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,<br />

<strong>The</strong> <strong>Evolution</strong> <strong>of</strong><br />

<strong>Mobile</strong> <strong>Teaching</strong><br />

<strong>and</strong> <strong>Learning</strong><br />

•<br />

,<br />

# t<br />

Retta Guy<br />

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<strong>The</strong> <strong>Evolution</strong> <strong>of</strong><br />

<strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong><br />

<strong>Learning</strong><br />

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<strong>The</strong> <strong>Evolution</strong> <strong>of</strong><br />

<strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong><br />

<strong>Learning</strong><br />

Edited by<br />

Retta Guy<br />

Informing Science Press<br />

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<strong>The</strong> <strong>Evolution</strong> <strong>of</strong> <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

Copyright © 2009 Informing Science Press<br />

All rights reserved. Permission to make digital or paper copy <strong>of</strong> part or<br />

all <strong>of</strong> these works for personal or classroom use is granted without fee<br />

provided that the copies are not made or distributed for pr<strong>of</strong>it or<br />

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republish or to post on a server or to redistribute to lists requires<br />

specific permission <strong>and</strong> payment <strong>of</strong> a fee. Contact<br />

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ISBN: 978-1932886-14-6<br />

Published by<br />

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publishing arm <strong>of</strong> the Informing Science Institute:<br />

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This book is dedicated to ...<br />

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Acknowledgements<br />

<strong>The</strong> following book benefited from the insights <strong>and</strong> direction <strong>of</strong> several<br />

people. First, lowe an immeasurable debt <strong>of</strong> gratitude to Eli Cohen<br />

<strong>and</strong> Betty Boyd for their direction <strong>and</strong> creative energies from the very<br />

start. Secondly, I want to personally thank all <strong>of</strong> the authors as well as<br />

the reviewers for their efforts in ensuring a quality publication that<br />

addresses education using cutting-edge technology. Above all, I want<br />

to thank God for His continued blessings <strong>and</strong> guidance.<br />

R. G.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infonning Science Press.<br />

<strong>The</strong> <strong>Evolution</strong> <strong>of</strong><br />

<strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

Contents<br />

Preface:<br />

Section 1<br />

Chapter 1:<br />

Chapter 2:<br />

Chapter 3:<br />

Chapter 4:<br />

Section 2<br />

Chapter 5:<br />

Chapter 6:<br />

.......................................................................................... zx<br />

Defining <strong>Mobile</strong> <strong>Learning</strong><br />

<strong>The</strong> <strong>Evolution</strong> <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong><br />

John Traxler ............................................................. 1<br />

<strong>Mobile</strong> <strong>Learning</strong> DeMystified<br />

James Kadirire .......................................................... 1 5<br />

Selecting Appropriate Technologies for <strong>Mobile</strong><br />

<strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

Jerenry Dickerson <strong>and</strong> J. B. Browning ....................... 57<br />

From Classical <strong>Mobile</strong> <strong>Learning</strong> to <strong>Mobile</strong> Web<br />

2.0 <strong>Learning</strong><br />

Chaka Chaka .......................................................... 79<br />

Pilots, Projects, <strong>and</strong> Trials<br />

M-<strong>Learning</strong> Adoption in Brazil<br />

Amarolinda I.c.z. Sacco!, Eliane Schlemmer, Jor;ge L<br />

V. Barbosa, Nicolau Reinhard, <strong>and</strong> Carolina Sarmento<br />

.................................................................................. 103<br />

<strong>Mobile</strong> <strong>and</strong> Pervasive Computing in a Computer<br />

Engineering Undergraduate Course<br />

Jor;ge Barbosa, Rodrigo Hahn, Debora Barbosa <strong>and</strong><br />

William Segato .......................................................... 119<br />

vii<br />

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Chapter 7:<br />

A Short-Term Trial Documenting Students'<br />

Perceptions. Attitudes. <strong>and</strong> Experiences with<br />

<strong>Mobile</strong> <strong>Learning</strong><br />

Retta GI!)I ................................................................. 141<br />

Chapter 8: Design <strong>and</strong> Assessment <strong>of</strong> E-<strong>Learning</strong> <strong>and</strong> M-<br />

<strong>Learning</strong> Tools for the Degree in Actuarial<br />

Sciences<br />

Mana Cruz Mqyorga-Toledano <strong>and</strong> Antonio Fern<strong>and</strong>ez-<br />

Morales ..................................................................... 159<br />

Chapter 9:<br />

Underst<strong>and</strong>ing User Experience to Support<br />

<strong>Learning</strong> for <strong>Mobile</strong> Journalist's Work<br />

Heli Viiiitiijii, Anssi Mannistii, Teija Vainio <strong>and</strong> Tero<br />

Jokela ........................................................................ 177<br />

Section 3<br />

Chapter 10:<br />

Chapter 11:<br />

Chapter 12:<br />

<strong>The</strong> Assessment <strong>and</strong> Future <strong>of</strong> <strong>Mobile</strong><br />

<strong>Learning</strong><br />

Measuring Quality <strong>of</strong> M-<strong>Learning</strong> Information<br />

Systems<br />

Ruti Gqfni ................................................................ 211<br />

Evaluation <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong> Contents <strong>and</strong><br />

<strong>Mobile</strong> Services <strong>and</strong> Applications<br />

Gianna At,ellis .......................................................... 249<br />

<strong>The</strong> Future <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong>: <strong>The</strong> Paradigm<br />

Pioneers <strong>of</strong> Pedagogy<br />

Craig Wishart ........................................................... 271<br />

Reviewers ................................................................................. 291<br />

Index ......................................................................................... 293<br />

viii<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infonning Science Press.<br />

Preface<br />

<strong>The</strong> information era in which we currently live is changing the culture<br />

<strong>of</strong> education. <strong>The</strong> use <strong>of</strong> information technologies has resulted in new<br />

opportunities that are rapidly growing to include mobile learning: an<br />

evolution <strong>of</strong> distance learning characterized as a paradigm shift from<br />

d-Iearning (distance) to e-Iearning (electronic) to m-Iearning (mobile).<br />

Deftnitions <strong>and</strong> conceptualizations that deftne this form <strong>of</strong> education in<br />

terms <strong>of</strong> technologies <strong>and</strong> learner experiences can be described as a<br />

learning environment inclusive <strong>of</strong> course content <strong>and</strong> materials, student<br />

support services, Internet, <strong>and</strong> communication. <strong>Mobile</strong>, wireless, <strong>and</strong><br />

h<strong>and</strong>held technologies are being used to re-enact approaches <strong>and</strong> solutions<br />

to teaching <strong>and</strong> learning used in traditional <strong>and</strong> web-based formats.<br />

This book encompasses three distinctive divisions which include:<br />

(1) detailed deftnitions <strong>of</strong> mobile learning while providing an analytical<br />

<strong>and</strong> theoretical background <strong>of</strong> distance education; (2) results <strong>of</strong> pilots,<br />

projects, <strong>and</strong> trials relevant to the use <strong>of</strong> mobile teaching <strong>and</strong> learning;<br />

<strong>and</strong> (3) the assessment <strong>and</strong> future <strong>of</strong> mobile education.<br />

It is my intent that this book will engage university <strong>and</strong> college educators,<br />

secondary school administrators <strong>and</strong> teachers, pre-service teacher<br />

education c<strong>and</strong>idates, <strong>and</strong> corporate trainers interested in instructional<br />

design using technology. <strong>The</strong> book will take the reader through technologies<br />

available while "on the move" <strong>and</strong> will serve as a resource for<br />

designing <strong>and</strong> developing the mobile environment for education.<br />

Dr. Retta Guy<br />

Associate Pr<strong>of</strong>essor<br />

Tennessee State University<br />

January 2009<br />

ix<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infonning Science Press. (pp. 1-14).<br />

Chapter 1<br />

<strong>The</strong> <strong>Evolution</strong> <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong><br />

John Traxler<br />

Introduction<br />

This is an account <strong>of</strong> the evolution <strong>of</strong> mobile learning, an account from<br />

a long-time protagonist, seen perhaps from a relatively personal <strong>and</strong><br />

partial perspective. Clearly we need to deftne what we mean by 'mobile<br />

learning', not merely as a way <strong>of</strong> establishing a shared underst<strong>and</strong>ing<br />

but also as a way <strong>of</strong> exploring the evolution <strong>and</strong> direction <strong>of</strong> mobile<br />

learning. In discussing how we define mobile learning we address many<br />

wider issues in terms <strong>of</strong> explaining, underst<strong>and</strong>ing <strong>and</strong> conceptualizing<br />

it.<br />

'M:obile learning' is certainly not merely the conjunction <strong>of</strong> 'mobile' <strong>and</strong><br />

'learning'. For a start, it has always been automatically taken to mean<br />

'mobile e-Iearning' <strong>and</strong> its history <strong>and</strong> development have to be understood<br />

as both a continuation <strong>of</strong> 'conventional' e-Iearning <strong>and</strong> also a<br />

reaction to this 'conventional' e-Iearning <strong>and</strong> to its perceived inadequacies<br />

<strong>and</strong> limitations. Over the last ten or so years this 'conventional' e­<br />

learning has been exemplified technologically by the rise <strong>of</strong> virtual<br />

learning environments (VLEs) <strong>and</strong> the demise <strong>of</strong> CAL (computer assisted<br />

learning) 'packages' <strong>and</strong> pedagogically by the rise <strong>of</strong> social constructivist<br />

models <strong>of</strong> learning over the behaviorist ones, by the growth<br />

<strong>of</strong> the learning object approach, by expectations <strong>of</strong> ever increasing<br />

multi-media interactivity <strong>and</strong> <strong>of</strong> ever-increasing power, speed, functionality,<br />

<strong>and</strong> b<strong>and</strong>width in networked PC platforms. <strong>The</strong>se are thus some<br />

<strong>of</strong> the defining points <strong>of</strong> departure for mobile learning, though perhaps<br />

seeing mobile learning in these terms, that is by referring back to 'conventional'<br />

e-Iearning, is the mark <strong>of</strong> early 'mobile learning immigrants'<br />

<strong>and</strong> not the mark <strong>of</strong> the growing number <strong>of</strong> 'mobile learning natives'.<br />

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This account is <strong>of</strong> course only really accurate for work in Europe,<br />

North America, <strong>and</strong> East Asia. In parts <strong>of</strong> southern Africa, for example,<br />

the term 'mobile learning' is recognized but is grafted onto a tradition<br />

<strong>of</strong> open <strong>and</strong> distance learning (ODL) <strong>and</strong> on to different pedagogic<br />

traditions, ones that have occasionally been called 'instructivist'<br />

<strong>and</strong> have concentrated on didactic approaches, not on discursive ones.<br />

<strong>Mobile</strong> learning in these parts <strong>of</strong> the world is a reaction to different<br />

challenges <strong>and</strong> different limitations, usually those <strong>of</strong> infrastructure,<br />

poverty, distance, or sparsity, issues to which we return later.<br />

In either case, we have to recognize that attempts at identifying <strong>and</strong><br />

defining mobile learning grow out <strong>of</strong> difference, out <strong>of</strong> attempts by<br />

emergent communities to separate themselves from some older <strong>and</strong><br />

more established communities <strong>and</strong> move on from perceived inadequate<br />

practices. Interestingly, at the first mLearn conference in the spring <strong>of</strong><br />

2002, a workshop for a h<strong>and</strong>ful <strong>of</strong> delegates organized by Pr<strong>of</strong>essor<br />

Mike Sharples in Birmingham, a key-note speaker predicted mobile<br />

learning would have a separate identity for perhaps five years before<br />

blending into general e-Iearning. This has yet to happen <strong>and</strong> mobile<br />

learning continues to gain identity <strong>and</strong> definition rather than lose them.<br />

Irrespective <strong>of</strong> the exact definition, mobile <strong>and</strong> wireless technologies,<br />

including h<strong>and</strong>held computers, personal digital assistants (PDAs), camera-phones,<br />

smartphones, graphing calculators, personal response systems<br />

(PRSs), games consoles, <strong>and</strong> personal media players, are becoming<br />

ubiquitous in most parts <strong>of</strong> the world <strong>and</strong> have led to the development<br />

<strong>of</strong> 'mobile learning' as a distinctive but ill-defined entity (see for example<br />

the reviews by Cobcr<strong>of</strong>t, 2006, <strong>and</strong> Naismith et al., 2004).<br />

Easy Definitions<br />

Early approaches at defining mobile learning focused on technology,<br />

for example, saying it was "any educational provision where the sole or<br />

dominant technologies are h<strong>and</strong>held or palmtop devices" (Traxler,<br />

2005), or on the mobility <strong>of</strong> the technology, describing mobile learning<br />

as "elearning through mobile computational devices: Palms, Windows<br />

CE machines, even your digital cell phone" (Quinn, 2000). Another<br />

view <strong>of</strong> mobile learning says it involves "any sort <strong>of</strong> learning that happens<br />

when the learner is not at a fixed, predetermined location, or<br />

learning that happens when the learner takes advantage <strong>of</strong> learning<br />

opportunities <strong>of</strong>fered by mobile technologies" (O'Malley et al., 2003),<br />

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whilst Desmond Keegan took a similar position in 2005, saying, "1 feel<br />

that in the definition <strong>of</strong> mobile learning the focus should be on mobility.<br />

