Devised Mobile Learning System Based on Campus

2011 ◽  
Vol 271-273 ◽  
pp. 1160-1163
Author(s):  
Yan Xin Hu

Introduced the mobile learning content, analyzed the basic features of mobile learning, designed mobile leaening system based on campus, and each function module of mobile learning system.

Author(s):  
Anna Trifonova

This chapter has the aim to point out an important functionality of a ubiquitous mobile system, and more specifically, its application in the learning domain. This functionality is the possibility to access the learning material from mobile devices, like PDAs (personal digital assistants) during their off-line periods and the technique to approach it, called hoarding. The chapter starts with the overview of a concrete mobile learning system—Mobile ELDIT, so as to give a clear idea of when and how this problem appears and why it is important to pay attention to it. Later, a description of the development approaches for both general and concrete solutions are discussed, followed by more detailed description of the important hoarding steps.


2009 ◽  
pp. 1367-1380 ◽  
Author(s):  
Anna Trifonova

This chapter has the aim to point out an important functionality of a ubiquitous mobile system, and more specifically, its application in the learning domain. This functionality is the possibility to access the learning material from mobile devices, like PDAs (personal digital assistants) during their off-line periods and the technique to approach it, called hoarding. The chapter starts with the overview of a concrete mobile learning system—Mobile ELDIT, so as to give a clear idea of when and how this problem appears and why it is important to pay attention to it. Later, a description of the development approaches for both general and concrete solutions are discussed, followed by more detailed description of the important hoarding steps.


2013 ◽  
Vol 347-350 ◽  
pp. 2223-2227
Author(s):  
Xian Ying Huang ◽  
Qiong Cao

The rapid development of mobile technology has brought the change of learning. Mobile learning refers to a new kind of learning for the use of wireless communication technologies and mobile equipments to obtain the educational information, resources, and services. The framework of mobile learning system using wireless communication technology is proposed, a mobile learning support system with multiple wireless terminals is implemented which customs communication protocol to communicate with each other and uses multi-threading technology. The server push learning content to the terminal, learners receive information or to send information to the server through wireless terminal, to feedback information and interaction, and server processes terminal information, data analysis, and then sent to the learner. The system can be applied to a variety of mobile learning occasions, the application shows that the effect of the system effectively reduce the learning environment, and to increase the participation and interest of the learner, improve learning efficiency and learning outcomes.


Author(s):  
Anna Trifonova

This chapter has the aim to point out an important functionality of a ubiquitous mobile system, and more specifically, its application in the learning domain. This functionality is the possibility to access the learning material from mobile devices, like PDAs (personal digital assistants) during their off-line periods and the technique to approach it, called hoarding. The chapter starts with the overview of a concrete mobile learning system—Mobile ELDIT, so as to give a clear idea of when and how this problem appears and why it is important to pay attention to it. Later, a description of the development approaches for both general and concrete solutions are discussed, followed by more detailed description of the important hoarding steps.


Author(s):  
Anna Trifonova

This chapter has the aim to point out an important functionality of a ubiquitous mobile system, and more specifically, its application in the learning domain. This functionality is the possibility to access the learning material from mobile devices, like PDAs (personal digital assistants) during their offline periods and the technique to approach it, called hoarding. The chapter starts with the overview of a concrete mobile learning system—Mobile ELDIT, so as to give a clear idea of when and how this problem appears and why it is important to pay attention to it. Later, a description of the development approaches for both general and concrete solutions are discussed, followed by more detailed description of the important hoarding steps.


Author(s):  
Na Wei ◽  
ZhongWu Li

Mobile learning applications enable people to spend fragmented time to improve their knowledge and competitiveness. Enterprises aim to design innovative applications and create a new learning mode for the public, and the open innovation strategies may help companies achieve their goals. In the current study, the English learning application “LAIX” was investigated, and an online survey was used to obtain data from 289 university students in Guangzhou. This study combines the technology acceptance model (TAM) with flow theory (FT), investigating the psychological experience factors and the system characteristics that influence users’ behavior intentions. The exploration of perceptual variables will promote the establishment of an open innovation model of mobile learning applications. The aim of the study was to establish a theoretical framework to more deeply explore users’ intentions in mobile learning applications. Structural equation modeling (SEM) was used to help measure the relationship between variables and determine the model fit. This research reveals that telepresence is the most important variable that impacts user intentions to use mobile learning applications. In addition, the mediating effect of the flow experience was tested. Telepresence and interactivity indirectly influence behavioral intention through the variable “flow”. Users appear to be more concerned with the flow experience, which shows the highest correlation with intention to use the application. This study may assist companies to innovate system characteristics and improve customers’ user experience, for instance, by integrating virtual reality (VR) technology into the mobile learning system to improve their open innovation level and market popularity.


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