Design Principles of Mobile Learning Frameworks

2021 ◽  
Vol 13 (1) ◽  
pp. 63-80
Author(s):  
Sofia Moya ◽  
Mar Camacho

Numerous studies show positive cognitive and affective results regarding the adoption of mobile learning; however, adoption levels are low, and when mobile learning occurs, it is not always based on innovative pedagogies. The main objective of this study is to identify and analyse key design principles to develop a model for the adoption of mobile learning in education. This research is based on a systematic review of 20 publications. The findings reveal that most of the current studies focus on the adoption of mobile learning and the design and development of systems and applications. Additionally, these are mostly aimed at educators and instructional designers. Finally, the main dimensions that support the theoretical frameworks are the collaborative, social and communicative, contextual and spatial, pedagogical, technological, and strategic dimensions. Based on these findings, this study presents seven design principles for the adoption of mobile learning.

2007 ◽  
Vol 5 (20) ◽  
pp. 303-310 ◽  
Author(s):  
M Upmanyu ◽  
H.L Wang ◽  
H.Y Liang ◽  
R Mahajan

Coupling between axial and torsional degrees of freedom often modifies the conformation and expression of natural and synthetic filamentous aggregates. Recent studies on chiral single-walled carbon nanotubes and B-DNA reveal a reversal in the sign of the twist–stretch coupling at large strains. The similarity in the response in these two distinct supramolecular assemblies and at high strains suggests a fundamental, chirality-dependent nonlinear elastic behaviour. Here we seek the link between the microscopic origin of the nonlinearities and the effective twist–stretch coupling using energy-based theoretical frameworks and model simulations. Our analysis reveals a sensitive interplay between the deformation energetics and the sign of the coupling, highlighting robust design principles that determine both the sign and extent of these couplings. These design principles have already been exploited by nature to dynamically engineer such couplings, and have broad implications in mechanically coupled actuation, propulsion and transport in biology and technology.


2015 ◽  
Vol 114 (11) ◽  
pp. 1-5 ◽  
Author(s):  
Sameer AhmadBhat ◽  
Slah Al Saleh

2021 ◽  
Vol 12 ◽  
Author(s):  
Fynn Bergmann ◽  
Rob Gray ◽  
Svenja Wachsmuth ◽  
Oliver Höner

Facilitating players' skill acquisition is a major challenge within sport coaches' work which should be supported by evidence-based recommendations outlining the most effective practice and coaching methods. This systematic review aimed at accumulating empirical knowledge on the influence of practice design and coaching behavior on perceptual-motor and perceptual-cognitive skill acquisition in soccer. A systematic search was carried out according to the PRISMA guidelines across the databases SPORTDiscus, PsycInfo, MEDLINE, and Web of Science to identify soccer-specific intervention studies conducted in applied experimental settings (search date: 22nd November 2020). The systematic search yielded 8,295 distinct hits which underwent an independent screening process. Finally, 34 eligible articles, comprising of 35 individual studies, were identified and reviewed regarding their theoretical frameworks, methodological approaches and quality, as well as the interventions' effectiveness. These studies were classified into the following two groups: Eighteen studies investigated the theory-driven instructional approaches Differential Learning, Teaching Games for Understanding, and Non-linear Pedagogy. Another seventeen studies, most of them not grounded within a theoretical framework, examined specific aspects of practice task design or coaches' instructions. The Downs and Black checklist and the Template for Intervention Description and Replication were applied to assess the quality in reporting, risk of bias, and the quality of interventions' description. Based on these assessments, the included research was of moderate quality, however, with large differences across individual studies. The quantitative synthesis of results revealed empirical support for the effectiveness of coaching methodologies aiming at encouraging players' self-exploration within representative scenarios to promote technical and tactical skills. Nevertheless, “traditional” repetition-based approaches also achieved improvements with respect to players' technical outcomes, yet, their impact on match-play performance remains widely unexplored. In the light of the large methodological heterogeneity of the included studies (e.g., outcomes or control groups' practice activities), the presented results need to be interpreted by taking the respective intervention characteristics into account. Overall, the current evidence needs to be extended by theory-driven, high-quality studies within controlled experimental designs to allow more consolidated and evidence-based recommendations for coaches' work.


2018 ◽  
Vol 24 (1) ◽  
pp. 471-487 ◽  
Author(s):  
Bimal Aklesh Kumar ◽  
Sailesh Saras Chand

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.


Sign in / Sign up

Export Citation Format

Share Document