Mobile Educational Technology

Author(s):  
Chris Houser ◽  
Patricia Thornton

Mobile devices such as laptop computers, PDAs (personal digital assistants), and cell phones offer many features useful for learning both inside and outside classrooms. These devices offer access to Web pages and e-mail, and provide other functions such as textual noting and video cameras. They promise a single, easily learned device that can be useful in a variety of educational settings. When used appropriately, these devices can enrich the learning experience by connecting learners with each other, their environment, and with information providers. They can enable collaborative problem solving by providing easy face-to-face sharing of data through IR (infrared) beaming or distance sharing through e-mail and Web interfaces. For learners who require repetitive practice for skills development, mobile devices offer a personal tool that can be used anytime, anywhere for quick review. Because of their low cost and ease of use, mobile devices have the potential to bring the power of a computer to every learner.

2011 ◽  
pp. 127-135
Author(s):  
Chris Houser ◽  
Patricia Thornton

Mobile devices such as laptop computers, PDAs (personal digital assistants), and cell phones offer many features useful for learning both inside and outside classrooms. These devices offer access to Web pages and e-mail, and provide other functions such as textual noting and video cameras. They promise a single, easily learned device that can be useful in a variety of educational settings. When used appropriately, these devices can enrich the learning experience by connecting learners with each other, their environment, and with information providers. They can enable collaborative problem solving by providing easy face-to-face sharing of data through IR (infrared) beaming or distance sharing through e-mail and Web interfaces. For learners who require repetitive practice for skills development, mobile devices offer a personal tool that can be used anytime, anywhere for quick review. Because of their low cost and ease of use, mobile devices have the potential to bring the power of a computer to every learner.


2011 ◽  
pp. 1289-1296
Author(s):  
Chris Houser ◽  
Patricia Thornton

Mobile devices such as laptop computers, PDAs (personal digital assistants), and cell phones offer many features useful for learning both inside and outside classrooms. These devices offer access to Web pages and e-mail, and provide other functions such as textual noting and video cameras. They promise a single, easily learned device that can be useful in a variety of educational settings. When used appropriately, these devices can enrich the learning experience by connecting learners with each other, their environment, and with information providers. They can enable collaborative problem solving by providing easy face-to-face sharing of data through IR (infrared) beaming or distance sharing through e-mail and Web interfaces. For learners who require repetitive practice for skills development, mobile devices offer a personal tool that can be used anytime, anywhere for quick review. Because of their low cost and ease of use, mobile devices have the potential to bring the power of a computer to every learner.


EAD em FOCO ◽  
2016 ◽  
Vol 6 (2) ◽  
Author(s):  
Adriano Theodoro ◽  
Gerlinde Agate Platais Brasil Teixeira ◽  
Claudia Marcia Borges Barreto

Descrevemos o processo de criação colaborativa de um ambiente virtual de aprendizagem (AVA) de acordo com os princípios das metodologias ativas de ensino e a sua avaliação. O ambiente virtual foi usado no apoio ao ensino presencial. Participaram dessa experiência híbrida de aprendizagem estudantes da disciplina Imunobiologia, oferecida no primeiro ano de um curso tradicional de graduação em Medicina. Ao término da disciplina, foi aplicado um questionário para avaliar a facilidade de uso e a percepção dos estudantes sobre a qualidade do aprendizado adquirido. A maioria dos estudantes que avaliaram a intervenção pedagógica afirmou que o ambiente foi fácil de usar, atendeu às expectativas de apoio ao ensino presencial e as atividades didáticas foram importantes para o aprendizado de habilidades como reflexão, pesquisa e discussão. Portanto, o ambiente virtual desenvolvido foi bem-sucedido e bem-aceito pelos estudantes.Palavras-chave: Educação a distância, Moodle; Ensino de Imunologia, Mapa conceitual.? Evaluation of a Virtual Learning Environment of ImmunologyAbstractWe herein describe the process of collaborative creation and evaluation of a Virtual Learning Environment of Immunology according to the principles of active learning. The Web-based platform was used in support of face to face classroom teaching. First year Medicine undergraduate students attending Immunobiology? course participated in this blended learning experience. At the end of the course, a questionnaire was applied to evaluate the ease of use and the students' perception of the quality of the acquired learning. Most students assessed the educational intervention said that the environment was easy to use, supports the classroom teaching and the educational activities were important for learning skills such as reflection, research and discussion. Therefore, the developed virtual environment was successful and well accepted by the students. Keywords: Distance learning, Moodle, Immunology teaching, Concept map.


