scholarly journals Studium: Your Personal Mobile Study On-The-Go

Author(s):  
Fariha Ahmed

The landscape of studying is changing. There are now increasingly more mobile devices that allow people to learn content in numerous ways. This means that mobile devices play a large role in how a whole new generation of children, adolescents, teenagers and young adults understand information. Studium is a mobile application prototype that I have created to demonstrate how mobile devices can be used as a learning tool to enhance academic performance among postsecondary students. The objective of Studium is to illustrate how artificial intelligence can be incorporated into mobile learning applications to improve one’s studying by generating instant practice tests based off notes from lectures or readings. Studium will also demonstrate how traditional learning theories and strategies such as the spacing effect and the lag effect can be implemented into learning applications using brief mindfulness breaks, which incorporates an element of mindfulness that mobile learning applications often lack.

2021 ◽  
Author(s):  
Fariha Ahmed

The landscape of studying is changing. There are now increasingly more mobile devices that allow people to learn content in numerous ways. This means that mobile devices play a large role in how a whole new generation of children, adolescents, teenagers and young adults understand information. Studium is a mobile application prototype that I have created to demonstrate how mobile devices can be used as a learning tool to enhance academic performance among postsecondary students. The objective of Studium is to illustrate how artificial intelligence can be incorporated into mobile learning applications to improve one’s studying by generating instant practice tests based off notes from lectures or readings. Studium will also demonstrate how traditional learning theories and strategies such as the spacing effect and the lag effect can be implemented into learning applications using brief mindfulness breaks, which incorporates an element of mindfulness that mobile learning applications often lack.


Mobile Learning also known as mLearning, is a new generation of learning where content which users wants to learn is accessible and available on mobile devices like smart phone and tablets. With the evolution of “world in the pocket” learning becomes much easier and one can start learning on the go. This paper illustrates how mLearning could be a better new way to learn and to interact with the learning content provided and how mLearning is proving to be a better alternative to traditional learning. Learning through traditional methods is not helping students to learn and gain new knowledge wherever and whenever they want and also it’s not that effective. It is also researched that not all mLearning applications are helpful for the students or learners to learn whatever they want, only apps with interactive and user-friendly user interface were found helpful. That’s why mobile learning applications are made with user-friendly user interface. Some practical strategies and methods of implementation of mLearning approach despite of its limitations and challenges were recommended in this paper as well.


2014 ◽  
pp. 412-435
Author(s):  
José Bidarra ◽  
Meagan Rothschild ◽  
Kurt Squire ◽  
Mauro Figueiredo

Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.


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.


2018 ◽  
Vol 64 (2) ◽  
pp. 13 ◽  
Author(s):  
Halyna V. Tkachuk

The article presents the results of the analysis of the prospects for the introduction of mobile learning on the basis of statistical data on the use of mobile devices, mobile training programs, wireless access. It was determined the place of mobile learning in the system of blended learning as the main form of organization of educational process using electronic learning means. Based on existing models of education, it was determined the main components of mobile learning. Also there are analyzed content types that can be used to organize mobile learning. It has been determined that the main types of mobile content may be a mobile site; mobile application; adapted electronic teaching aids; a separate type of content created by a teacher; social networks; unique content (augmented reality). The author are described the advantages and disadvantages of mobile learning and the use of mobile devices in the learning process.


2021 ◽  
Vol 7 ◽  
pp. e550
Author(s):  
Santiago Criollo-C ◽  
Mayron Lema ◽  
Mario Salvador Gonzalez ◽  
Angel Jaramillo-Alcázar ◽  
Andrea Guerrero-Arias ◽  
...  