<strong>Mobile</strong> learning should be restricted to learning on devices which a<br />

lady can carry in her h<strong>and</strong>bag or a gentleman can carry in his pocket. 1<br />

therefore define mobile learning as 'the provision <strong>of</strong> education <strong>and</strong><br />

trammg on PDAs/palmtops/h<strong>and</strong>helds, smartphones <strong>and</strong> mobile<br />

phones.' One <strong>of</strong> the characteristics <strong>of</strong> mobile learning is that it uses<br />

devices:<br />

•<br />

•<br />

•<br />

•<br />

which citizens are used to carrying everywhere with them,<br />

which they regard as friendly <strong>and</strong> personal devices,<br />

which are cheap <strong>and</strong> easy to use,<br />

which they use constantly in all walks <strong>of</strong> life <strong>and</strong> in a variety <strong>of</strong><br />

different settings, except education." (Keegan, 2005:3)<br />

<strong>The</strong> MoLeNET initiative, a £6m multi-project initiative across the UK<br />

vocational sector, still takes this approach, defming mobile learning as<br />

"exploitation <strong>of</strong> ubiquitous h<strong>and</strong>held hardware, wireless networking<br />

<strong>and</strong> mobile telephony to enhance <strong>and</strong> extend the reach <strong>of</strong> teaching <strong>and</strong><br />

learning" (MoLeNET, 2007).<br />

<strong>The</strong>se earlier definitions were too technocentric <strong>and</strong> imprecise. Owing<br />

to the transience <strong>and</strong> diversity <strong>of</strong> the devices, systems, <strong>and</strong> platforms,<br />

these defmitions are also highly unstable. <strong>The</strong>y merely put mobile learning<br />

somewhere on e-Ieaming's spectrum <strong>of</strong> portability (ending perhaps<br />

in ubiquitous, pervasive, <strong>and</strong> wearable learning). Furthermore, whilst<br />

these attempts at defmition use specific technical attributes to consolidate<br />

a definition <strong>of</strong> mobile learning in order to help us reason about it,<br />

other technical attributes, notably connectivity, usability, <strong>and</strong> latency,<br />

have the very opposite effect <strong>and</strong> disrupt the notion that there is such a<br />

thing as mobile learning as an artifact <strong>of</strong> mobile technologies. <strong>The</strong> uncertainty<br />

about whether laptops <strong>and</strong> Tablets deliver mobile learning -<br />

because <strong>of</strong> the lack <strong>of</strong> spontaneity in carrying them <strong>and</strong> starting them<br />

up - illustrates the difficulty with this kind <strong>of</strong> definition. <strong>The</strong>y do however<br />

hint at the underlying challenge, that <strong>of</strong> conceptualizing mobile<br />

learning in a way that recognizes its origins <strong>and</strong> practices in specific<br />

technological systems but is abstract enough to be durable <strong>and</strong> abstract<br />

enough to act as a stable platform for theorizing about education <strong>and</strong><br />

about learning.<br />

However, mobile learning, however defmed, is now sufficiently mature<br />

<strong>and</strong> varied to have a major textbook (Kukulska-Hulme & Traxler,<br />

2005) <strong>and</strong> a second one focusing on a distinctly American perspective<br />

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(M:etcalf, 2006). It has some newly created journals, including an International<br />

Journal <strong>of</strong> <strong>Mobile</strong> <strong>and</strong> Blended <strong>Learning</strong> <strong>and</strong> a number <strong>of</strong><br />

prestigious international conference series (most obviously, IADIS<br />

<strong>Mobile</strong> <strong>Learning</strong> in Europe, mLearn the global leader, the IEEE's<br />

WMTE workshop in Asia Pacific <strong>and</strong> H<strong>and</strong>held <strong>Learning</strong> in Great<br />

Britain). It has greater clarity about the significant issues (see for example<br />

Sharples, 2006, defming the 'big issues,), a more sharply defmed<br />

research agenda (see for example, Arnedillo-Sanchez et al., 2007) <strong>and</strong>,<br />

most importantly, has established that the mobile learning community<br />

can:<br />

•<br />

•<br />

Take learning to individuals, communities <strong>and</strong> countries that<br />

were previously too remote, socially or geographically, for<br />

other types <strong>of</strong> educational initiative. <strong>The</strong> m-Iearning project<br />

in Europe (www.mlearning.org) <strong>and</strong> now the MobilED<br />

project m South Africa<br />

(http://mobiled.uiah.fi/?page_id=2) are two <strong>of</strong> the best<br />

examples.<br />

Enhance <strong>and</strong> enrich the concept <strong>and</strong> activity <strong>of</strong> learning, beyond<br />

earlier conceptions <strong>of</strong> learning. <strong>The</strong> MobiLearn project<br />

in Europe (www.mobilearn.org) is a good example <strong>of</strong><br />

this achievement.<br />

<strong>The</strong>re are still the significant challenges <strong>of</strong> scale, sustainability, inclusion,<br />

<strong>and</strong> equity in all their different forms in the future, <strong>of</strong> context <strong>and</strong><br />

personalization in all their possibilities, <strong>of</strong> blending with other established<br />

<strong>and</strong> emerging educational technologies, <strong>and</strong> <strong>of</strong> tracking the<br />

changes in technology. <strong>The</strong>re is also the challenge <strong>of</strong> developing the<br />

substantial <strong>and</strong> credible evidence-base that will justify further research<br />

<strong>and</strong> development. <strong>The</strong>se challenges will further shape our underst<strong>and</strong>ing<br />

<strong>of</strong> mobile learning. It is probably the case to date that these developments<br />

in mobile learning have <strong>of</strong>ten been driven by pedagogic necessity,<br />

technological innovation, funding opportunity, <strong>and</strong> the perceived<br />

inadequacies <strong>of</strong> conventional e-Iearning <strong>and</strong> have perhaps<br />

worked within relatively narrow educational discourses, those between<br />

technologists <strong>and</strong> educationalists. (See Traxler & Kukulska-Hulme,<br />

2005 <strong>and</strong> Kukulska-Hulme & Traxler, 2007, for analyses <strong>of</strong> a sample <strong>of</strong><br />

these developments.) <strong>The</strong> current book may help a more balanced perspective.<br />

More recent mobile learning publications (Kukulska-Hulme et al., 2005;<br />

JISC, 2005), <strong>and</strong> conference proceedings (for example, Attewell &<br />

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Savill-Smith, 2004) have put case studies (<strong>and</strong> their evaluations) into the<br />

public domain. In looking at these, Kukulska-Hulme <strong>and</strong> Traxler (2007)<br />

see emergent categories, <strong>and</strong> these may attack the problem <strong>of</strong> what<br />

constitutes mobile learning from a different direction:<br />

• Technology-driven mobile learning - a specific technological<br />

innovation is deployed to demonstrate technical feasibility<br />

<strong>and</strong> pedagogic possibility, perhaps the new iPhone.<br />

• Miniature but portable e-Iearning - mobile, wireless <strong>and</strong><br />

h<strong>and</strong>held technologies are used to re-enact approaches <strong>and</strong><br />

solutions found in 'conventional' e-Iearning, perhaps porting<br />

an established e-Iearning technology such as a VLE<br />

onto mobile devices.<br />

• <strong>Connected</strong> classroom learning - the same technologies are<br />

used in a class-room settings to supported static collaborative<br />

learning perhaps connected to other classroom technologies;<br />

personal response systems, graphing calculators,<br />

PDAs linked to interactive whiteboards.<br />

• <strong>Mobile</strong> training <strong>and</strong> performance support - the technologies<br />

are used to improve the productivity <strong>and</strong> efficiency <strong>of</strong> mobile<br />

workers by delivering information <strong>and</strong> support just-intime<br />

<strong>and</strong> in context for their immediate priorities, roles,<br />

<strong>and</strong> duties.<br />

• Large-Scale Implementation - the deployment <strong>of</strong> mobile technologies<br />

at an institutional or departmental level to learn<br />

about organizational issues, for example MELaS<br />

(www.wlv.ac.uk/celt/MELaS) funded by JISC in the UK.<br />

• Inclusion, assistivity <strong>and</strong> diversity - using assorted mobile <strong>and</strong><br />

wireless technologies to enhance wider educational access<br />

<strong>and</strong> participation, for example personal information management<br />

for students with dyslexia.<br />

• Informal, personalized, situated mobile learning - the same<br />

core technologies are enhanced with additional unique<br />

functionality, for example, location-awareness or videocapture,<br />

<strong>and</strong> deployed to deliver educational experiences<br />

that would otherwise difficult or impossible; informal context-aware<br />

information in museum spaces.<br />

• Remote, rural <strong>and</strong> development mobile learning - the technologies<br />

are used to address environmental <strong>and</strong> infrastructural<br />

hurdles to delivering <strong>and</strong> supporting education where<br />

'conventional' e-Iearning technologies would fail; for ex-<br />

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ample, SMS forums for trainee pnmary teachers Kenya<br />

(f raxler, 2006).<br />

This classification is not purely theoretical or semantic. It has implications<br />

for the objectives <strong>and</strong> methods <strong>of</strong> evaluation <strong>and</strong> for the techniques<br />

<strong>and</strong> objectives for implementation; it may also imply the presence<br />

or lack <strong>of</strong> rather different models <strong>of</strong> pedagogy <strong>and</strong> learning <strong>and</strong> it<br />

is possible that the American 'take' on mobile learning is rather different<br />

from the European 'take', emphasizing the connected classroom<br />

<strong>and</strong> corporate mobile training rather than situated informal learning.<br />

<strong>The</strong>se may be innovative or conservative technically or pedagogically by<br />

virtue <strong>of</strong> their place in the classification. Of course this attempt to define<br />

mobile learning by making instances - definition by denotation - is<br />

potentially problematic since in choosing the instances we create a circular<br />

definition but it is, nevertheless, taking us a bit further forward.<br />

Niall Winters (2006) provides a similar taxonomy which gives us an<br />

additional perspective on what might characterize different types <strong>of</strong><br />

mobile learning, saying, "Current perspectives on mobile learning generally<br />

fall into the following four broad categories:<br />

• Technocentric. This perspective dominates the literature<br />

...............<br />

• Relationship to e-Ieaming. This perspective characterizes mobile<br />

learning as an extension <strong>of</strong> e-Ieaming ............<br />

• Augmenting formal education ......... .<br />

• Learner-centered ...."<br />

And this echoes the earlier points.<br />

Another classification <strong>of</strong> mobile learning that might help us towards a<br />

definition is due to Naismith et al. (2004) who suggest that mobile<br />

technologies can relate to six types <strong>of</strong> learning, or "categories <strong>of</strong> activity":<br />

namely, behaviorist, constructivist, situated, collaborative, informal/lifelong,<br />

<strong>and</strong> support/coordination. <strong>The</strong> mobile learning may be<br />

manifest in the following ways:<br />

• For behaviorist-type activity, it is the quick feedback or reinforcement<br />

element, facilitated by mobile devices, that is<br />

most notable.<br />

• For constructivist activity, mobile devices enable immersive<br />

experiences such as those provided by mobile investigations<br />

or games.<br />

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• For situated activity, learners can take a mobile device out into<br />

an authentic context or use it while moving around a context-aware<br />

environment in a specially equipped location<br />

such as a museum.<br />

• For collaborative learning, mobile devices provide a h<strong>and</strong>y additional<br />

means <strong>of</strong> communication <strong>and</strong> a portable means <strong>of</strong><br />

electronic information sharing.<br />

• For informal <strong>and</strong> lifelong learning, mobile devices accompany<br />

users in their everyday experiences <strong>and</strong> become a convenient<br />

source <strong>of</strong> information or means <strong>of</strong> communication<br />

that assists with learning or records it on the go for future<br />

consultation.<br />

• Support, or coordination <strong>of</strong>learning <strong>and</strong> resources, can be improved<br />

by the availability <strong>of</strong> mobile technologies at all<br />

times for monitoring attendance or progress, checking<br />

schedules <strong>and</strong> dates, reviewing <strong>and</strong> managing - activities<br />

that teachers <strong>and</strong> learners engage in at numerous times<br />

during the day.<br />

An attempt by Sharples, Taylor <strong>and</strong> Vavoula (2005, p.4) suggested that<br />

a theory <strong>of</strong> mobile learning should be assessed against the following<br />

criteria; this was in effect their perspective on the defining characteristics<br />

<strong>of</strong> mobile learning:<br />

• Is it significantly different from current theories <strong>of</strong> classroom,<br />

workplace or lifelong learning?<br />

• Does it account for the mobility <strong>of</strong>learners?<br />

• Does it cover both formal <strong>and</strong> informal learning?<br />

• Does it theorize learning as a constructive <strong>and</strong> social process?<br />

• Does it analyze learning as a personal <strong>and</strong> situated activity mediated<br />

by technology?<br />

Whilst Ann J ones a ones et aI., 2006) makes a similar contribution<br />

based on the motivational or affective aspects <strong>of</strong> mobile learning as<br />

defining characteristics - these are both important in themselves <strong>and</strong><br />

<strong>of</strong>ten cited anecdotally as major factors behind decisions to deploy a<br />

mobile learning strategy. <strong>The</strong>y are:<br />

• control (over goals)<br />

• ownership<br />

• fun<br />

• communication<br />

• learning-in -con text<br />

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• continuity between contexts<br />

<strong>The</strong>re have also been attempts to define mobile learning <strong>and</strong> thus to<br />

distinguish it from 'conventional' or 'tethered' e-Iearning (to use Gilly<br />

Salmon's telling phrase) in terms <strong>of</strong> the learners' experiences. One view<br />

(Traxler, 2006) in looking at the characterizations <strong>of</strong> mobile learning<br />

found in the literature (conference proceedings from mLearn <strong>and</strong><br />

WMTE for example) finds words such as 'personal', 'spontaneous',<br />

'disruptive' 'opportunistic', 'informal', 'pervasive', 'situated', 'private',<br />

'context-aware', 'bite-sized', <strong>and</strong> 'portable'. <strong>The</strong>se are contrasted with<br />

words from the literature <strong>of</strong> 'conventional' e-Iearning such as 'structured',<br />

'media-rich', 'broadb<strong>and</strong>', 'interactive', 'intelligent', <strong>and</strong> 'usable'.<br />