Author(s):  
Thomas A. Stokes ◽  
Douglas J. Gillan ◽  
Jeffery P. Braden

Online courses present a new element to learners in college courses. Interfaces (web pages) take the place of an instructor as the primary information delivery system. In other words, a student’s learning experience is now tied to the quality of a course’s human- computer interaction. One emerging method of online course delivery is an adaptive course that tailors to individual students needs, abilities, or preferences. There has been much work done on the algorithms that allow the course to adapt to individual students, but there seems to be a lack of research into the usability of these interfaces and how their quality affects student performance and satisfaction. This paper presents some of the data that was collected in a larger, grant-supported project and establishes relationships between usability metrics (ease of use and perceived usefulness) and student satisfaction and outcome measures in adaptive-online courses.


Urban Studies ◽  
2010 ◽  
Vol 47 (13) ◽  
pp. 2747-2783 ◽  
Author(s):  
Diana Mok ◽  
Barry Wellman ◽  
Juan Carrasco

This study is part of the broad debate about the role of distance and technology for interpersonal contact. To the best of the authors’ knowledge, this is the first study that systematically and explicitly compares the role of distance in social networks pre- and post-Internet. An analysis is made of the effect of distance on the frequency of e-mail, phone, face-to-face and overall contact in personal networks, and the findings are compared with their pre-Internet counterpart whose data were collected in 1978 in the same East York, Toronto locality. Multilevel models with a spline specification are used to examine the non-linear effects of distance on the frequency of contact. These effects are compared for both very close and somewhat close ties, and for different role relationships: immediate kin, extended kin, friends and neighbours. The results show that e-mail contact is generally insensitive to distance, but tends to increase for transoceanic relationships greater than 3000 miles apart. Face-to-face contact remains strongly related to short distances (within five miles), while distance has little impact on how often people phone each other at the regional level (within 100 miles). The study concludes that e-mail has only somewhat altered the way people maintain their relationships. The frequency of face-to-face contact among socially close friends and relatives has hardly changed between the 1970s and the 2000s, although the frequency of phone contact has slightly increased. Moreover, the sensitivity of these relationships to distance has remained similar, despite the communication opportunities of the Internet and low-cost telephony.


Author(s):  
Gabriele Costa ◽  
Aliaksandr Lazouski ◽  
Fabio Martinelli ◽  
Paolo Mori

In these last years, mobile devices, such as mobile phones or Personal Digital Assistants, became very popular among people. Moreover, mobile devices became also very powerful, and most of them are also able to execute applications, such as games, Internet browsers, e-mail clients, and so on. Hence, an adequate security support is required on these devices, to avoid that malicious applications damage the device or perform unauthorized accesses to personal data (such as the contact list). This chapter describes the approaches that have been proposed in scientific literature to guarantee the security of mobile devices.


Author(s):  
Tiong-Thye Goh ◽  
Kinshuk

Most Web pages are designed with desktop platform access in mind, but with the proliferation of mobile devices such as Personal Digital Assistants (PDAs) and mobile phones, accessing Web pages through a variety of devices without proper content adaptation can result in an aesthetically unpleasant, un-navigable and, in most cases, unsatisfying experience. This article provides an overview of approaches in Web content adaptation framework and techniques being developed to extend the Web application access to non-desktop platforms. After describing general adaptation techniques, the article focuses particularly on the adaptation requirements of learning systems, especially when they are accessed through mobile devices.


