Difference between revisions of "Mobile Learning"
From Learning and training wiki
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*Mobile devices can be used anywhere, at anytime. | *Mobile devices can be used anywhere, at anytime. | ||
*This kind of learning allows for more light weight devices in comparison to books and PCs. It is also much easier to accommodate mobile devices than desktop computers in a classroom. | *This kind of learning allows for more light weight devices in comparison to books and PCs. It is also much easier to accommodate mobile devices than desktop computers in a classroom. | ||
− | *As the devices used are already being used by them for other purposes, the | + | *As the devices used are already being used by them for other purposes, the learners do not have to adapt to it and can start the learning process straight away. |
'''IT:''' | '''IT:''' |
Revision as of 16:49, 6 February 2012
MOBILE LEARNING |
Mobile Learning, also called M-Learning, relates to learning that takes place using mobile technologies while not at a fixed location. Mobile learning is supposed to facilitate, enhance and extend the reach of the teaching and learning process and support performance at work. The mobile devices that can be used for this purpose are eReaders (such as Kindle); audio and multimedia guides (such as in Museums); handheld game console (such as PSP, Nintendo DS); personal media players (iPods); Personal Digital Assistant (PDA); laptop; tablets; Ultra Mobile Personal Computing (UMPC), mobile phone, camera phone and SmartPhone). The main requirements are to have a reliable connectivity (3GP, GPRS and Wi-fi) and a mobile device.
Mobile Learning can be used to Deliver Learning, Foster Communications/Collaboration, Conduct Assessments/Evaluations using polls for example, Performance Support as for instance with job aids. The elements you can use to facilitate M-Learning are capturing a video, taking photos, recording audio, writing a document, using social networks, receiving and sending emails and messages, accessing HTML5-based browsers, using GPS and location-based information, downloading applications (apps), facilitating voice, video and screen sharing. The content can be delivered using the browser or by using an application for the device in question. |
Considerations for Designing Mobile Learning Programs | |
Planning:
Identify long-term strategies: Once worked on small scale, it is easier to expand the learning by adding more lessons, chapters or even subjects. Bear in mind that you might need to design content specifically for the mobile learning or in case the content is already established you might need to adapt it to the device you have in mind for mobile learning. If you are just starting using mobile learning, you should work with a small trial group and arrange for some follow-up meetings to understand what is working and what is not.
Establish goals, deliverables and consider what will be measured in order to determine the impact of the learning. Allow for a technical support strategy as well.
Establish whether you would like to develop a custom application (more expensive) or whether you will develop the content for browser-based delivery (cheaper option). Development and Implementation:
Benefits of Mobile LearningGeneral:
Device:
IT:
Challenges of Mobile LearningGeneral:
Device:
IT:
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Web Resources |
In this table you can find three videos that go through Mobile Learning and its main features: |
Link | Content |
---|---|
What is M-Learning | This introductory video investigates what mLearning is and what it means. |
How to M-Learn | This second video investigates how mLearning is being used and what that means for the learner. |
Pros and Cons of M-Learning | This third video investigates some of the very basic pros and cons of mLearning when considering whether or not mLearning can be implemented into the learning journey. |
Tools for Mobile DevelopmentThe most common operating systems are iOS and Android as well as Windows Phone 7, Blackberry OS are also popular in mobile space. Developers often choose a platform which has a wider reach, using just one programming language, which is called cross platform mobile development |
Mobile Development Tools | Information |
---|---|
Android OS | It has the tools, sample code and all the tutorials and documents. Language: Mostly Java, but some C and C++. |
iOS | It has the tools, guides and sample code for creating apps on some of the most widely used devices in the world – iPad, iPhone and iPod Touch. Language: Objective-C. |
