scholarly journals Guidelines for the Design of Location-Based Audio for Mobile Learning

Author(s):  
Elizabeth FitzGerald ◽  
Mike Sharples ◽  
Robert Jones ◽  
Gary Priestnall

A consistent finding of research into mobile learning guides and outdoor learning games has been the value of audio as a medium of communication. This paper discusses the value of location-based and movement-sensitive audio for learning. Three types of audio learning experience are distinguished, based primarily upon differing levels of narrative cohesion: audio vignettes, movement-based guides and mobile narratives. An analysis of projects in these three areas has resulted in the formulation of guidelines for the design of audio experiences. A case study of a novel audio experience, called ‘A Chaotic Encounter,’ delivers an adaptive story based on the pattern of movements of the user.

2011 ◽  
Vol 3 (4) ◽  
pp. 70-85 ◽  
Author(s):  
Elizabeth FitzGerald ◽  
Mike Sharples ◽  
Robert Jones ◽  
Gary Priestnall

A consistent finding of research into mobile learning guides and outdoor learning games has been the value of audio as a medium of communication. This paper discusses the value of location-based and movement-sensitive audio for learning. Three types of audio learning experience are distinguished, based primarily upon differing levels of narrative cohesion: audio vignettes, movement-based guides and mobile narratives. An analysis of projects in these three areas has resulted in the formulation of guidelines for the design of audio experiences. A case study of a novel audio experience, called ‘A Chaotic Encounter,’ delivers an adaptive story based on the pattern of movements of the user.


2017 ◽  
Vol 9 (1) ◽  
pp. 70-90 ◽  
Author(s):  
Mireilla Bikanga Ada ◽  
Mark Stansfield ◽  
Gavin Baxter

Purpose The purpose of this paper is to investigate an area of growing importance that is widely recognised in the literature relating to the issue of how to improve ways that assessments and feedback are provided to students within higher education. This paper reports on a study that aimed to explore the views of both educators (n=70) and students (n=540) on feedback and feed-forward at a UK university. The study also investigated their experience and attitudes to social media applications as a means of enhancing access to feedback within the context of mobile learning. Design/methodology/approach The research approach adopted in this study predominately conforms to a quantitative research design though embeds elements of qualitative research via a “mixed methods” approach. The overall methodology of the paper adheres to an exploratory case study in a higher education environment to identify various issues and approaches that could be addressed or enhanced to aid ways that assessments and feedback are disseminated to students within higher education. Findings Participants’ views were sought in relation to students receiving learning materials, as well as feedback from tutors directly to their smartphones and mobile devices. In addition, the study explored possible reasons for students not wanting to use social media and mobile devices for their learning and feedback. Overall, the results indicated a positive attitude on the part of educators and students to using mobile devices and social media applications for teaching and learning purposes. Research limitations/implications The case study presented in this paper draws on findings from one higher educational institution. Further research is required to determine the generalisability of the findings to allow comparison of the findings to be undertaken within other higher education institutions. Originality/value The originality of the paper is that it provides detailed empirical evidence and findings that provide several important implications in relation to enhancing the student learning experience and providing considerable improvements to the way that feedback is provided that make it more likely that students will take more notice to feedback and act upon it. This in turn enables educators to better plan and manage their teaching and student experience online and through students’ mobile devices. The value of this study is that it explores views of both educators and students, whereas many other previous studies tend to focus on the views of either educators or students.


2017 ◽  
Vol 2 (1) ◽  
pp. 28-39
Author(s):  
Noor Fajriah ◽  
Selfina Soraya

This study aims to explain about students’ activities, mathematical communication skills, students’ achievement and students' responses toward the implementation of outdoor learning using clinometers through utilization of schoolyard as a learning resource on the topic of trigonometry in SMA Global Islamic Boarding School (GIBS). The method employed in this study is quasi-experimental with one shot case study. The subject of this study includes 25 female students who are in 10 grade of natural science class. The data are collected through observation, written tests, and questionnaire. Data gained are analyzed using descriptive statistic. The result indicates that: 48% of students’ activities are in the category of active and very active; the average improvement of student’s mathematical communication skills is in the high category; there are 80% of students’ achievements passed the minimum mastery criteria; the students’ responses are satisfied with the learning experience through the implementation of outdoor learning.