We can use these to make a blurred distinction between mobile learning<br />

<strong>and</strong> 'conventional' e-Iearning. This distinction is, however, not only<br />

blurred but in part is also only temporary. Many <strong>of</strong> the virtues <strong>of</strong> 'conventional'<br />

e-Iearning are the virtues <strong>of</strong> the power <strong>of</strong> its technology (<strong>and</strong><br />

the investment in it) <strong>and</strong> these virtues will be accessible to mobile devices<br />

too as market forces drive improvements in memory size, interface<br />

design, processor speed, battery life, <strong>and</strong> connectivity b<strong>and</strong>width.<br />

Nevertheless, this approach underpins a definition <strong>of</strong> mobile learning in<br />

terms <strong>of</strong> the learners' experiences <strong>and</strong> an emphasis on 'ownership',<br />

informality, spontaneity, mobility, <strong>and</strong> context that will always be inaccessible<br />

to 'conventional' e-Iearning. We should add that the reported<br />

learner experience <strong>of</strong> mobile learning may depend on where the specific<br />

project fits into the earlier taxonomy.<br />

<strong>The</strong>ories <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong><br />

<strong>The</strong> communities cohering around mobile learning may still feel the<br />

need for a theory <strong>of</strong> mobile learning as well as a definition, for example,<br />

because <strong>of</strong> the ability <strong>of</strong> theory to deftne a research agenda or produce<br />

useful predictions <strong>and</strong> generalizations (although in a postmodern era,<br />

the role <strong>of</strong> theory as an informing construct is under threat). Such a<br />

theory may however be particularly problematic since mobile learning is<br />

an inherently 'noisy' phenomenon where context is everything <strong>and</strong><br />

confounding variables abound, <strong>and</strong> if theory is something generated by<br />

abstracting upwards from practice <strong>and</strong> experience, then perhaps mobile<br />

learning has yet to reach the critical mass <strong>of</strong> experience <strong>and</strong> practice<br />

that justify such abstraction <strong>and</strong> has been too fragmented to justify<br />

generalizations. <strong>The</strong> work <strong>of</strong> Kuhn (1962) on the structure <strong>of</strong> intellectual<br />

change provides some insights into the role <strong>of</strong> 'theory' in relation<br />

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to the pr<strong>of</strong>essional activities <strong>of</strong> researchers (though not one without its<br />

critics).<br />

'Conventional' e-Iearning has certainly gained credibility <strong>and</strong> status<br />

from the work <strong>of</strong>, for example, Laurillard (2002) <strong>and</strong> Salmon (2000) but<br />

there is currently insufficient work in mobile learning generally to underpin<br />

much theory building. <strong>The</strong>ories <strong>of</strong> 'conventional' e-Iearning rest<br />

on the experience <strong>of</strong> stable technology platforms; the apparently dominant<br />

<strong>and</strong> enduring nature <strong>of</strong> Windows, QWERTY, IP, HTML <strong>and</strong><br />

WWW means that theorizing about 'conventional' e-Iearning can take<br />

place in a technology environment that is consistent, homogeneous,<br />

<strong>and</strong> transparent - the technology no longer gets in the way. <strong>The</strong> technology<br />

platform upon which mobile learning theory might rest is by<br />

comparison volatile, inconsistent, <strong>and</strong> haphazard <strong>and</strong> so impedes the<br />

work <strong>of</strong> underst<strong>and</strong>ing mobile learning itself.<br />

We should also look at the geographical or cultural spread <strong>of</strong> mobile<br />

learning <strong>and</strong> recognize that any theories that attempt to reason about it<br />

will grow out <strong>of</strong> the dominant pedagogic discourses <strong>of</strong> those societies.<br />

Tactically, we could argue that the mobile learning community in looking<br />

for theory is - to over-simplify - faced with three different options<br />

<strong>and</strong> dilemmas:<br />

•<br />

•<br />

•<br />

Import theory from 'conventional' e-Iearning <strong>and</strong> worry about<br />

transferability;<br />

Develop theory ab initio locally <strong>and</strong> worry about validity;<br />

Subscribe to some much more general <strong>and</strong> abstract theory <strong>and</strong><br />

worry about specificity <strong>and</strong> granularity.<br />

Diana Laurillard's recognition <strong>of</strong> the impact <strong>of</strong> mobility <strong>and</strong> mobile<br />

technologies on the Conversational Framework (Laurillard, 2007) is an<br />

example <strong>of</strong> taking the first option. She discusses the possibilities <strong>of</strong><br />

increasing interaction between the learner <strong>and</strong> the environment but also<br />

how problematic or unproductive this might be in informal learning or<br />

unsupervised learning (for example, in museum spaces) where a teacher<br />

is neither in a position to set appropriate tasks nor to provide meaningful<br />

feedback. This is within more general remarks about the use <strong>of</strong> the<br />

Conversational Framework to support "a rigorous approach to working<br />

out how to support all the component learning activities, in remote<br />

locations, with learners guided only by the tasks set, the information<br />

available online, the characteristics <strong>of</strong> the world they are in, <strong>and</strong> peer<br />

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support." This is a case <strong>of</strong> mobile learning looking to challenge <strong>and</strong><br />

extend an accepted e-Iearning theory.<br />

<strong>The</strong> emerging theories <strong>of</strong> 'connectivism' (Siemens, 2004) <strong>and</strong> 'navigationism'<br />

(Brown, 2005) are nearer to the second option. People are now<br />

learning "through communities <strong>of</strong> practice, personal networks, <strong>and</strong><br />

through completion <strong>of</strong> work-related tasks" in an environment in which<br />

"know-how <strong>and</strong> know-what is being supplemented with know-where<br />

(the underst<strong>and</strong>ing <strong>of</strong> where to find knowledge needed)" (Siemens,<br />

2005). This is nearer to the second option.<br />

Thirdly, it is fair to say that many <strong>of</strong> the more theoretically inclined<br />

members <strong>of</strong> the mobile learning community (see for example Sharples<br />

et al., 2005) subscribe to versions <strong>of</strong>Yrjo Engestrom's 'Activity <strong>The</strong>ory'<br />

(1987) <strong>and</strong> this would be the most obvious example <strong>of</strong> the third option,<br />

an analysis <strong>of</strong> much or all purposive human activity. Engestrom <strong>and</strong> his<br />

colleagues refer to Activity <strong>The</strong>ory as a "commonly accepted name for<br />

a line <strong>of</strong> theorizing <strong>and</strong> research initiated by the founders <strong>of</strong> the cultural-historical<br />

school <strong>of</strong> Russian psychology," whilst others (Er & Kay,<br />

2005) say that the underlying philosophy <strong>of</strong> the theory is to explain<br />

human activity <strong>and</strong> behavior. <strong>Learning</strong> is analyzed as a culturalhistorical<br />

activity system, mediated by tools that constrain <strong>and</strong> support<br />

the learners in their goals <strong>of</strong> transforming their knowledge <strong>and</strong> skills<br />

<strong>and</strong> presented in two separate perspectives, or layers, <strong>of</strong> tool-mediated<br />

activity. <strong>The</strong> semiotic layer describes learning as a semiotic system in<br />

which the leamer's object-oriented-actions are mediated by cultural<br />

tools <strong>and</strong> signs. <strong>The</strong> technological layer represents learning as an engagement<br />

with technology, in which tools function as interactive agents<br />

in the process <strong>of</strong> coming to know. This is not an attempt to explain or<br />

assess Activity <strong>The</strong>ory but merely to position it as a very broad <strong>and</strong><br />

relatively abstract account <strong>of</strong> much more that just learning <strong>and</strong> technology.<br />

Finally, to return to the issue <strong>of</strong> defmition, Josie Taylor (2006) comes at<br />

it from a high level, seeing the question as whether 'mobile learning'<br />

signified:<br />

• <strong>Learning</strong> mediated by mobile devices, or<br />

• Mobility <strong>of</strong> learners (regardless <strong>of</strong> their devices), or<br />

• Mobility <strong>of</strong> content/resources in the sense that it can be accessed<br />

from anywhere.<br />

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In this account her audience preferred the broader concept <strong>of</strong> learning<br />

taking place in the 'mobile age', rather than the use <strong>of</strong> the narrower<br />

term 'mobile learning'. This is near the position <strong>of</strong> addressing the learning<br />

<strong>of</strong> societies permeated <strong>and</strong> transformed by mobile systems <strong>and</strong><br />

technologies (Traxler, 2008) rather than letting educational technology<br />

drive the definition <strong>and</strong> development <strong>of</strong> mobile learning. This moves<br />

on from a definition in terms <strong>of</strong> devices <strong>and</strong> technologies <strong>and</strong> through<br />

definitions delineating mobile learning from 'other' learning or 'normal'<br />

learning <strong>and</strong> takes the position that mobile learning is whatever learning<br />

is most aligned to progressively more mobile societies.<br />

References<br />

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Author<br />

John Traxler is Reader in <strong>Mobile</strong> Technology for e-<strong>Learning</strong> <strong>and</strong> Director<br />

<strong>of</strong> the <strong>Learning</strong> Lab at the University <strong>of</strong> Wolverhampton. He is a<br />

Founding Director <strong>of</strong> the International Association for <strong>Mobile</strong> <strong>Learning</strong>,<br />

Associate Editor <strong>of</strong> the International Journal <strong>of</strong> <strong>Mobile</strong> <strong>and</strong><br />

Blended <strong>Learning</strong> <strong>and</strong> Conference Chair <strong>of</strong> mLearn2008, the world's<br />

biggest <strong>and</strong> oldest mobile learning research conference. John has cowritten<br />

a guide to mobile learning in developing countries <strong>and</strong> he is coeditor<br />

<strong>of</strong> the definitive book on mobile learning: Kukulska-Hulme, A.<br />

<strong>and</strong> Traxler, J. (2005) <strong>Mobile</strong> <strong>Learning</strong>: A H<strong>and</strong>book for Educators <strong>and</strong><br />

Trainers, Routledge. John has written over 10 book chapters <strong>and</strong> publishes<br />

regularly on evaluating <strong>and</strong> embedding mobile learning. He is<br />

interested in the pr<strong>of</strong>ound consequences <strong>of</strong> universal mobile devices on<br />

our societies. He has been invited to present at the South African national<br />

science festival at Rhodes University, <strong>and</strong> invited by Micros<strong>of</strong>t to<br />

the <strong>Mobile</strong> <strong>Learning</strong> Summit in Seattle. He starts a two-month spell as<br />

visiting scientist at the Meraka Institute in Pretoria supporting mobile<br />

technology projects rolling out across South Africa in 2009.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 15-55).<br />

Chapter 2<br />

<strong>Mobile</strong> <strong>Learning</strong> DeMystified<br />

James Kadirire<br />

Introduction<br />

With the proliferation <strong>of</strong> mobile devices, there is also great potential to<br />

harness mobile technologies to enhance learning with mobile devices.<br />

<strong>Mobile</strong> learning can mean different things to different people. For instance,<br />

some definitions include aspects which characterize mobile<br />

services, such as location independence ry avoula <strong>and</strong> Sharples, 2002).<br />

Other definitions are based on technology related features such as the<br />

wireless network infrastructure (Leung <strong>and</strong> Chan, 2003). We define<br />

mobile learning as a form <strong>of</strong> e-<strong>Learning</strong>, which can take place anytime,<br />

anywhere with the help <strong>of</strong> a mobile communication device such as a<br />

mobile phone, a personal digital assistant (PDA) , iPod or any such<br />

small portable devices. However, for the purposes <strong>of</strong> this chapter, we<br />

concentrate mainly on mobile learning on mobile phones <strong>and</strong> PDAs<br />

<strong>and</strong> any such other small portable devices. <strong>The</strong>re have been many attempts<br />

to use mobile devices over the past few years with differing<br />

degrees <strong>of</strong> success (Attewell, 2004; Kadirire, 2005b). However, in all<br />

cases, the results have been very encouraging <strong>and</strong> mobile devices still<br />

have great untapped potential in education (NESTA FutureLab, 2005;<br />

Vetter et al., 2005; Kadirire, 2007). It is encouraging to note that the<br />

use <strong>of</strong> mobile phones, particularly for text messages, has exceeded the<br />

operators' wildest expectations, with an estimated 52 billion text messages<br />

in the UK alone in 2007 (M:obile Data Association, 2007). This<br />

certainly adds weight to the assertion that given the right applications,<br />

mobile device users do like to use their mobile devices <strong>and</strong> this opens<br />

up huge opportunities to develop applications that can take advantage<br />

<strong>of</strong> these mobile devices' ubiquity <strong>and</strong> pervasiveness. An area which has<br />

great potential for using mobile devices in education is that <strong>of</strong> location<br />

based services, in which a user carrying a mobile device can have their<br />

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location <strong>and</strong> context detected <strong>and</strong> have some reusable learning objects<br />

streamed to their devices (Roussos, 2002; Korkea-aho, 2002; Benford,<br />

2005; Hunaiti et aI., 2008). Also podcasting or vodcasting <strong>and</strong> games<br />

based learning are beginning to see the light <strong>of</strong> day in mobile learning.<br />

This chapter looks at how mobile devices are being used for learning,<br />

particularly in higher education institutions (HEIs) or universities <strong>and</strong> if<br />

indeed we are realizing the much heralded potential <strong>of</strong> mobile devices<br />

in education.<br />

A Brief History <strong>of</strong> <strong>Learning</strong> with <strong>Mobile</strong> Devices<br />

<strong>The</strong> first public cellular or mobile systems only began operation in the<br />

early 1980s. Prior to this, mobile communications had been the preserve<br />

<strong>of</strong> the military, public safety or commercial two-way radio operations.<br />