Blackberry OS | It has the tools and resources needed to develop, test and distribute apps for BlackBerry devices including the Torch, Curve, Bold, PlayBook. Language: JavScript. |
Windows Mobile OS | It develop, test and release applications and games for devices that use the Windows operating system, including Windows Mobile phones and mobile devices that use Windows FU and Windows CE. Language: C and C++. |
Palm/Garnet OS | It supports a broad range of screen resolutions, wireless connections and the ability to build apps for phone, multimedia or enterprise use. Language: C, C++ and Pascal. |
HP webOS | It creates and launches apps for HP mobile devices that support webOS like Pre2, Veer and TouchPad. Language: JavaScript, CSS, HTML, C and C++. |
Symbian | It develops, tests and distributes apps for Nokia’s line of mobile devices. Language: C++. |
Cross Platform Mobile Development Tools | Information |
Airplay SDK | The app can be deployed natively for Android, BREW, iOS, Maemo, webOS, Symbian, Windows Mobile. Language: C and C++. |
Microsoft .Net Compact Framework | The app can then be used with Windows Mobile devices as well as any device that runs Windows CE. Language: C#, VB.NET and Basic4ppc. |
AlcheMo | Development in alcheMo enables simultaneous multi-platform development with a single code base so you can save time by writing a single app and then porting or bridging it natively for Android, BREW, iOS or Windows Mobile devices. alcheMo for Brew, alcheMo for Android, alcheMo for iPhone, alcheMo for Flash, alcheMo for Windows Mobile. Language: Java. |
WidgetPad | An open-source and browser-based alternative for iOS developers to create fully interactive, stand-alone and downloadable mobile apps in various programming languages. Language: HTML5, CSS3 and JavaScript. |
Appcelerator | It can build native apps for Android and iOS devices, with plans for BlackBerry OS in the works. Language: JavaScript. |
Bedrock | The CrossCompiler utility can convert any Java ME code into native language for use with Android, BREW, BlackBerry OS, iOS, webOS, Sony PSP, Symbian, Windows Mobile and more. Language: Java. |
BREW | The app will be compatible with hundreds of devices from Qualcomm, Motorola, Nokia, HTC and more. Language: C. |
DragonRAD | It is a drag and drop interface to build dynamic and interactive applications compatible with Android, BlackBerry and Windows Mobile. Language: A visual drag & drop interface, no programming language required. |
Mobiflex | It is a drag and drop interface for use with Android and iOS mobile devices. Language: A visual drag and drop interface, no programming language required. |
MoSync | An open-source SDK option for universal mobile app development and launch for use with devices running Android, iOS, Java ME, Symbian, Windows Mobile, and BlackBerry OS. Language: C, C++ and Lua. |
Whoop | Whoop’s WYSIWYG-based app builder can create apps for use with mobile devices running Android, BlackBerry OS, iOS, Windows Mobile, Java ME and more. Language: WYSIWYG app builder, no programming language required. |
PhoneGap | It can create dynamic apps for use with iOS, Android, BlackBerry OS, Symbian, Windows Mobile and webOS. Language: HTML, CSS and JavaScript. |
Adobe Flash Platform | It can create rich apps and video products for thousands of mobile devices and home entertainment devices. Language: ActionScript. |
References
- ↑ Quinn, C.N., Mobile Learning: Landscape and Trends in The eLearning Guild Research, May 2011; American Society for Training and Development (ASTD), Mobile Learning - Learning in the palm of your hand, ASTD Research: Connecting Research to Performance, White Paper, Volume 3, Number 1, 2011; Floro, N., Mobile Learning in American Society for Training and Development (ASTD) Infoline, October 2011, Vol. 28 (Issue 1110); Brink, J., M-Learning: the Future of Training Technology, T+D Magazine, February 2011; Norman, N., Mobile Learning Made Easy, T+D Magazine, December 2011; Garff, M., Implementing M-Learning: Make the Dream a Reality, T+D Magazine, January 2012.
- ↑ www.wikipedia.com (11 November 2011),www.mlearning.org (11 November 2011), www.jisc.ac.uk (11 November 2011), www.excellencegateway.org.uk, (11 November 2011), www.teachingenglish.org.uk (13 November 2011), www.publictechnology.net (13 November 2011), www.lsri.nottingham.ac.uk (13 November 2011), www.kineo.com (15 November 2011), www.londonmobilelearning.net(15 November 2011), www.jiscdigitalmedia.ac.uk (15 November 2011)