The Research of Mobile Learning

2014 ◽  
Vol 926-930 ◽  
pp. 4673-4676
Author(s):  
Lin Tao Li ◽  
Shan Hong Zhu

Augmented reality can create a learning environment to learners, combining the actual condition of let them around to see the real environment at the same time, also can see a computer, virtual information generated by mobile phones as the implementation of the augmented reality application platform, due to the mobility, portability, and human-computer interaction, etc, has strong advantage, and therefore more mobile learning application prospect, this paper discusses the structure of augmented reality based on mobile phone key technology and main function features, on the basis of to augmented reality based on mobile phone and its application in mobile learning has a deeper understanding.

2014 ◽  
Vol 926-930 ◽  
pp. 1882-1885
Author(s):  
Lin Tao Li

Augmented reality can create a learning environment to learners, combining the actual condition of let them around to see the real environment at the same time, also can see a computer, virtual information generated by mobile phones as the implementation of the augmented reality application platform, due to the mobility, portability, and human-computer interaction and so on, has strong advantage, and therefore more mobile learning application prospect, this paper discusses the structure of augmented reality based on mobile phone key technology and main function features, on the basis of to augmented reality based on mobile phone and its application in mobile learning has a deeper understanding.


Author(s):  
Zoraini Wati Abas ◽  
Tina Lim ◽  
Ruzita Ramli

Malaysia has a population of about 28 million people but there are, incredibly, more than 30 million mobile phone subscriptions. Sixth in the world in terms of SMS (Short Message Service) volume, Malaysians appear to be addictive SMS texters. With over 98 percent of its students having mobile phones and 82 percent of the students ready for learning through mobile phones, Open University Malaysia initiated a project that first experimented with podcasts and SMS texts later. This chapter describes how the institution conceptualized, planned, and created a mobile learning environment using SMS to enhance its current blended learning model in general, and in particular, one of its courses with over 1,000 students enrolled. The chapter also describes the categories used for formulating the SMS content, use of Twitter and Facebook to support the SMS sent and discusses the feedback received on the initiative as well as the issues and challenges.


Author(s):  
M. Carmen Juan ◽  
David Furió ◽  
Leila Alem ◽  
Peta Ashworth ◽  
Miguelon Giménez

This chapter presents the Augmented Reality (AR) library developed for mobile phones. The authors explain the used tools, how they have ported ARToolKit for running on the mobile phone Nokia N95 with 8 GB, and the functionalities they have added. The authors present the mobile phone game they have developed for learning how to recycle using this AR library, ARGreenet. Forty-five children with a mean(SD) age of 11.02(2.33) years played the ARGreenet as well as a ‘Team’ version of the ARGreenet. The children answered questionnaires both before and after using each game. Several aspects were examined including the level of engagement, fun and ease of use. Analysis of the results showed significant differences between the ARGreenet and the Team ARGreenet with higher means for the Team ARGreenet. A majority of children (59.1%) expressed a preference for the Team ARGreenet.


Author(s):  
Pierre Dillenbourg ◽  
Zeno Crivelli

Scripts are pedagogical methods for triggering productive interactions during computer-supported collaborative learning. SWISH is a pedagogical design model for constructing scripts: it articulates the nature of expected interactions to the nature of task division enforced by the script. This model is applied to mobile learning: different task divisions are supported by a distributed simulation environment, in which the client runs on mobile phones or PDAs. This contribution maps the computational architecture of the learning environment to a model of collaborative learning.


Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for Augmented Reality (AR). In this chapter we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.


Author(s):  
Chng Loi Peng ◽  
Zoraini Wati Abas ◽  
Norlia T. Goolamally ◽  
Yuzery Yusoff ◽  
Harvinder Kaur Dharam Singh

As part of its ongoing effort to offer an effective blend of learning modes, the Open University Malaysia (OUM) recently incorporated mobile learning into its blended learning model. Having enrolled more than 86,000 learners over the last eight years, OUM strives to continually improve its delivery mode for the benefit of its learners. Mobile learning is seen to be the next wave of learning given the fact that almost all OUM learners have mobile phones. A study conducted in late 2008 to determine the readiness of its learners for mobile learning indicates that about 99% of OUM respondents have a mobile phone. The readiness survey also found that majority of respondents would be ready for mobile learning within six months of the study. The chapter will highlight, among others, the introduction of mobile learning at OUM, the initial finding with the pilot implementation and recommendations for the way forward.


Author(s):  
Rabab Naqvi ◽  
Shelina Bhamani

<span>This study examined the perception of students’ in using mobile<br /><span>phones as a learning aid within universities in Karachi. The prime<br /><span>objective of the study was to evaluate the student’s readiness and<br /><span>acceptance in incorporating m-learning in their learning process.<br /><span>For this purpose data was collected from different universities in<br /><span>Karachi aged between 22-40 years with a sample size of N=204. To<br /><span>test the data Mobile learning survey was used, consisted of 16<br /><span>items with a Likert response scale providing ranges from 1-5 from<br /><span>strongly disagree to strongly agree, followed by asking their ability<br /><span>to use their phones for educational purposed and later captivating<br /><span>their idea of mobile phones integration into their classrooms. Results<br /><span>of the study showed that students’ spent plenty of time on their cell<br /><span>phones and they use it for a variety of applications. The results also<br /><span>indicated that they knew almost all of its function and were using<br /><span>them in their daily lives. They were already using their mobile phones<br /><span>for retrieval of information and according to them it had removed<br /><span>learning barriers. However students’ were not sure if m-learning<br /><span>should be incorporated into their classrooms</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span><br /><br class="Apple-interchange-newline" /></span>


2020 ◽  
Vol 9 (2) ◽  
pp. 87
Author(s):  
Deni Sutisna ◽  
Arif Widodo ◽  
Ashar Pajarungi Anar ◽  
Dyah Indraswati ◽  
Nursaptini Nursaptini

This study aims to identify the use of mobile phones in SMAN 1 Pangalengan. The survey was conducted on 100 students. Data collection using a questionnaire. Data analysis uses quantitative descriptive methods. The results showed students tend to utilize social media such as Facebook, Instagram, and WhatsApp. Other uses for browsing, gaming, and entrepreneurship. Survey results show that 92% of students use WhatsApp to communicate and 82% of students use mobile phones to access social media. This shows the pattern of mobile phone use has shifted among students although basically, it does not change the main function.


Apertura ◽  
2020 ◽  
Vol 12 (1) ◽  
Author(s):  
Francisco Gabriel Bezares Molina ◽  
Guadalupe Toledo Toledo ◽  
Francisco Aguilar Acevedo ◽  
Eduardo Martínez Mendoza

Sign in / Sign up

Export Citation Format

Share Document