In a cellular system, the covering area <strong>of</strong> an operator is divided<br />

into cells. A cell corresponds to the covering area <strong>of</strong> one transmitter or<br />

a small collection <strong>of</strong> transmitters. <strong>The</strong> size <strong>of</strong> a cell is determined by the<br />

transmitter's power. <strong>The</strong> concept <strong>of</strong> cellular systems is the use <strong>of</strong> low<br />

power transmitters in order to enable the efficient reuse <strong>of</strong> the frequencies.<br />

Analog cellular networks are known as First Generation (1 G) networks,<br />

an example <strong>of</strong> which is the adt'anced mobile phone smice (AMPS).<br />

Advancement in mobile communications has been very rapid <strong>and</strong><br />

within the space <strong>of</strong> less than a decade, 1G systems have been replaced<br />

by Second Generation (2G) systems. 2G cellular communications, which<br />

integrated digital service systems were designed with the aim <strong>of</strong> going<br />

digital <strong>and</strong> are in wide spread use today. <strong>The</strong>y use a technique called<br />

time ditision multiple access (TDMA) <strong>and</strong> the main system in use in Europe<br />

<strong>and</strong> other parts <strong>of</strong> the world is the global [Ystem for mobile communications<br />

(GSM). Digital transmission has several advantages over analog for<br />

mobile communication. Firstly, voice, data, <strong>and</strong> facsimile, can be integrated<br />

into a single system. Secondly, as better speech compression<br />

algorithms are discovered, less b<strong>and</strong>width is needed per channel. Finally,<br />

error-correcting codes can be used to improve transmission quality<br />

<strong>and</strong> digital signals can be encrypted for security. Third generation<br />

(3G) systems are intended to provide true global mobility <strong>and</strong> global<br />

compatibility for the chosen technology <strong>and</strong> are in widespread use,<br />

gradually replacing 2G systems. <strong>The</strong> aim is to provide a wide range <strong>of</strong><br />

services including telephony, paging, text messaging, multi-media messaging,<br />

voice messaging, video streaming, <strong>and</strong> broadb<strong>and</strong> ISDN (B­<br />

ISDN) capability. This is done through generic terminals able to access<br />

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the network via a range <strong>of</strong> interfaces, involving different technologies<br />

<strong>and</strong> providing multimedia operation. This migration from 2G to 3G<br />

systems involves the integration <strong>of</strong> several systems such as fiXed, wireless<br />

local loop, cellular, cordless <strong>and</strong> satellite systems. <strong>The</strong> availability <strong>of</strong><br />

3G systems has been instrumental in the increasing adoption <strong>of</strong> mobile<br />

learning as it allows mobile phones to access the internet like normal<br />

computers via wireless fidelity (Wi-Fi), which uses the IEEE 802.11x<br />

wireless local area network (WLAN) st<strong>and</strong>ards <strong>and</strong> thereby makes use<br />

<strong>of</strong> the vast range <strong>of</strong> applications being developed for mobile learning.<br />

3G mobile phones, like the Nokia N95, the iPhone, et cetera, also have<br />

built in global positioning system (GPS) receivers, which enable the use<br />

<strong>of</strong> location-based services in mobile learning. According to Attewell<br />

(2005), there seems to be a constant stream <strong>of</strong> new technology breaking<br />

into the mobile phone market.<br />

In June 1985, the United States <strong>of</strong> America (USA) accounted for an<br />

estimated 200,000 wireless or mobile device subscribers. Ten years later<br />

(1995), the number <strong>of</strong> subscribers increased to just over 28 million<br />

(Cellular Telecommunications Industry Association, 2005). Research<br />

carried out by Houser <strong>and</strong> Thornton (2004) showed that the majority<br />

<strong>of</strong> university students on campus in Japan carry mobile phones. Many<br />

<strong>of</strong> the students tend to be reading their emails <strong>and</strong> entering information<br />

into their mobile phones. Up to the beginning <strong>of</strong> 2004, in China, 335<br />

million Chinese had mobile phones <strong>and</strong> this number is increasing by<br />

25% or more every year (Shudong <strong>and</strong> Higgins, 2006). In June 2005,<br />

wireless or mobile device subscriptions rose to just under 195 million in<br />

the USA, which essentially means that approximately six in ten USA<br />

citizens had a mobile telephone subscription. Globally, the number <strong>of</strong><br />

mobile phones surpassed 2 billion in mid 2005 (International Telecommunication<br />

Union, 2005). According to findings by Lenhart, Madden,<br />

<strong>and</strong> Hitlin (2005), almost half <strong>of</strong> teenagers in the USA reported<br />

owning a mobile phone. <strong>The</strong> number <strong>of</strong> mobile phones rose to 3.3<br />

billion in the world as <strong>of</strong> November 2007 (Ahonen, 2007) <strong>and</strong> that<br />

number is growing year on year. With the establishment <strong>of</strong> mobile<br />

learning pedagogical theory (Ogata <strong>and</strong> Yano, 2004), there are many<br />

countries, especially in Europe, where open universities have already<br />

successfully introduced mobile learning into distance education programs,<br />

<strong>and</strong> the results have been very positive. Access <strong>and</strong> ownership<br />

<strong>of</strong> mobile devices are exp<strong>and</strong>ing among all demographics <strong>and</strong> cultures<br />

throughout the world, especially among adolescents <strong>and</strong> young adults<br />

(Rheingold, 2002; Roberts, Foehr, <strong>and</strong> Rideout, 2005).<br />

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Through regular interaction <strong>and</strong> personalization, mobile devices become<br />

more personally meaningful (furkle, 2005) than traditional pedagogical<br />

tools such as graphing calculators, which are designed for academic<br />

exercises but not much else (perkins, 1992). Given the pervasiveness<br />

<strong>of</strong> mobile devices, educators must underst<strong>and</strong> the strengths<br />

<strong>and</strong> limitations <strong>of</strong> these devices as evocative objects with which to<br />

think <strong>and</strong> learn (Dieterle, Dede, <strong>and</strong> Schrier, 2007). N ascent mobile<br />

devices introduced in the late 1980s <strong>and</strong> early 1990s, for example, Apple's<br />

Newton <strong>and</strong> Nintendo's Game Bqy, have evolved considerably, gaining<br />

sophisticated computational <strong>and</strong> connectivity capabilities, morphing<br />

into smart phones, PDA-phone hybrids, <strong>and</strong> next generation h<strong>and</strong>held<br />

gaming devices like the Sony's Plt!Jstation Portable <strong>and</strong> Nintendo DS<br />

(Dieterle, Dede, <strong>and</strong> Schrier, 2007). Apart from technical advancements,<br />

there are also four complementary social trends that make mobile<br />

devices increasingly important to study (Dieterle <strong>and</strong> Dede, 2006).<br />

<strong>The</strong>se are the proliferation <strong>of</strong> mobile devices, society's movement toward<br />

ubiquitous computing, mobile devices' facilitation <strong>of</strong> sophisticated<br />

instructional designs based on situated <strong>and</strong> distributed perspectives on<br />

learning, <strong>and</strong> mobile devices' fostering <strong>of</strong> media based learning styles.<br />

<strong>Learning</strong> with <strong>Mobile</strong> Devices<br />

To date, developments in mobile learning are driven by pedagogic necessity,<br />

technological innovation, funding opportunities <strong>and</strong> the perceived<br />

inadequacies <strong>of</strong> conventional e-<strong>Learning</strong>. <strong>The</strong>se developments<br />

have taken place within relatively narrow educational discourses<br />

(Salmon <strong>and</strong> Edirisingha, 2008). O'Malley et al. (2005) developed guidelines<br />

for implementing mobile learning in which one <strong>of</strong> the cornerstones<br />

is to investigate the cost model for infrastructure, technology,<br />

<strong>and</strong> services. Although mobile devices are truly ubiquitous <strong>and</strong> pervasive,<br />

particularly in the developed world, if HEIs are to successfully<br />

introduce mobile learning, they may have to help the students buy the<br />

mobile phones or loan the phones to the students, <strong>and</strong> this incurs a<br />

significant initial capital expenditure, which has to be cost <strong>and</strong> budgeted<br />

for. Perry (2003) argues that mobile devices are the cheapest way <strong>of</strong><br />

providing students with a computing device that can be taken home<br />

<strong>and</strong> through which they can connect to the Internet or the Web to<br />

access learning resources or content on virtual learning environments<br />

(VLEs) or learning management systems. Traxler (2004) also suggests<br />

that using mobile devices for learning may bring some hidden benefits<br />

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when compared to using other information <strong>and</strong> communications technologies<br />

(ICT). <strong>The</strong> personal <strong>and</strong> collaborative nature <strong>of</strong> mobile devices<br />

can encourage participation <strong>and</strong> build social capital, which can be<br />

used to motivate disengaged or at-risk students. An article published in<br />

NESTA FutureLab (2005) also claims that a mobile phone increases<br />

the possibilities for informal learning that is not tied to a particular<br />

physical location. <strong>The</strong> e-Viva research project at Anglia Ruskin University,<br />

funded by the Qualifications <strong>and</strong> Curriculum Authority, enabled its<br />

Key Stage 3 students (Key Stage 3 covers children aged 11-14 in years<br />

seven, eight, <strong>and</strong> nine at schools in Engl<strong>and</strong>) to take part in assessments<br />

by answering pre-recorded questions over their mobile phones. This<br />

research showed that teachers believed that mobile phone usage made<br />

their pupils much more aware <strong>of</strong> what they were doing <strong>and</strong> why they<br />

were doing it. Knowing that their work was going to be seen by others<br />

also had a positive effect, in that it increased their motivation <strong>and</strong> built<br />

their self confidence (Walton, 2005). Research in mobile learning in<br />

classrooms by Roibas <strong>and</strong> Sanchez (2002) also showed that the way<br />

forward in mobile learning in formal educational settings will be the<br />

introduction <strong>of</strong> h<strong>and</strong>held devices.<br />

When learners are interested in the technology, it captures their attention<br />

<strong>and</strong> makes them more interested in learning, provided that the<br />

right sort <strong>of</strong> learning content is introduced to them on the mobile devices.<br />

This is borne out by some research carried out in the Numina<br />

project at the University <strong>of</strong> North Carolina at Wilmington (Vetter,<br />

Heath, Herman, et aI., 2005) which found that students enjoyed the<br />

technology <strong>and</strong> became more active in their learning when h<strong>and</strong>held<br />

pocket computers were used in the classroom. <strong>Mobile</strong> devices can support<br />

mobile computer supported collaborative learning by providing<br />

another means <strong>of</strong> coordination without attempting to replace any human-human<br />

interactions, as compared to, say, online discussion boards<br />

which substitute for face-to-face discussions (Zurita, Nussbaum, <strong>and</strong><br />

Sharples, 2003). <strong>Mobile</strong> learning is increasingly being used in Webbased<br />

online courses, <strong>and</strong> there is a large body <strong>of</strong> evidence to show that<br />

learning online can have a high attrition rate due to feelings <strong>of</strong> isolation<br />

(McInnerney <strong>and</strong> Roberts, 2004). Isolation can influence a student's<br />

attitude to online learning <strong>and</strong>, as such, needs to be given greater consideration<br />

when designing Web-based courses, <strong>of</strong> which mobile learning<br />

plays an increasingly significant part. Wegerif (1998) illustrates the<br />

frustrations that can so quickly become alienation by quoting from one<br />

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<strong>of</strong> the students involved with his study <strong>of</strong> an asynchronous learning<br />

network course:<br />

''It is a cold medium. Unlike face-t<strong>of</strong>ace communication you get no instant fiedback.<br />

You don't know how people responded to your comments; thry just go out into<br />

silence. This fiels isolating <strong>and</strong> unnening. It is not warm <strong>and</strong> supportit'e. "<br />

In this increasingly competitive market in which universities are fighting<br />

to recruit students from a limited pool, it is imperative to use technologies<br />

like mobile learning to get an edge over one's competitors. <strong>Mobile</strong><br />

devices which are an integral part <strong>of</strong> mobile learning have played a huge<br />

part in the continued success <strong>of</strong> social networks, which are increasingly<br />

being used by university students for their academic work, as well as<br />

building communities <strong>of</strong> practice. <strong>The</strong>se social interactions via social<br />

networks, like MySpace, FaceBook, et cetera, can be used as a building<br />

block for learning how to effectively communicate online, in terms <strong>of</strong><br />

pedagogy. <strong>The</strong> m-<strong>Learning</strong> pan-European mobile learning research<br />

project (Attewell, 2004; Kadirire, 2005a) showed that learners were<br />

typically enthusiastic about mobile learning, with 62 per cent reporting<br />

that they were keen to take part in future learning after trying mobile<br />

learning. Research on the e-Viva project by McGuire <strong>and</strong> colleagues<br />

from Anglia Ruskin University, with mobile devices (as cited in Walton,<br />

2005) also showed that learning with mobile devices helped reduce the<br />

formality <strong>of</strong> the learning experience by engaging reluctant learners<br />

through raising their self-confidence.<br />

As the education marketplace becomes increasingly competitive, institutions<br />

can <strong>of</strong>fer mobile learning opportunities as a competitive edge<br />

over other institutions. <strong>Mobile</strong> learning can fit training niches, such as<br />

in medical training where significant costs are incurred for students<br />

who drop out or fail (Naismith et al., 2004). Perry (2003) argues that<br />

the effective implementation <strong>of</strong> mobile learning requires a clear pedagogical<br />

approach <strong>and</strong> identification <strong>of</strong> specific learning needs/goals <strong>and</strong><br />

teachers to be directly involved in decisions on planning <strong>and</strong> curriculum<br />

use. It is therefore important to assess that the technology is suited to<br />

the learning tasks. This is also borne out by the research carried out by<br />

Flor<strong>and</strong> (2007) in which she tried to use vodcasting as a means to help<br />

her students learn French. Although vodcasting, which is a more complex<br />

form <strong>of</strong> podcasting (which is explained in a later section), is a perfectly<br />

viable means <strong>of</strong> mobile learning, Flor<strong>and</strong> (2007) found that it<br />

required a lot <strong>of</strong> technical expertise for editing the video <strong>and</strong> tended to<br />

be a distraction to the students, as they seemed to concentrate on the<br />

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video editing rather than the learning outcomes. <strong>Mobile</strong> devices can<br />

also be used <strong>and</strong>, indeed, are being used, albeit mainly as case studies,<br />

to support informal <strong>and</strong> lifelong learning. In their literature review on<br />

mobile learning, Naismith et aI. (2004) posit that research on informal<br />

<strong>and</strong> lifelong learning recognizes that learning happens all <strong>of</strong> the time<br />