Author(s):  
Matia Fazio ◽  
Christian Lombardo ◽  
Giuseppe Marino ◽  
Anand Marya ◽  
Pietro Messina ◽  
...  

An Android/iOS application for low-cost mobile devices to aid in dental diagnosis through questionnaire and photos is presented in this paper. The main purposes of our app lie in the ease of use even for nonexperienced users, in the limited hardware requirements that allow a wide diffusion, and in the possibility to modify the questionnaire for different pathologies. This tool was developed in about a month at the beginning of the COVID-19 (SARS-CoV-2) pandemic and is still in use in Italy to allow support to patients without going to the hospital, if not strictly necessary.


Plant Disease ◽  
2015 ◽  
Vol 99 (10) ◽  
pp. 1310-1316 ◽  
Author(s):  
Sarah J. Pethybridge ◽  
Scot C. Nelson

An interactive, iterative smartphone application was used on color images to distinguish diseased from healthy plant tissues and calculate percentage of disease severity. The user touches the application’s display screen to select up to eight different colors that represent healthy tissues. The user then moves a threshold slider until only the symptomatic tissues have been transformed into a blue hue. The pixelated image is then analyzed to calculate the disease percentage. This study reports the accuracy, precision, and robustness of Leaf Doctor using six different diseases with typical lesions of varying severity. Estimates of disease severity from Leaf Doctor were highly accurate (R2 ≥ 0.79; Cb ≥ 0.959) compared with estimates obtained from the discipline-standard, Assess. Precision was operationally defined as the ability of a rater to use Leaf Doctor and repeatedly obtain similar percentages of disease severity for the same image. Coefficients of variation were low (0.51 to 14.1%) across all disease datasets but a significant negative relationship was found between the coefficient of variation of estimates and mean disease severity. Other advantages of Leaf Doctor included comparatively less time for image processing, low cost, ease of use, ability to send results by e-mail, and the ability to create realistic standard area diagrams. Leaf Doctor is compatible with iPhone, iPad, and iPod touch and is optimized for iPhone 5. It is available as a free download at the iTunes Store.


10.28945/3738 ◽  
2017 ◽  
Author(s):  
Ruti Gafni ◽  
Dafni Biran Achituv ◽  
Gila Rahmani

Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners' attitudes towards the process of learning, in voluntary and mandatory environments. Background: Mobile devices and applications, which have become an integral part of our lives, are used for different purposes, including educational objectives. Among others, they are used in the process of foreign language acquisition. The use of a MALL application to learn foreign languages has advantages and drawbacks, which are important to understand, in order to achieve better learning results, while improving the enjoyment of the process. Methodology: The study population included people who participated in a foreign language course and used Duolingo application on a mobile device in parallel. One group consisted of high school pupils, who were obliged to use the application, while the other group consisted of people who took face-to-face courses, and chose to use the same Duolingo application voluntarily, in order to assist their studies. Contribution: This paper helps to understand the perceived advantages and drawbacks of using a MALL application by students both in mandatory and voluntary environments. Findings: Most of the participants found the MALL Duolingo application as enhancing the learning process. The gamification characteristics, ease of use, ubiquity and self-learning facilities had a stimulating effect on the process of learning, and contributed to the willingness to continue using the application and to recommend it to others. Recommendations for Practitioners: The research findings can contribute to both teachers and students who conduct and participate in foreign language courses, by helping them examine the possibility of combining mobile learning with a traditional face-to-face course. Moreover, the findings can assist developers of mobile learning applications, in order to include gamification options in the process of learning. Recommendation for Researchers: Researchers in the fields of mobile applications and m-learning need to understand the factors enhancing the learning process, in order to develop the next generations of m-learning applications. Impact on Society: Mobile devices have become an accessory that almost every person in the world uses. Its ubiquitous characteristics allow using it everywhere and anytime. This is a greatjite opportunity to facilitate education to people all around the world. Gamification of m-learning applications can promote and encourage the use of these applications. Future Research: Further examination is need in different cultures, in order to understand if the findings are universal.


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