Language is the primordial element for cultural transfer in indigenous communities; if it is not practiced, there is a risk of losing it and with it, a large part of the history of a community. Ecuador is a multicultural and multiethnic country with 18 indigenous peoples. Currently, in this country, some native languages are at risk of disappearing due to factors such as racial discrimination, underestimation of the language, and, above all, the lack of interest and motivation of the new generations to learn this language. Information technologies have made it possible to create mobile applications such as games, dictionaries, and translators that promote the learning of the Kichwa language. However, the acceptance of technology has not been evaluated, nor the intention to involve mobile devices in the process of teaching this language. Subsequently the objective of this work is to explore the acceptance of technology and the use of mobile devices to motivate the learning of the Kichwa language. For this purpose, the mobile application “Otavalo Rimay” was used with several students of a Kichwa language learning center. The methodology used to verify the hypothesis of this work was Design Sciences Research (DSR) together with the theory of acceptance and use of technology (UTAUT). The instrument used for this evaluation was a survey carried out after the use of the mobile application. The statistical analysis of the results obtained indicates characteristics such as the utility and perceived ease of use, positively influence students to motivate the use of mobile devices in learning a language. The results also show the great technological acceptance by students for learning and confirm that currently, mobile learning is accepted for use in education.


Author(s):  
Mohamed Ally

There is increasing use of mobile devices around the world to conduct everyday business and to socialize. As a result, learners will be using mobile devices to access learning materials so that they can learn from anywhere and at anytime. Learning materials must be designed using proven instructional design models and learning theories. This will allow the learning system to provide flexibility in learning and to meet the needs of individual learners. In addition, good user interface design must be followed in mobile learning to allow learners to interact with the learning system and learning materials to facilitate learning from anywhere and at anytime.


Author(s):  
Youness Zidoun ◽  
Fatima-Zohra El arroum ◽  
Mohamed Talea ◽  
Rachid Dehbi

Given the emergence of new mobile devices (tablet, PDA and smart phone), and the growth that knows that part of the ICT, integrating these new technologies into the learning system was imposed, and a new way of learning was born. Mobile learning or "m-learning" is providing great opportunities for learners, especially to learn anytime and anywhere without limitations. There is a new generation of students who grew up using technology and who are easily related to new mobile devices. We discuss the identity of mobile learning and aim to measure the interest of students on it through a survey. This survey seeks to promote mobile learning within the student’s community for a possible adoption in Moroccan higher education. Qualitative and quantitative approaches are endorsed. The results are analyzed, conclusions and perspectives presented at the end of this paper.


Author(s):  
Mohamad Siri Muslimin ◽  
Norazah Mohd Nordin ◽  
Ahmad Zamri Mansor ◽  
Melor Md Yunus

Purpose – The purpose of this study is to presents the steps taken to produce a mobile learning application framework to learn Microeconomics for which is named “MobiEko Apps”. Mobile learning application is utilized because the framework enables seamless access between all the involved actors. The design and development of an application prototype in this study are based on the ADDIE instructional design model. Methodology – This study was conducted to develop an educational mobile application for Microeconomics by eliciting learning content and evaluating learners’ satisfaction after the use of app. The design and development of an application prototype in this study are based on the ADDIE instructional design model (Analysis, Design, Development, Implementation, and Evaluation). This approach provides educators with useful, clearly defined stages for the effective implementation of instruction. Five stages comprise the framework, each with its own distinct purpose and function in the progression of instructional design. In this study, Prototype applications that want to produce is an education material in the form of mobile application based on Android platform to support teaching and learning activities in the classroom. Findings – A systematic research framework using ADDIE (Analyze, Design, Develop, Implement, and Evaluate) approach is proposed to produce mobile application (MobiEko app) by dividing the content of the application into four main activities namely as learning menu, learning activities, assessment activities and support activities. The findings also showed that students were satisfied of the presentation design, visual, navigation and accessibility of ‘MobiEko’ application. Additionally, Mobile educational application (MobiEko) successfully performed as a knowledge transfer channel to help students and learners understand better the concepts and course contents as well as facilitated educators and students with better or more convenient ways in their teaching and learning activities. Significance – The present study has great significance to explore the roles of self-directed learning through mobile application to enhance the student’s knowledge through the development of an educational mobile application. It is expected to encourage students to carry out self-study while improving the quality of teaching and learning activities in line with the 21st century learning. The education mobile application envisioned to be applied in blended learning scenario to support instructors and students in teaching and learning, leveraging on the affordance and ownership of mobile devices as well as to facilitate the learning of Microeconomics courses on mobile devices.


Author(s):  
José Bidarra ◽  
Meagan Rothschild ◽  
Kurt Squire ◽  
Mauro Figueiredo

Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.


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