<strong>and</strong> is influenced both by our environment <strong>and</strong> the particular situations<br />

we are faced with. Informal learning could be realized through acquiring<br />

information as a result <strong>of</strong> discussions or conversations, listening to<br />

the media like the radio or television, et cetera. Naismith et aI. (2004)<br />

argue that such a broad view <strong>of</strong> learning takes it outside the classroom<br />

<strong>and</strong>, by default, embeds learning in everyday life, thus emphasizing the<br />

value <strong>of</strong> mobile technologies in supporting it. It is very useful <strong>and</strong> opportune<br />

for students out on field trips to take photos <strong>of</strong> species, plants,<br />

rocks, birds, et cetera, about which they are learning, with position<br />

information detailing the exact location where this was done, plus add a<br />

commentary <strong>of</strong> what they were doing, <strong>and</strong> subsequently email this back<br />

to their portfolio <strong>of</strong> web site for analysis when they return on campus.<br />

<strong>The</strong>y can also take photographs <strong>of</strong> birds or various species they want to<br />

study, on their iPods for example, <strong>and</strong> when they are deep in the forests,<br />

they can play back the bird songs/sounds <strong>and</strong> photos in an effort<br />

to help them identify these species out in the wild. In higher education,<br />

mobile devices can also provide course material to students, including<br />

due dates for assignments <strong>and</strong> information about timetabling <strong>and</strong> room<br />

changes. Examples <strong>of</strong> using mobile technologies in this context include<br />

a mobile learning organizer which has been developed <strong>and</strong> tested at the<br />

University <strong>of</strong> Birmingham (Holme <strong>and</strong> Sharples, 2002; Sharples et aI.,<br />

2003; Corlett et aI., 2004), <strong>and</strong> the use <strong>of</strong> mobile phone technologies to<br />

support computing students (Riordan <strong>and</strong> Traxler, 2003; Traxler <strong>and</strong><br />

Riordan, 2003).<br />

<strong>Learning</strong> <strong>The</strong>ories <strong>and</strong> <strong>Mobile</strong> <strong>Learning</strong><br />

<strong>Learning</strong> is an experience which produces a stable change in someone's<br />

knowledge or behavior. Change must occur because <strong>of</strong> experience,<br />

regardless <strong>of</strong> whether the learning is intentional or not. <strong>The</strong>re are 3<br />

main learning theories that underpin how learning (knowledge construction)<br />

takes place <strong>and</strong> we want to try <strong>and</strong> relate these learning theories<br />

to mobile learning.<br />

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Behaviorism<br />

This regards the learner as a black box <strong>and</strong> the cognitive processes are<br />

not considered important in the knowledge construction. Skinner's<br />

br<strong>and</strong> <strong>of</strong> behaviorism held that learning involved the simple association<br />

between a stimulus <strong>and</strong> a response, enabled by reinforcement (Skinner,<br />

1968). <strong>The</strong> method <strong>of</strong> operant conditioning was used to shape responses<br />

to particular stimuli. Operant conditioning is the use <strong>of</strong> consequences<br />

to modify the occurrence <strong>and</strong> form <strong>of</strong> behavior. His assumption<br />

was that we can never know what goes on inside the mind, which<br />

was considered as a "black box', so the only things worth studying were<br />

the observable <strong>and</strong> measurable aspects <strong>of</strong> human behavior. Skinner <strong>and</strong><br />

his followers emphasized antecedents <strong>and</strong> consequences as mechanisms<br />

for changing behavior. In the behaviorism theory <strong>of</strong> learning, environmental<br />

influences, i.e. antecedents <strong>and</strong> consequences, are supposed to<br />

shape all behavior, in the "A-B-C" pattern. In this antecedent-behaviorconsequence<br />

paradigm, antecedent precedes behavior, which is followed<br />

by a consequence. Consequences <strong>of</strong> behavior become antecedents<br />

for the next "A-B-C" sequence. Behavior is changed by changing<br />

antecedents, consequences, or both. In terms <strong>of</strong> application to learning<br />

technologies like mobile learning, the approach has been characterized<br />

as "drill-<strong>and</strong>-practice" <strong>and</strong> ''present-testfeedback''. Typically, the learners are<br />

given some information or problem <strong>and</strong> asked to respond to some<br />

question or questions; then they are given feedback to their responses.<br />

<strong>Learning</strong> involves behavior change with reliance upon use <strong>of</strong> reinforcements<br />

to encourage learning. For example, a student could be<br />

asked to respond to a stimulus like (3+2=?) <strong>and</strong> given feedback on<br />

their response. Behaviorism is very effective for learning facts <strong>and</strong> for<br />

recall, but it is not so effective for explaining problem solving <strong>and</strong> creativity.<br />

Naismith et al. (2004) carried out a literature review in mobile<br />

learning in which they found that in a mobile learning context, classroom<br />

response systems like 'Classtalk' (Dufresne et aI., 1996) <strong>and</strong><br />

'Qwizdom' (Qwizdom: Assessment for <strong>Learning</strong> in the Classroom,<br />

2003) fall into this behaviorism category. <strong>The</strong>y also found that learning<br />

material delivered via mobile phones using the short message service<br />

(SMS), which is explained in a later section, also lends itself well to the<br />

behaviorism learning theory (BBC Bitesize, 2003; Thornton <strong>and</strong><br />

Houser, 2004).<br />

<strong>The</strong> first successful classroom response system, Classtalk, was patented<br />

in 1989 (Abrahamson et aI., 1989). A classroom response system is a<br />

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special type <strong>of</strong> s<strong>of</strong>tware that uses remote control devices like keypads<br />

<strong>and</strong> a receiver to give teachers or lecturers the opportunity to receive<br />

instant feedback from their students. <strong>The</strong> lecturer displays a multiple<br />

choice question on a screen, usually via a projector, <strong>and</strong> students respond<br />

to that question using their keypads. <strong>The</strong> system instantly collects<br />

<strong>and</strong> aggregates every student's response. Students hold individual<br />

h<strong>and</strong>held response units, which can be graphing calculators, infrared<br />

beaming units, or some other form <strong>of</strong> h<strong>and</strong>held mobile device, <strong>and</strong><br />

send their responses anonymously. Although student responses are<br />

visible to both the teacher <strong>and</strong> students, student names are not attached<br />

to responses, but, instead, they are attached to a number or some other<br />

generic identification code known to the lecturer. <strong>The</strong> lecturer's machine<br />

aggregates the students' responses <strong>and</strong> presents them in a coherent<br />

form, usually a histogram. From the histogram, the teacher <strong>and</strong><br />

students can observe patterns in the variation <strong>of</strong> responses readily <strong>and</strong><br />

use this shared point <strong>of</strong> reference to launch into pedagogical conversations<br />

(Roschelle, 2003). Important pedagogical uses <strong>of</strong> this capability<br />

include monitoring students' evolving underst<strong>and</strong>ing <strong>of</strong> challenging<br />

domain concepts <strong>and</strong> driving their small group discussions. This type<br />

<strong>of</strong> pedagogy has been described as "Peer Instruction" (M:azur, 1997).<br />

Formative assessment <strong>and</strong> timely feedback are known to be very powerful<br />

tools for aiding learning, <strong>and</strong> these systems enable students to<br />

receive much more feedback than normal (Roschelle, 2003). A metaanalysis,<br />

i.e. an analysis that combines the result <strong>of</strong> several studies that<br />

address a set <strong>of</strong> related research hypotheses, was carried out by Black<br />

<strong>and</strong> William (1998) on formative assessment over a 10-year period<br />

across schools <strong>and</strong> the higher education sectors. <strong>The</strong>ir research showed<br />

that where assessments focused on generating feedback <strong>and</strong> encouraging<br />

the use <strong>of</strong> feedback, the learning gains were among the largest ever<br />

reported for educational interventions. <strong>The</strong> feedback generated resulted<br />

in positive benefits on learning <strong>and</strong> achievement across all content<br />

areas. Nicol <strong>and</strong> Macfarlane-Dick (2006) also carried out research<br />

which shed light on how formative assessment <strong>and</strong> feedback could be<br />

used to support the development <strong>of</strong> learner self-regulation. Early<br />

adopters <strong>of</strong> classroom response systems have consistently described the<br />

technology as a catalyst for a significant, powerful shift in the classroom<br />

climate, pedagogy, <strong>and</strong> resulting learning (Dufresne et aI., 1996). Importantly,<br />

students can see where fellow students share their misunderst<strong>and</strong>ings<br />

<strong>and</strong> that they are not alone. Further, because the displayed<br />

responses are anonymous, embarrassment is reduced (Owens et al.,<br />

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2002). A teacher can consequently engage students in knowledge-rich<br />

conversations, through peer instruction (M:azur, 1997) or other techniques.<br />

Davis (2003) posits that the use <strong>of</strong> classroom response systems,<br />

which essentially use mobile devices let us not forget, emphasize a cycle<br />

<strong>of</strong> changes which maps onto the four factors <strong>of</strong> successful classrooms<br />

identified in a groundbreaking summary <strong>of</strong> learning science research<br />

(Donovan et al., 1999). <strong>The</strong> classroom becomes more leamer-centered,<br />

assessment-centered, knowledge-centered, <strong>and</strong> community-centered.<br />

Cognitivism<br />

This theory is concerned with what actually happens inside the learner's<br />

mind. It focuses on the mental constructs learners bring to an instructional<br />

situation <strong>and</strong> the mental processes that occur during learning.<br />

Cognitivism assumes that learning is a process <strong>of</strong> relating new information<br />

to previously learned information <strong>and</strong> that individuals are actively<br />

involved in the learning process. It also assumes that knowledge is organized<br />

<strong>and</strong> that learning involves the formation <strong>of</strong> mental associations<br />

that are not necessarily reflected in overt behavioral changes. Emphasis<br />

is on readiness, confidence, feelings, goal setting, mental rehearsal,<br />

memory, <strong>and</strong> active participation <strong>of</strong> the learner through mental engagement<br />

with the learning environment. Cognitivism focuses on how<br />

learners think about <strong>and</strong> rehearse materials in order to learn, i.e., shift<br />

material from short term to long-term memory. According to Danesh<br />

et al. (2001), mobile devices' mobility can enhance inter-group collaboration.<br />

Children can walk around, maintaining the flexibility <strong>of</strong> interacting<br />

with many other children rather than limiting their collaboration to<br />

those on the computer beside them. Also, mobile devices support social<br />

interactivity, are sensitive to shifts in context, enable individualized<br />

scaffolding, <strong>and</strong> facilitate cognition distributed among people, tools,<br />

<strong>and</strong> contexts (Klopfer, Squire, <strong>and</strong> Jenkins, 2003). Research in the<br />

science <strong>of</strong> how people learn has recently been focused on the situated<br />

<strong>and</strong> distributed nature <strong>of</strong> cognition as applied to thinking, learning, <strong>and</strong><br />

doing in workplace <strong>and</strong> community settings (Wenger, McDermott, <strong>and</strong><br />

Snyder, 2002). Cognition is viewed as situated within both a physical<br />

<strong>and</strong> a psychosocial context <strong>and</strong> as distributed between a person <strong>and</strong> his<br />

or her tools (Sternberg <strong>and</strong> Preiss, 2005). <strong>The</strong> learner's environment is<br />

essential to the learning process, since the context can alter, improve,<br />

<strong>and</strong> support certain types <strong>of</strong> performances, approaches to problems, or<br />

learning activities (Dieterle, Dede, <strong>and</strong> Schrier, 2007). As such, because<br />

<strong>of</strong> their mobility, mobile devices are well suited to cognitive learning.<br />

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Constructivism<br />

<strong>The</strong>re has been a lot <strong>of</strong> research done on learning <strong>and</strong> teaching strategies<br />

over hundreds <strong>of</strong> years <strong>and</strong> over twenty four hundred years ago,<br />

Confucius (479 BC), a Chinese philosopher <strong>and</strong> reformer declared:<br />

''What I hear I forget.<br />

What I see, I remember.<br />

What I do, I underst<strong>and</strong>."<br />

According to Marton <strong>and</strong> Booth (1997), for learning to be effective, the<br />

theories <strong>of</strong> learning <strong>and</strong> teaching must be based on phenomenography<br />

<strong>and</strong> constructivism. Phenomenography is the theory that the leamer's<br />

perspective defines what is learned <strong>and</strong> not what the teacher intends<br />

should be learned. Constructivism is the theory <strong>of</strong> learning that is<br />

broad-based <strong>and</strong> empirically sound <strong>and</strong> also easily translates into practice,<br />

with an emphasis on what the learners have to do rather than on<br />

how they represent knowledge (Ginsburg <strong>and</strong> Opper, 1987). It is clear<br />

from this that learning takes place through the active behavior <strong>of</strong> the<br />

learner <strong>and</strong> what the learner does determines what he or she learns, not<br />

what the teacher does (Tyler, 1949). <strong>The</strong> underlying principle behind<br />

constructivism is that knowledge cannot be transmitted to learners.<br />

Instead, the learners must construct knowledge for themselves. <strong>The</strong><br />

constructivist perspective describes learning as a change in meaning<br />

constructed from experience, <strong>and</strong> in this theory knowledge construction<br />

is the process <strong>of</strong> thinking about interpreting experience (Piaget,<br />