2015 ◽  
Vol 7 (1) ◽  
pp. 42-58 ◽  
Author(s):  
Trevor Collins

Outdoor learning seeks to engage and enthuse students through authentic practical inquiry lessons. This article explores how participatory design and development can enable outdoor learning organisations to introduce sustainable technological innovations within their teaching practices. A case study describing a collaborative project between university researchers and an environmental education charity is presented, which highlights the challenges and issues regarding the usability, scalability and sustainability of mobile technology at a residential outdoor learning centre. It is argued that participatory research with education service providers is a contributing factor to the diffusion of mobile learning and a necessary foundation for sustainable technology-enhanced learning.


Author(s):  
Mohamd Hassan Hassan ◽  
Fuad Alhosban ◽  
Mou'ath Hourani

This paper presents an approach to enhance students’ engagement with their university, as well as assisting them in understanding their current academic state by using mobile technologies. This approach simplifies the presentation, awareness of university rules and regulation in regards to graduation requirements, in credit hour system, through the development of a friendly mobile environment called UniApp. A test case is presented of an interactive mobile learning (m-learning) environment in higher education institutions that adhere to university rules and regulations. Normally, students login frequently to their university account in order to use some of the provided facilities, such as marks and registered modules. However, students need to be aware of what they are studying and what learning outcome they need to achieve. They also need to be aware of how this can benefit them in completing their major, as well as having an enjoyable learning experience


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.


Author(s):  
Magda Mostafa

The objective of this paper is to demonstrate the application of the Autism ASPECTSS™ Design Index in the Post-Occupancy Evaluation of existing learning environments for children along the autism spectrum. First published in 2014 this index outlines 7 design criteria that have been hypothesized to support environments conducive of learning for children with autism spectrum disorder (ASD). Using the index as a framework, this paper outlines a case study of a Post-Occupancy Evaluation (POE) of an existing pre-K-8th grade public charter purpose-built school for children on the autism spectrum. The tools used for the evaluation were: the ASPECTSS scoring of the school through a survey of teachers and administrators; on-site behavioral in-class observation; and focus groups of parents, teachers, staff and administrators. The results informed a design retro-fit proposal that strived to assess any ASPECTSS compliance issues and implement the index across the learning spaces, therapy spaces, support services and outdoor learning environments of the school. This paper will outline the application of the index and the resultant design from this process. The results will strive to present a scalable and replicable methodology and prototype for improving existing built environments for learners with ASD.


2021 ◽  
Vol 02 (01) ◽  
Author(s):  
Mohd Hatta Mohamed Ali ◽  
◽  
Anwar Hafidzi ◽  
Juliana Mohamed ◽  
Mariam Abdul Hamid ◽  
...  

History has proven the development of Jawi calligraphy is in line with the development of Islam in the archipelago. It is the root of the nation’s identity that must be defended and maintained. As with other subjects, the challenge to learning Jawi calligraphy at this time is that the whole world including Malaysia is affected by the COVID 19 pandemic. Therefore, all learning activities are now geared towards teaching and learning from home (PdPR) as methods to ensure the continuity of education. Therefore, it is very important that Jawi calligraphy is given a new breath in teaching and learning. This research article will discuss the mobile learning approach (M-Learning) for Jawi calligraphy. Important elements discussed include the application development process according to the needs of teaching and learning activities. The features of the application that contribute to the improvement of students’ learning experience as well as the results of tests performed on students are also stated. The success of this M-Learning application for learning Jawi calligraphy will certainly be able to be further expanded to the learning of other subjects in various fields.


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