The AIDLET Model

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.

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.


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

This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). 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/playing. New instructional models may require that rich interactive processes of communication are supported, that assignments are structured as game-like projects, and that a culture of interaction, collaboration, and enablement drives learning and personal development. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games to meet the requirements of distance education teachers, instructional designers and decision-makers.


Author(s):  
Babita Gupta ◽  
Yangmo Koo

As mobile devices’ use among consumers accelerates at an exponential rate, there is a need to examine how these mobile devices can be used as effective learning tools and not just a form of communication. In this paper, the authors use an empirical survey methodology to study various mobile learning tools that are currently available for use in higher education, their advantages and disadvantages in m-learning versus e-learning implementations, and to explore the current trends in m-learning.


Author(s):  
Babita Gupta ◽  
Yangmo Koo

As mobile devices’ use among consumers accelerates at an exponential rate, there is a need to examine how these mobile devices can be used as effective learning tools and not just a form of communication. In this paper, the authors use an empirical survey methodology to study various mobile learning tools that are currently available for use in higher education, their advantages and disadvantages in m-learning versus e-learning implementations, and to explore the current trends in m-learning.


Author(s):  
Latinka Ivanova Todoranova ◽  
Radka Valerieva Nacheva ◽  
Vladimir Stoyanov Sulov ◽  
Bonimir Penchev Penchev

Mobile learning can be identified as the next stage in the development of e-learning. In this regard, <strong>the purpose of this paper</strong> is to propose a model for mobile learning integration in higher education which is based on analysis of students’ expectations. То achieve this goal, a survey has been conducted among students enrolled in programs in the field of information and communication technologies. The analysis of the collected data shows that students have mobile devices, which they use not only for communication on social networks, but also for education. In addition, their expectations regarding mobile learning have been identified taking into account their study program and their previous experience with an e-learning platform.


Author(s):  
Boris Vilic

Mobile learning or “m-learning” is a relatively new learning modality in higher education and it refers to the delivery of educational content by means of mobile devices, such as PDAs, cell phones, and MP3 players, effectively enabling learners to access course materials anytime, anywhere, and any while (Walker, 2006). M-learning is also characterized as “personalized” … “bite-sized”, and “portable”, characteristics not often associated with “conventional tethered e-Learning” (Traxler, 2007).


Author(s):  
Koralia Papadokostaki ◽  
Spyros Panagiotakis ◽  
Athanasios Malamos ◽  
Kostas Vassilakis

Teaching is always affected by the advent of technology. Nowadays, mobile devices can offer an air of innovation in classrooms and multiple benefits in learning. On the other hand, IoT is expanding rapidly and promises to provide education with new dynamics: sensors and beacons may contribute to pervasive provision of educational content to students, whereas wearables can track the students' interaction with educational objects. As a result, learning is changing and may happen anywhere, anytime, and with any means. This evolution, described under the term Ubiquitous learning, promises to be the future of education for all ages and needs. This chapter presents the transformation of learning from traditional to e-learning, mobile learning, and Ubiquitous learning, and discusses the features and applications of the latter. Furthermore, authors describe the Experience API specification and investigate how it can be used to implement adaptive learning applications and make Ubiquitous learning a reality not only in typical but also in Early Childhood learning.


SAGE Open ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 215824401986145 ◽  
Author(s):  
Md. Shahadat Hossain Khan ◽  
Benadjih Oiriddine Abdou ◽  
Jaana Kettunen ◽  
Sue Gregory

This article aims to identify different ways of using mobile devices in students’ learning in higher education. This qualitative research presents the findings from a phenomenographic research of students’ conceptions of mobile learning (m-learning) in higher education. A cohort of 16 students from four universities of Bangladesh took part in semi-structured interviews to explore their in-depth understandings and experiences of m-learning. The findings indicate that university students perceived five qualitatively different ways of using mobile devices in their learning: a medium for communication; a medium for management of learning materials; a tool for effective learning; a means for collaborative learning; and a means for development of new ideas. The findings of this research demonstrate students’ pedagogical understanding of using mobile devices in higher education. The outcomes of this research could play a crucial role in informing students on how they can use their mobile devices for learning purposes and providing educators with empirical evidence on students’ pedagogical practices of using mobile devices in other developing and more developed countries in the world.


2011 ◽  
Vol 9 (1) ◽  
pp. 44-56 ◽  
Author(s):  
Haitao Pu ◽  
Jinjiao Lin ◽  
Yanwei Song ◽  
Fasheng Liu

Mobile learning is e-learning delivered through mobile computing devices, which represents the next stage of computer-aided, multi-media based learning. Therefore, mobile learning is transforming the way of traditional education. However, as most current e-learning systems and their contents are not suitable for mobile devices, an approach for mobile devices to adapt to e-learning is presented. To provide device-independence mobile learning services, a context-aware mobile learning approach is proposed. Firstly, the formal definitions of contexts and their influence on mobile learning services, including device contexts NCxt, matrix of information transmission parameters S, the degree of influence of the context NCxt on information transmission parameters Q, and adaptation coefficient E, are given. By using this approach, the mobile learning system is constructed. In an example using this approach, the authors detect the contextual environment of mobile computing and adapt the mobile learning services to the learners’ devices automatically.


Author(s):  
Murat Topaloglu ◽  
Harun Ozkisi

There have been great improvements in mobile technologies recently. In line with these developments, the use of mobile technologies in web based distance learning seems to be increasing day by day making learning possible via mobile devices. Both the continuous and rapid developments in mobile devices and the growing number of people with mobile phones render these technologies fruitful and actively used in many fields, including education worldwide, inclusive of our own country. Mobile learning is regarded as a reliable distant education tool for learners who wish to continue their education from outside the institutions. The study was conducted to measure the reactions of individuals to the developed mobile applications and give insight to them. The aim of this study is to identify undergraduate students’ use and attitudes of/towards mobile learning who are studying at Trakya University Kesan Yusuf Capraz School of Applied Disciplines. Observations were made about the use and the importance of mobile learning in our lives.Peer-review under responsibility of of the organizing committee of GLOBE-EDU Keywords: Distant Education; E-Learning; Mobile Devices; Mobile Learning; M-Learning


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