1929; Bruner, 1966; Papert, 1980). <strong>The</strong> "knower' <strong>and</strong> the "known" cannot<br />

be separated <strong>and</strong>, since knowledge construction results from activity,<br />

knowledge is embedded in activity. Knowledge is anchored in the<br />

context in which the learning activity occurs. When mobile devices are<br />

used in conjunction with constructivist learning principles (Brooks <strong>and</strong><br />

Brooks, 1993) <strong>and</strong> guidelines for differentiating instruction (Tomlinson,<br />

1999), they have the potential to change both what <strong>and</strong> how we teach<br />

<strong>and</strong> learn. Because <strong>of</strong> their mobility, mobile devices enable students to<br />

effectively solve problems in the environment where they occur. As<br />

Staudt (2005) explains:<br />

'Teachers will guide student learning experiences <strong>and</strong>, particularlY in our st<strong>and</strong>ardsbased<br />

emironment, will align learning experiences to meet those st<strong>and</strong>ards. "<br />

Predetermined learning experiences are replaced with students following<br />

their own trails <strong>of</strong> interest, scaffolded by teachers, peers, <strong>and</strong> tools.<br />

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Instead <strong>of</strong> receiving piecemeal information, students are supplied with<br />

relevant conditions <strong>and</strong> authentic problems to help them focus on large<br />

ideas while socially constructing deep underst<strong>and</strong>ings. As a result, students<br />

can navigate their own self-defined learning paths, engage with<br />

multiple modalities with varying degrees <strong>of</strong> complexity, make new contextually<br />

relevant connections, reformulate ideas <strong>and</strong> preconceived<br />

notions, <strong>and</strong> create their own conclusions (Dieterle, Dede, <strong>and</strong> Schrier,<br />

2007). In the literature survey carried out by Naismith et al. (2004), they<br />

state that the most compelling examples <strong>of</strong> the implementation <strong>of</strong> constructivist<br />

principles with mobile technologies come from a br<strong>and</strong> <strong>of</strong><br />

learning experience termed ''participatory simulations", where the learners<br />

themselves act out key parts in an immersive recreation <strong>of</strong> a dynamic<br />

system. An example <strong>of</strong> this is the Environmental Detectives (Klopfer et<br />

al., 2003). Environmental Detectives was the first augmented reality<br />

(AR) game created at the Massachusetts Institute <strong>of</strong> Technology (MIT).<br />

It was targeted at high school <strong>and</strong> university students. <strong>The</strong> students<br />

play the role <strong>of</strong> environmental engineers who are presented with a<br />

problem <strong>of</strong> toxins polluting the water. <strong>The</strong> spread <strong>of</strong> the toxin is simulated<br />

on a location-aware Pocket PC, which functions as a tool which<br />

students can use to investigate the toxic spill. <strong>The</strong> goal <strong>of</strong> the game is to<br />

locate the source <strong>of</strong> the spill, identify the responsible party, design a<br />

remediation plan, <strong>and</strong> brief the president <strong>of</strong> the university on any health<br />

<strong>and</strong> legal risks. At the end <strong>of</strong> the game, students make a five minute<br />

presentation to their peers outlining their theory behind the spill. Again,<br />

mobile devices lend themselves well to the constructivist learning theory,<br />

particularly when they are used in games based learning (Lepper<br />

<strong>and</strong> Cordova, 1992; FutureLab, 2007).<br />

Context Aware <strong>Mobile</strong> <strong>Learning</strong><br />

An area which has great potential for using mobile devices in education<br />

is that <strong>of</strong> location based services, in which a user carrying a mobile<br />

device can have their location <strong>and</strong> context detected <strong>and</strong> have some<br />

reusable learning objects (RLOs) streamed to their devices (Roussos,<br />

2002; Korkea-aho, 2002; Benford, 2005; Hunaiti et al., 2008). A RLO is<br />

essentially any entity, digital or non-digital, that can be used for learning,<br />

education, or training (IEEE, 2002). According to Schilit et al.<br />

(1994), the important aspects <strong>of</strong> context are: where you are, who you<br />

are with, <strong>and</strong> what resources are nearby. <strong>The</strong>y define context to be the<br />

constantly changing execution environment, which includes the:<br />

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• Computing em-ironment - available processors, devices accessible<br />

for user input <strong>and</strong> display, network capacity, connectivity, <strong>and</strong><br />

costs <strong>of</strong> computing;<br />

• User em-ironment - location, collection <strong>of</strong> nearby people, <strong>and</strong> the<br />

social situation;<br />

• Pf?ysical em-ironment -lighting <strong>and</strong> noise level.<br />

Context is all about the whole situation relevant to an application <strong>and</strong><br />

its set <strong>of</strong> users. We cannot enumerate which aspects <strong>of</strong> all situations are<br />

important, as this will change from situation to situation. With this in<br />

mind, we use the definition <strong>of</strong> context by Dey <strong>and</strong> Abowd, (1999),<br />

which deftnes context as:<br />

"Context is a'!Y information that can be used to characterize the situation <strong>of</strong> an<br />

entiry. An entiry is a person, place, or oiject that is considered relet'ant to the interaction<br />

between a user <strong>and</strong> an application, including the user <strong>and</strong> applications themse/res.<br />

"<br />

In their literature review on mobile learning, Naismith et al. (2004)<br />

posit that mobile devices are especially well suited to context-aware<br />

applications because they are available in different contexts <strong>and</strong>, so, can<br />

draw on those contexts to enhance the learning activity. Examples <strong>of</strong><br />

context aware applications can be found within the museum <strong>and</strong> gallery<br />

sectors, which provide additional information about exhibits <strong>and</strong> displays<br />

based on the visitor's location within them (Proctor <strong>and</strong> Burton,<br />

2003). Some researchers from Anglia Ruskin University carried out a<br />

limited study with location based services (LBS) using mobile devices<br />

with very positive results (Hunaiti et al., 2008). <strong>The</strong> aim <strong>of</strong> the case<br />

study was to demonstrate the usability <strong>of</strong> LBS as a mobile learning<br />

system in which learning objects could be delivered to the learners'<br />

mobile devices based on their geographical location calculated from the<br />

obtained position information from the GPS receiver. <strong>The</strong> idea was to<br />

divide the university campus into zones in which each zone represented<br />

some specific interest. For instance, one could have a zone which consisted<br />

<strong>of</strong> a library such that when users with mobile devices that had<br />

this s<strong>of</strong>tware installed approached the library zone, they would have<br />

information pushed to their mobile devices telling them where they<br />

could find library related material. Alternatively, users could explicitly<br />

query their mobile devices for the services available within their location<br />

<strong>and</strong> context. <strong>The</strong> users can then choose from a menu what they<br />

want to find <strong>and</strong> the system then guides them to the exact location<br />

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where the material or service is located. Another possible application<br />

could be, as one approaches some campus building, information about<br />

what lectures are scheduled in the various lecture theatres or classrooms<br />

can be pushed to one's mobile device <strong>and</strong> one can then locate<br />

where one's lecture is being run. In the case-study conducted by Appear<br />

Networks (2004), at the University <strong>of</strong> Geneva, their context aware<br />

application named Appear IQ, allowed students to smartly access all <strong>of</strong><br />

the information they needed using a context triggered approach that<br />

anticipated the needs <strong>of</strong> its users by analyzing their context <strong>and</strong> automatically<br />

providing them with tailor-made content <strong>and</strong> applications.<br />

<strong>Mobile</strong> <strong>Learning</strong> with the Short Message Service (SMS)<br />

<strong>The</strong> short message service (SMS) was developed as part <strong>of</strong> the Global<br />

System for <strong>Mobile</strong> Communications (GSM), <strong>and</strong> it allows mobile systems<br />

<strong>and</strong> other network-connected devices to exchange short text messages<br />

with a maximum length <strong>of</strong> 160 characters. <strong>The</strong> length limit is<br />

caused by the way that SMS is transmitted. It usually rides on the control<br />

channels, the same frequencies or time slots used for call setup<br />

information by mobile phones. This means that users can send or receive<br />

SMS messages while they are making a phone call, though they<br />

need a h<strong>and</strong>s-free kit to read the screen or type on the keypad (Dornan,<br />

2000). SMS was commercially introduced in 1992, <strong>and</strong> in 2001 an estimated<br />

102.9 billion SMS messages were exchanged worldwide (Le<br />

Bodic, 2002). <strong>The</strong>re is much to discover about the adoption <strong>of</strong> mobile<br />

learning using SMS. Stone <strong>and</strong> Briggs (2002) have shown that SMS has<br />

a quicker response time for interactive activities in education than email<br />

on the web. SMS has been called the 'killer' application <strong>of</strong> mobile<br />

phones, as its usage exceeded all expectations <strong>and</strong> its success was never<br />

planned as it was originally intended to replace the pager (Mitchell,<br />

Heppel, <strong>and</strong> Kadirire, 2002). <strong>The</strong> pager is a small h<strong>and</strong>held device that<br />

allows text messages to be sent to the device, <strong>and</strong> to respond the user<br />

<strong>of</strong> the pager must get to a telephone (l<strong>and</strong>line or mobile/cell phone). It<br />

is still widely used in hospitals, the military, the police, <strong>and</strong> industry,<br />

where use <strong>of</strong> telephones may not be allowed. According to reports on<br />

the <strong>Mobile</strong> Data Association (2007) website, in December 2004, 2.45<br />

billion SMS/text messages were sent via the UK operators; in October<br />

2007, 5.3 billion SMS/text messages were sent in the UK, <strong>and</strong> there<br />

were an estimated 52 billion SMS/text messages sent in the UK alone<br />

in the whole <strong>of</strong>2007. (<strong>The</strong> terms SMS <strong>and</strong> text messages are being used<br />

interchangeably.) Some <strong>of</strong> the reasons attributed to this unprecedented<br />

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exponential growth <strong>of</strong> SMS messaging include low cost <strong>and</strong> the asynchronous<br />

nature <strong>of</strong> the service, which means users can reflect before<br />

sending <strong>and</strong> replying to messages (M:itchell, Heppel, <strong>and</strong> Kadirire,<br />

2002). Some studies carried out by Divitini, Haugalo, <strong>and</strong> N orevik<br />

(2002) on student populations have shown that 80% <strong>of</strong> students send<br />

SMS messages every day. This invariably builds a sense <strong>of</strong> community<br />

amongst the students, especially when coupled with other phenomena<br />

like social networking websites, thereby promoting life-long <strong>and</strong> deep<br />

learning because <strong>of</strong> its interactive nature. Interactivity in the classroom<br />

is reported to promote a more active learning environment, facilitate<br />

the building <strong>of</strong> learning communities, provide greater feedback for<br />

lecturers, <strong>and</strong> help student motivation (M:arkett et al., 2006). Students<br />

who took part in this case study reported benefits <strong>of</strong> participating in<br />

using SMS for interactive learning. At least 50% <strong>of</strong> the students found<br />

that the interactive nature <strong>of</strong> sending SMSjtexts anonymously to the<br />

lecturer <strong>and</strong> getting feedback made the students more interested <strong>and</strong><br />

engaged in the learning process, making them ask more questions. <strong>The</strong><br />

SMSjtext messages were collected by an leT tool which was only visible<br />

to the lecturer, who could then give immediate feedback openly.<br />

Also, some SMSjtexts sent within a short space in time <strong>of</strong> each other<br />

were very similar in nature, <strong>and</strong> this allowed the lecturer to see the level<br />

<strong>of</strong> underst<strong>and</strong>ing in the class as a whole <strong>and</strong> address the issues.<br />

Some limited research conducted at Anglia Ruskin University has also<br />

shown how SMSjtexting can be used in education for interactive learning<br />

or discussions (Kadirire, 2005b). Students send SMS messages to<br />

the lecturer or tutor in schools or university seminars or presentations<br />

or conferences. <strong>The</strong> lecturer selects each message, which is then displayed<br />

on a large screen, <strong>and</strong> interactively deals with the question. An<br />

example usage <strong>of</strong> SMSjtext messaging in learning is best illustrated by<br />

Figure 1. <strong>The</strong> application receives the SMS(s) <strong>and</strong> stores them in a database.<br />

It then adds other formatting information to allow the SMS to<br />

be displayed on the computer screen as small "post-it notes" (nicknamed<br />

stickies), which can be tiled, cascaded, or arranged in any order.<br />

<strong>The</strong> term "stickie" is derived from the idea <strong>of</strong> a post-it note, which people<br />

can scribble a message on <strong>and</strong> then stick onto someone else's desk,<br />

computer, wall, notice board, et cetera. <strong>The</strong> stickies or small frames are<br />

color coded <strong>and</strong> fade their colors from a bright yellow to grey, depending<br />

on how long they have been displayed. <strong>The</strong>y can be saved with state<br />

information, <strong>and</strong> when the application is started again, the position, size<br />

<strong>and</strong> color <strong>of</strong> the stickies is preserved. When being used in a classroom or<br />

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lecture theatre, a projector is connected to the computer or a laptop,<br />

<strong>and</strong> then the stickies are projected onto a large screen which everyone<br />

can see. When the SMS has been displayed, the lecturer can interactively<br />

deal with each SMS message <strong>and</strong> give feedback to the students.<br />

