Deployment of Mobile Learning Course Materials to Android Powered Mobile Devices

2012 ◽  
Vol 10 (3) ◽  
pp. 1-16 ◽  
Author(s):  
Lee Chao

The objective of this article is to facilitate mobile teaching and learning by providing an alternative course material deployment method. This article suggests a course material deployment platform for small universities or individual instructors. Different from traditional course material deployment methods, the method discussed deploys course materials by using services provided by Android Market. After comparing the traditional course material deployment and the alternative deployment, the author presents strategies to take advantage of Android Market in delivering course materials to mobile devices. Through a case study, this article illustrates the application of these strategies in deploying a class menu for an object-oriented programming course in the computer science curriculum.

Author(s):  
Susan Martin Meggs ◽  
Sharon Kibbe ◽  
Annette Greer

This chapter provides a comprehensive case study to demonstrate the longitudinal development of online pedagogy for higher education through a lens of interior design. The chapter presents constructivist theory as a guiding pedagogical framework for the creation of learning environments within Second Life (SL) virtual reality. Details of the rigorous process of incorporation of SL, as an enhancement to a traditional course with a laboratory component, is presented to validate the integrity of the scholarship of teaching and learning undertaken in the exemplar case study. The concluding components of the chapter review the iterative process of course outcome evaluation compared to course and accreditation standards to further demonstrate the educational value of virtual reality as an environment for learning.


2019 ◽  
Vol 16 (1) ◽  
pp. 98-108
Author(s):  
Stuart Dinmore ◽  

Use of multimedia for teaching and learning, particularly digital video, has become ubiquitous in higher education. This is driven in part by the growth in blended pedagogies and an increase in students learning solely or partly online. It is also influenced by relatively inexpensive media production equipment, faster internet speeds, student access to mobile devices and a rise in media production skill sets. Where students are studying solely online, this content becomes essential as it replaces the traditional lecture in the design of the course (“course” refers to individual course, subject or unit of study). Digital video can be an extremely effective way to reach students with course content. One of the main benefits is the flexibility it affords. Students can view the course material when and where they like, on multiple devices. They can rewind, slow down or speed it up – they can revisit particular videos prior to assessments. There have been two primary drivers of the development process of this content. Firstly, a focus on high quality, and secondly, a focus on accessibility. Videos have the potential to be more inclusive as they are accessible to students with a range of disabilities. We have included subtitles with all videos as a minimum requirement. What follows is a case study on the creation and distribution of a large volume (around 6000 items) of digital content designed to support teaching and learning in a newly created suite of completely online undergraduate degrees. This case study will outline the various challenges which are presented by creating and supporting this volume of material and is informed by the results of a survey of students, detailing their usage patterns and habits.


Author(s):  
Elmira Rajinia ◽  
Simon Li

When minor modifications need to be made in an object-oriented computer program, they often incur further more changes due to the presence of dependency in the codes and the program structure. Yet, to accommodate the required change, there can also be more than one option to carry out the initial modifications. To select the modification option in this context, this paper proposes a systematic approach to estimate the scope of change propagation of an object-oriented program given some initial modifications. The strategy is to first capture the dependency relationships of the entities pertaining to an object-oriented program via the matrix representation. Based on this matrix-based model, the priority number method is proposed and applied to estimate the scope of change propagation by assuming some initial modifications. The core of this method is to estimate the chance of affecting other program entities due to some modified entities. A case study is conducted throughout the paper to illustrate and justify the proposed method.


Author(s):  
Dharmveer Kumar Yadav ◽  
Sandip Dutta

egression testing is time consuming and expensive activity in software testing. In Regression testing when any changes made to already tested program it should not affect to other part of program. When some part of code is modified then it is necessary to validate the modified code. Throughout regression testing test case from test suite will be re-executed and re-execution of all the test case will be very expensive. We present fault based prioritization using fuzzy logic approach for object oriented software. We developed fuzzy expert model helps to takes better decision than other expert system for regression testing. Proposed work focus on concept of fault detection rate, execution time and coverage to select the test cases for prioritization purpose.We have taken case study and evaluated our work which shows proposed new framework gives better result than other approach. We present a novel approach for prioritization of test cases for object oriented programming using fuzzy logic technique during regression testing. We developed the proposed methodology, we apply fuzzy logic method for effective prioritization of test case. We have used case study of various programs, and the results are promising compared to other approach.


2012 ◽  
Vol 4 (3) ◽  
pp. 28-43 ◽  
Author(s):  
Denzil Ferreira ◽  
Vassilis Kostakos ◽  
Anind K. Dey

User studies with mobile devices have typically been cumbersome, since researchers have had to recruit participants, hand out or configure devices, and offer incentives and rewards. The increasing popularity of application stores has allowed researchers to use such mechanisms to recruit participants and conduct large-scale studies in authentic settings with relatively little effort. Most researchers who use application stores do not consider the side-effects or biases that such an approach may introduce. The authors summarize prior work that has reported experiences from using application stores as a recruiting, distribution and study mechanism, and also present a case study of a 4-week long study using the Android Market to deploy an application to over 4000 users that collected data on their mobile phone charging habits. The authors synthesize their own experiences with prior reported findings to discuss the challenges, advantages, limitations and considerations of using application stores as a recruitment and distribution approach for conducting large-scale studies.


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