. • Develop the technology to deliver the learning objects to users via mobile computing devices such as personal digital assistants, smart phones and tablet computers. The pedagogic aim of the system is to provide users with the ability to engage in formal, nonformal and informal learning in a personal collaborative virtual learning environment. To this end four scenarios were used as the basis of developing the requirements for the system. These were a formal university course and a related orientation activity, a nonformal health care scenario and an informal scenario based around museums and galleries. The philosophy behind the MOBIlearn system is that it provides a set of interoperable services. Services should be able to communicate asynchronously using unstable communication channels (MOBIlearn, 2005). The primary component of the system is the Main Portal component. Central to the Main Portal component was the Portal Service (PO_POS) that represents the single access point for the user to all the services provided by the MOBIlearn system. As well as the Portal Service there are six other services that make up the Main Portal component.


2022 ◽  
pp. 263-278
Author(s):  
Tania Ouariachi ◽  
Menno Van Dam

In recent years, we have seen an emerging trend: the application of recreational escape rooms to educational purposes to engage students in their learning environment. This trend also applies to higher education and to the complex issue of climate change. The objectives of this chapter are to revise literature in this domain and to share a case study for a digital and educational escape room related to climate change: “Escape Global Warming.” This digital escape room integrates the core concepts of climate change and global warming into a game to familiarize participants with this topic and with actions that can be taken to reduce and counteract the effects of climate change while entertaining. After playing, students acknowledge to being more knowledgeable about the issue and more motivated to learn.


2015 ◽  
pp. 1042-1063
Author(s):  
Maryam Haghshenas ◽  
Abouzar Sadeghzadeh ◽  
Roghayeh Shahbazi ◽  
Mojtaba Nassiriyar

This chapter brings the reader's attention to understanding how technologies are aiding education with a focus on mobile technologies. In the early sections of this chapter, mobile technologies are explained briefly along with their significance to education. Implications for all involved in the education process using these technologies are then discussed. A pedagogical framework for mobile learning is then introduced along with standard theories commonly used, such as the transactional distance theory. Technological limitations and considerations are discussed to highlight future measures when designing these technologies specifically for educational purposes. Examples of mobile technology implementations in current education stages are then presented, such as mobile technology uses in higher education along with technologies used for early learners. Finally, the main objective of this chapter is presented to discuss the future of mobile technologies thoroughly, including assumptions of how these technologies will be part of everyday life for future learners.


2020 ◽  
Vol 1 (2) ◽  
pp. 18-33
Author(s):  
Zarina Che Imbi ◽  
Tse-Kian Neo ◽  
Mai Neo

In the era of digital learning, multimedia-based classroom has been commonly used in higher education including Malaysian higher education institutions. A case study has been performed to evaluate web-based learning using Level 1 to 3 of Kirkpatrick's model in a multi-disciplinary course at Multimedia University, Malaysia. In this study, mixed method research was employed in which triangulation was performed from multiple sources of data collection to give deeper understanding. Students perceived that learning with multimedia was enjoyable. They were also motivated in learning and engaged through the use of web module as multimedia was perceived to motivate them and make learning fun. Students showed significant improvements in their knowledge based on the pre-test and post-test results on learning evaluation. Students were perceived to transfer the learning from web-based learning into the learning outcome. The systematic evaluation can provide the feedback that educators and institution as a whole need to improve the learning environment and programme quality. This study contributes to the research field by adding another perspective in evaluations of web-based learning. It also provides empirical evidence on student perspectives, learning and behaviour in a private university. It demonstrated that the Kirkpatrick's model is useful as an evaluation tool to be used in higher education.


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