When the lecture is over, the stickies can then be saved, not as stickies<br />

but as text messages with additional information like the size, color, <strong>and</strong><br />

co-ordinates so that when the application is started the next time, it<br />

retrieves the previous stickies <strong>and</strong> preserves their state information as<br />

well as accept new incoming messages. A good analogy is when one<br />

puts a computer into hibernation or sleep mode <strong>and</strong> then restarts it at a<br />

later time, the computer has preserved all the applications et cetera <strong>and</strong><br />

restores it to its previous state before it was shut down.<br />

fUt Window Clwost Colour tWlp<br />

;ONFERENCE/PRESENTATION NAME<br />

TEXT YOUR CO...::NTS TO:<br />

07749978835<br />

PREFIX IlEISAGE WITH KEYWORD; discuss<br />

!!Dll!rtr"!i!i"'ii!illI.iJjmovt~ngi!ii:c~--~~===========itl~<br />

ADDRESS; Imp;llwwvr,Jtltyos.com<br />

f)()02()()oo1-0S-21<br />

This is yet<br />

another test<br />

message, on<br />

~<br />

An,...., 0004-0J08<br />

What happens<br />

to the<br />

Ultraveslty<br />

nnn }nC1


<strong>Mobile</strong> <strong>Learning</strong> DeMystified<br />

sive words from the text message <strong>and</strong> replace them with asterisks (*),<br />

<strong>and</strong> if a text message has more than 2 or 3 swear words it is deleted <strong>and</strong><br />

not displayed. A slight concern is the cost <strong>of</strong> sending an SMS message<br />

(about 10p/12p in the UK), but one assumes that everyone who can<br />

afford to buy a mobile phone can at least afford to spend lOp for a text<br />

message.<br />

SMS is also being used in learning to provide revision material as<br />

shown by the BBC Bitesize (2003, 2004) initiative. Due to the limited<br />

number <strong>of</strong> characters that can be transmitted in an SMS message, the<br />

revision materials are, to all intents <strong>and</strong> purposes, "byte-sized". This<br />

initiative has been running since 2003 <strong>and</strong> has proved to be very popular,<br />

with an audience <strong>of</strong> 650 000 General Certificate <strong>of</strong> Secondary Education<br />

(GCSE) students, as well as adult learners. GCSE is the name <strong>of</strong><br />

a set <strong>of</strong> English qualifications, generally taken by secondary school<br />

students at the ages between 14 <strong>and</strong> 16 years in the United Kingdom<br />

(UK). A number <strong>of</strong> schools <strong>and</strong> some universities in the UK are using<br />

SMS for sending alerts <strong>and</strong> timely information about lectures to the<br />

students. Riordan et al. (2003) from the University <strong>of</strong> Wolverhampton<br />

carried out some research to develop, deliver, <strong>and</strong> evaluate blending<br />

learning opportunities that exploited SMS, wireless access protocol<br />

(WAP) , <strong>and</strong> virtual learning environment (VLE) technologies. <strong>The</strong><br />

initial research indicated that students used SMS/text messaging<br />

promptly <strong>and</strong> effectively, <strong>and</strong> that they preferred to receive notice<br />

board information such as room changes, appointments, feedback, <strong>and</strong><br />

examination tips via SMS rather than via e-mail or notice boards. <strong>The</strong><br />

target group was the Higher National Diploma (HND) in computing<br />

students, whose attendance <strong>and</strong> performance were considered to be at<br />

risk due to poor literacy skills exhibited in their coursework. Some <strong>of</strong><br />

the SMS/text messages provided revision tips prior to the examinations.<br />

<strong>The</strong> key features <strong>of</strong> the SMS interventions were timeliness <strong>and</strong><br />

appropriateness, such that 'at risk' learners could be directed as appropriate<br />

to either WAP-based support, VLE-based support, or in-house<br />

support before their academic careers were significantly impacted. Following<br />

the trial, final exam results for the group <strong>of</strong> students receiving<br />

SMS interventions were slightly higher than a non-SMS group taking<br />

the same module at the same time.<br />

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<strong>Mobile</strong> <strong>Learning</strong> with Instant Messaging (1M)<br />

'Instant Messaging' (1M) <strong>and</strong> 'Presence,' which is essentially the ability<br />

<strong>of</strong> being able to detect if other users are logged-in on the network <strong>and</strong><br />

send them messages in real time, has become one <strong>of</strong> the most popular<br />

applications <strong>of</strong> the Internet. Instant messaging is making people want<br />

to stay connected to the Internet for an inordinate period <strong>of</strong> time, a<br />

phenomenon that is also helping to foster a greater sense <strong>of</strong> "online<br />

community" that no other application has done previously (Alvestr<strong>and</strong>,<br />

2002; Kadirire, 2007). It is also becoming widespread in universities <strong>and</strong><br />

is now being used for online discussions, chatting, file transfer, library<br />

access, <strong>and</strong> so forth. Some <strong>of</strong> the most common 1M applications are<br />

AOL Instant Messenger, MSN Messenger, Yahoo Messenger, Coogle Talk, <strong>and</strong><br />

Skype. All 1M systems support avatars (a movable icon representing a<br />

person in cyberspace or virtual reality graphics), in addition to user<br />

icons. According to the research conducted by Lenhart <strong>and</strong> Shiu<br />

(2004), 42 per cent <strong>of</strong> Internet users in the United States (about 53<br />

million people) use instant messaging, <strong>and</strong> its appeal is apparent<br />

amongst young adults <strong>and</strong> technology enthusiasts. Research carried out<br />

at Wake Forest University (Walker, 2005) has shown that student mobile<br />

phone usage patterns are moving away from more traditional messaging,<br />

like email for instance, to newer technologies such as instant<br />

messaging <strong>and</strong> SMS. This trend should encourage students to become<br />

more engaged with course material outside the classroom <strong>and</strong> help<br />

them communicate better among themselves. Often students want to<br />

communicate or locate other people while in indoor environments, for<br />

instance, in a meeting room, lecture theatre, or inside a large building;<br />

mobile phones <strong>and</strong> laptops are ideal devices for this. Unlike in face-t<strong>of</strong>ace<br />

classroom settings, in order for the learning process to be successful<br />

in online distance education, attention must be paid to developing a<br />

sense <strong>of</strong> community amongst participants. Indeed, instant messaging is<br />

a natural medium for online community building <strong>and</strong> asynchronous<br />

peer discussions (Nardi, Whittaker, <strong>and</strong> Bradner, 2000; Rheingold,<br />

2000; Quan-Haase, Cothrel, <strong>and</strong> Wellmann, 2005; Kadirire, 2007). We<br />

feel this trend should encourage students to be more engaged with<br />

course material outside the classroom as well as communicate better<br />

among themselves. Limited research carried out by Sotillo (2006), for<br />

example, showed evidence <strong>of</strong> successful learner uptake in a synchronous<br />

instant messaging environment. Kadirire (2007) argues that while<br />

no single technology is going to create a complete collaborative learning<br />

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environment, 1M systems can play an important role in creating interactive<br />

<strong>and</strong> collaborative mobile learning environments. For instance, a<br />

limited pilot study carried out by Sotillo (2006) showed that when corrective<br />

feedback was embedded in learning activities conducted via<br />

instant messaging tools, learners were able to exp<strong>and</strong> their linguistic<br />

competence outside the traditional face-to-face environment. In that<br />

study, Sotillo (2006) used Yahoo! Messenger, connected to a desktop<br />

personal computer with speakers, a microphone, <strong>and</strong> a webcam. This is<br />

a more flexible <strong>and</strong> cost-effective alternative to traditional video conferencing<br />

<strong>and</strong> is becoming increasingly popular in foreign <strong>and</strong> second<br />

language instruction. It is also worthy to note that most 3G mobile<br />

phones now can do what Sotillo did in her study. <strong>The</strong>y have built in<br />

Wi-Fi, which allows them fast broadb<strong>and</strong> access to the Web; they have<br />

two built in megapixel digital cameras to facilitate mobile phone conferencing,<br />

<strong>and</strong> it also goes without saying that they have a built in microphone<br />

<strong>and</strong> speakers to facilitate audio communications. Instant<br />

message s<strong>of</strong>tware providers like Micros<strong>of</strong>t (MSN Messenger) <strong>and</strong> Yahoo!<br />

(Yahoo! Messenger), also make available their 1M chat clients for<br />

mobile devices for free. That means mobile devices can now take advantage<br />

<strong>of</strong> the popularity <strong>of</strong> 1M systems, albeit with a reduced key entry<br />

rate on account <strong>of</strong> the small keyboards.<br />

<strong>Mobile</strong> <strong>Learning</strong> with PodcastsNodcasts<br />

Podcasting is the process <strong>of</strong> capturing an audio event, song, speech, or<br />

mix <strong>of</strong> sounds <strong>and</strong> then posting that digital sound object to a website or<br />

"blog" in a data structure called an RSS 2.0 envelope or "feed". RSS<br />

st<strong>and</strong>s for Really Simple Syndication <strong>and</strong> is an agreed specification <strong>of</strong><br />

XML tags used to define objects which can be subscribed to through<br />

an "RSS news reader" (Meng, 2005; Cheetham, 2007). Podcasts, which<br />

are essentially digital audio programs recorded on some medium like an<br />

mp3 digital recorder <strong>and</strong> uploaded onto a server so that people can<br />

subscribe <strong>and</strong> download them via RSS feeds, can be accessed on a variety<br />

<strong>of</strong> digital audio devices, including a desktop computer or laptop<br />

(<strong>Learning</strong> Circuits, 2005). When a digital audio recording has been<br />

made, an RSS ftie is created which allows listeners to subscribe <strong>and</strong><br />

download the podcast, <strong>and</strong> then the podcast is uploaded to a server for<br />

downloading by the listeners, in this case the students. So how do the<br />

students know about the podcasts <strong>and</strong> how do they subscribe to them<br />

<strong>and</strong> download them? Well, since this is educational material, most universities<br />

or HEls will have some virtual learning environment (VLE)<br />

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that will have other teaching material on it. <strong>The</strong> podcasts can be uploaded<br />

there <strong>and</strong> the students informed <strong>of</strong> the podcast address on the<br />

VLE or some other institutional server from which they can logon <strong>and</strong><br />

subscribe to the RSS 2.0 tagged audio (or video files in the case <strong>of</strong> vodcasting).<br />

<strong>The</strong>y only have to subscribe once <strong>and</strong>, because this is push<br />

technology, they will automatically receive any new podcasts that are<br />

subsequently uploaded throughout the course <strong>of</strong> the academic year <strong>and</strong><br />

beyond. Students will need a content aggregator like iTunes to subscribe<br />

to the podcasts, then by synchronizing their iPods with iTunes,<br />

the podcasts will be downloaded to their iPods <strong>and</strong> they can then listen<br />

to them while on the move or anywhere in the same manner that they<br />

listen to music (Cheetham, 2007). <strong>The</strong> portability <strong>and</strong> on-dem<strong>and</strong> nature<br />

<strong>of</strong> podcasting are the key components that allow listeners to catch<br />

up on audio content, whether its entertainment, news, or learning,<br />

without having to sit at a computer <strong>and</strong> while completing other tasks.<br />

In that sense, podcasting can be viewed as another variant <strong>of</strong> mobile<br />

learning (<strong>Learning</strong> Circuits, 2005). Vodcasting is a very similar technology<br />

to podcasting except that one is able to record not just audio, but<br />

also video. For this reason, vodcasting is a bit more complicated because<br />

<strong>of</strong> the need to be able to edit the video, which will need some<br />

technical expertise <strong>and</strong> also some editing s<strong>of</strong>tware, which invariably<br />

makes it a more expensive technology than podcasting (Flor<strong>and</strong>, 2007).<br />

A vodcast is still downloaded in the same manner as a podcast <strong>and</strong> can<br />

be played or viewed on mp3 players like the iPod Video.<br />

Podcasting in mobile learning provides convenient access to audio<br />

learning content <strong>and</strong> also introduces new pedagogies in mobile learning.<br />

Henriques (2007) uses podcasts for reviewing <strong>and</strong> exp<strong>and</strong>ed<br />

discussions on lecture material, presenting material that was not<br />

covered in the lectures. He also uses podcasts for providing content<br />

that goes beyond course material, for example, recent research. He also<br />

carried out some limited research on the impact <strong>of</strong> podcasts on<br />

examination performance <strong>and</strong> reported that students that listened to<br />

podcasts performed better in the exams, compared to those that did<br />

not listen to podcasts. Flor<strong>and</strong> (2007) also uses podcasts <strong>and</strong> vodcasts,<br />

not just as a means to transmit information to her students, but also as<br />

a way to integrate debate inside as well as outside the classroom. <strong>The</strong><br />

students would make their own podcasts <strong>and</strong> upload them onto the<br />

university's server to allow other students to listen to them as well as<br />

peer review <strong>and</strong> discuss each other's work in the classroom. This is a<br />

very effective way to stimulate engagement amongst the students as<br />

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they not only listen to what their lecturer says, but also what other<br />

students are saying <strong>and</strong> getting a chance to discuss it amongst<br />

themselves. <strong>The</strong> students also found the podcasts useful for additional<br />

listening comprehension practice for the French studies. In her<br />

presentation at the 23rd Annual Conference on Distance <strong>Teaching</strong> <strong>and</strong><br />

<strong>Learning</strong>, Cheetham (2007) proposed that, like YouTube <strong>and</strong> blogging,<br />

podcasting is a new way <strong>of</strong> creating <strong>and</strong> sharing learning content. <strong>The</strong>re<br />

are also legitimate concerns about using podcasts/vodcasts because this<br />

might discourage students from attending lectures. However, there is<br />

no evidence to support this based on the experience <strong>of</strong> academics like<br />

Henriques (2007) <strong>and</strong> Flor<strong>and</strong> (2007). It is nevertheless essential to bear<br />

this in mind when designing <strong>and</strong> creating podcasts/vodcasts for<br />

teaching <strong>and</strong> to have clear pedagogical motives <strong>and</strong> learning outcomes.<br />

Podcast/vodcasts should be used not as a replacement for lectures, but<br />

as a means to supplement the conventional lectures. Although podcasts<br />

are becoming very popular, they should not be used without careful<br />

thought. A pedagogical rationale has to be developed through examining<br />

the teaching <strong>and</strong> learning issues that they can address (Salmon <strong>and</strong><br />

Edirisingha, 2008). Salmon <strong>and</strong> Edirisingha (2008) suggest that some <strong>of</strong><br />

the pedagogical rationale could be:<br />

a) Limitations in teaching complex <strong>and</strong> difficult topics;<br />

b) Limitations <strong>of</strong> conventional approaches in teaching <strong>of</strong> s<strong>of</strong>tware<br />

tools;<br />

c) Limitations <strong>of</strong> conventional feedback approaches;<br />

d) Issues faced by first time online learners;<br />

e) Issues faced by distance learners;<br />

f) Improving the usefulness <strong>and</strong> attractiveness <strong>of</strong> teaching <strong>and</strong><br />

learning resources;<br />

g) Developing competency in collaborative skills, active learning<br />

skills, presentation skills, essay writing skills, reflective skills, research<br />

skills, as well as articulation <strong>and</strong> communication skills.<br />

Many universities are increasingly taking up podcasting as a means <strong>of</strong><br />

educating their students, for example, the University <strong>of</strong> Wisconsin,<br />

Duke University, Open University, MIT, UCL, <strong>and</strong> Stanford. Apple<br />

have created iTunes U, an online iTunes Store to work for colleges <strong>and</strong><br />

universities, so users can easily search, download, <strong>and</strong> play course content<br />

just like they do music, movies, <strong>and</strong> TV shows (iTunes U, 2008).<br />

This has proved to be very popular with over 300 universities in the<br />

USA, plus top universities like the Open University <strong>and</strong> University<br />

College London from Engl<strong>and</strong> joining <strong>and</strong> making their lectures <strong>and</strong><br />

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podcasts available for download to the iPod <strong>and</strong> the iPhone for free<br />

(Cheetham, 2007; iTunes U, 2008). In 2004, Duke University gave over<br />

1600 20GB iPods to all their first-year students, together with voice<br />

recorders as part <strong>of</strong> an initiative to encourage creative uses <strong>of</strong> technology<br />

in education (Duke University, 2004). <strong>The</strong> Duke iPod First-Year<br />

Experience, as the program was called, released a report which found<br />

that the academic uses <strong>of</strong> the iPods (mobile devices) were a:<br />

a) Course content dissemination tool which provided portable<br />

access to content such as lectures, songs, historical speeches,<br />

<strong>and</strong> foreign language content distributed in various ways, including<br />

podcasting;<br />

b) Classroom recording tool for capturing lectures, class discussions,<br />

guest speakers, <strong>and</strong> verbal feedback;<br />

c) Field recording tool for capturing field notes, interviews, environmental<br />

sounds, <strong>and</strong> audio data;<br />

d) Study support tool for repeated listening <strong>and</strong> repetition <strong>of</strong> audio<br />

content;<br />

e) File storage <strong>and</strong> transfer tool. Simple transfer <strong>and</strong> backup<br />

mechanism, particularly for large multimedia fties.<br />

<strong>The</strong> Duke iPod First-Year Experience also reported on the benefits <strong>of</strong><br />

the iPod use being the convenience <strong>of</strong> portable digital content, reduced<br />

dependence on physical materials <strong>and</strong> lab or library locations <strong>and</strong><br />

hours, greater student engagement <strong>and</strong> interest, <strong>and</strong> enhanced support<br />

for individual learning preferences <strong>and</strong> needs.<br />

Podcasts should not be made too long, although there is no definitive<br />

length for podcasts <strong>and</strong> different academics who have been using podcasts<br />

in their teaching recommend different recording lengths. Podcasts<br />

should not be more than 10 minutes according to the research by<br />

Salmon <strong>and</strong> Edirisingha (2008), but Henriques (2007), who also uses<br />

podcasts in his teaching makes his podcasts between 3 <strong>and</strong> 16 minutes,<br />

so 10 minutes seems like a good average length for a podcast.<br />

Podcasting/vodcasting new pedagogies<br />

Podcasts or vodcasts will not replace conventional ways <strong>of</strong> classroom<br />

learning <strong>and</strong> teaching like reading, listening to live presentations, or the<br />

multitude <strong>of</strong> other ways learners take in information, but it can augment<br />

those methods. Some <strong>of</strong> the new pedagogies as a result <strong>of</strong> podcasting<br />

according to the <strong>Learning</strong> Circuits (2005) are listed below.<br />

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a) Assist auditory learners. Proponents <strong>of</strong> podcasting point out<br />

that the medium is perfect for learners who prefer to take in<br />

information aurally <strong>and</strong> this helps audio learners to retain the<br />

information covered. Critics say that students would stop attending<br />

classes, but evidence from those putting lectures on<br />

podcasts found that attendance did not in fact decline, because<br />

students didn't want to miss what was going on.<br />

b) Provide another channel for material review. Listeners with<br />

other types <strong>of</strong> learning styles can benefit from podcasts as well.<br />

When material is delivered orally, as in university lectures,<br />

classroom-based training, or in-person presentations, podcasting<br />

can ease learner worries that they missed key information<br />

in their note taking. <strong>The</strong> audio fties can be reviewed at their leisure<br />

for underst<strong>and</strong>ing or before an examination.<br />

c) Assist non-native speakers. Learners who aren't yet pr<strong>of</strong>icient<br />

in the language may struggle to keep up with lectures or presentations.<br />

Being able to review recordings <strong>of</strong> those events as<br />

many times as necessary for underst<strong>and</strong>ing can be <strong>of</strong> great<br />

benefit. Podcasting can also be an excellent technology for<br />

learning a language, not only for listening to speech <strong>and</strong> pronunciation<br />

but also, in combination with a recording device,<br />

for capturing a leamer's own speech for review by themselves<br />

or a teacher.<br />

d) Provide feedback to learners. <strong>The</strong> lecturer or tutor can record<br />

feedback on his/her students' group presentations. This use<br />

can apply not only to lecturers, but also to learners, who could<br />

record <strong>and</strong> podcast peer feedback.<br />

e) Enable lecturers to review training or lectures. Lecturers can<br />

critique their own teaching on the podcast as a method <strong>of</strong> improving<br />

their teaching style.<br />

t) Replace full classroom or online sessions when content simply<br />

requires delivery. In many cases, learning requires interaction,<br />

questioning, practice, <strong>and</strong> so forth. But when what's required is<br />

simple delivery <strong>of</strong> information, a full-fledged in-person or<br />

online course may not be necessary. Podcasting can alert learners<br />

that there is new material to be accessed <strong>and</strong> then allow<br />

them to access it whenever, wherever they want.<br />

g) Provide supplementary content or be part <strong>of</strong> a blended solution.<br />

When a full course is necessary, there may be occasions<br />

when supplementary material would be helpful to learners.<br />

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Subject-matter-expert interviews are just one example <strong>of</strong> this<br />

type <strong>of</strong> content. <strong>The</strong> material could be available for access on a<br />

voluntary basis, or it could be a required component <strong>of</strong> a classroom<br />

or online course in a blended solution. In any case, the<br />

RSS technology allows lecturers to make the material easily accessible<br />

to learners <strong>and</strong> to alert them when new content is in<br />

the pipeline.<br />

<strong>Mobile</strong> Games Based <strong>Learning</strong><br />

Yatim <strong>and</strong> Masuch (2007) define a game as a system in which players<br />

interact with a virtual environment governed by game rules <strong>and</strong> game<br />

mechanics from which the game play eventually emerges. Let us just<br />

explore some <strong>of</strong> the reasons why we need games in mobile learning.<br />

University student recruitment in the UK has become very competitive<br />

since all the polytechnics were upgraded to universities. It invariably<br />

means that there are more universities trying to recruit undergraduate<br />

students from a limited pool <strong>of</strong> applicants. As a result, there has been a<br />

decline in the student numbers in science <strong>and</strong> engineering subjects.<br />

Maths in schools is characterized by a traditional, abstract formulation<br />

that seems readily understood generally by only a small fraction <strong>of</strong> students.<br />

This is leading to poor experiences <strong>of</strong> science <strong>and</strong> engineering<br />

education among students in general, impacting on the uptake <strong>of</strong> these<br />

subjects (Roberts, 2002). Between 1990/1991 <strong>and</strong> 1999/2000, the<br />

number <strong>of</strong> students in the UK studying Science <strong>and</strong> Maths dropped. In<br />

particular, it dropped by 8.5 per cent for mathematics in the same period.<br />

Computer science as a major declined by 70 per cent between<br />

2000 <strong>and</strong> 2005 at the University <strong>of</strong> California Los Angeles (CRA Bulletin,<br />

2007). In an effort to try to recruit <strong>and</strong> retain science <strong>and</strong> engineering<br />

students, computer games are being used as tools in education<br />

(Good <strong>and</strong> Robertson, 2004). Mitchell (2004) posits that games for<br />

mobile phones have great potential for supporting cognitive <strong>and</strong> socioaffective<br />

learning, i.e., learning relating to moods, feelings, <strong>and</strong> attitudes.<br />

Also, playing games can support valuable skill development in<br />

strategic thinking, planning, communication, application <strong>of</strong> numbers,<br />

negotiating skills, group decision-making, <strong>and</strong> data h<strong>and</strong>ling (Kirriemuir<br />

<strong>and</strong> McFarlane, 2004). According to Malone <strong>and</strong> Lepper (1987), there is<br />

a relationship between learning <strong>and</strong> intrinsic motivation. <strong>The</strong>ir research<br />

was based on an investigation <strong>of</strong> students who played computer games,<br />

which found seven key factors for creating an intrinsically motivating<br />

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instructional environment. <strong>The</strong>se factors were challenge, curiosity, control,<br />

fanta!J, cooperation, competition <strong>and</strong> recognition. It was also shown by Lepper<br />

<strong>and</strong> Cordova (1992) that computer games raise the efficiency <strong>of</strong> learning<br />

if they increase the intrinsic motivation <strong>and</strong> link the goals 'winning the<br />

game' <strong>and</strong> 'learning the material'.<br />

A lot <strong>of</strong> research has been done in the academic world concerning use<br />

<strong>of</strong> games in education <strong>and</strong>, although it has still not been widely adopted<br />

for learning as much as other mobile based learning technologies like<br />

podcasting <strong>and</strong> SMS; it is making significant inroads into learning. <strong>The</strong><br />

research into mobile games based learning is being funded both commercially<br />

by companies trying to develop educational games on mobile<br />

devices <strong>and</strong> also by the European Commission (MGBL, 2008). <strong>The</strong><br />

mobile Games-Based <strong>Learning</strong> project (mGBL) is a three-year project<br />

that began in October 2005 <strong>and</strong> is supported by the European Community<br />

under the Information Society Technologies (IST) Programme<br />

<strong>of</strong> the Sixth Framework. It consists <strong>of</strong> 11 partner organisations from<br />

Austria, Croatia, Great Britain, Italy, <strong>and</strong> Slovenia working on the development<br />

<strong>of</strong> a platform for the presentation <strong>of</strong> educational content in<br />

a playful <strong>and</strong> emotional way (games-based) on mobile devices. <strong>The</strong><br />

overall goal <strong>of</strong> the project is to improve the effectiveness <strong>and</strong> efficiency<br />

<strong>of</strong> learning in the target group <strong>of</strong> young people through the development<br />

<strong>of</strong> innovative learning models based on mobile games. <strong>The</strong> specific<br />

aim <strong>of</strong> the project is to design, develop, <strong>and</strong> trial a prototype game<br />

platform that can be used to efficiently develop games for mobile learning,<br />

whereby the focus is on the support <strong>of</strong> decision making in critical<br />

situations, not only in a cognitive but also in an emotional way. <strong>The</strong>se<br />

games are meant to directly support learning via opportunities to develop<br />

knowledge <strong>and</strong> cognitive skills in an exciting <strong>and</strong> inspiring way.<br />

Another European Commission funded project into mobile games<br />

based learning is the eMapps project (eMapps, 2008). <strong>The</strong> eMapps<br />

project focuses on communities <strong>of</strong> creative, networking children in the<br />

new European Union (EU) member states <strong>and</strong> has produced some<br />

significant breakthroughs related to innovative ways <strong>of</strong> learning, using<br />

computer games <strong>and</strong> mobile learning in schools.<br />

In the UK, FutureLab (2007) have been carrying out interesting research<br />

into mobile games based learning, <strong>and</strong> they claim that games<br />

<strong>of</strong>fer challenge, feedback, <strong>and</strong> engagement, although one also has to<br />

rethink how to plan lessons <strong>and</strong> what the learning outcomes are, since<br />

new pedagogies have to be developed. <strong>The</strong>y have also developed a<br />

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mobile phone based game called "NEWTOON", which students play<br />

by manipulating the laws <strong>of</strong> physics <strong>and</strong> thereby obtain a better underst<strong>and</strong>ing<br />

<strong>of</strong> physics. It not only allows them to play games, but it also<br />

allows them to design their own games <strong>and</strong> play with their peers. In<br />

their Racing Academy project, FutureLab developed a simulation game<br />

to help mechanical engineering students learn how cars work (Future­<br />

Lab, 2007). <strong>The</strong> students race their cars against their opponents <strong>and</strong><br />

look at the telemetry readings. <strong>The</strong>y then modify these readings <strong>and</strong><br />

race the cars again <strong>and</strong> thereby develop a better underst<strong>and</strong>ing <strong>of</strong> how<br />

cars work. In one <strong>of</strong> the largest mobile games based learning projects in<br />

the UK, the BBC have developed GCSE revision learning material in<br />

the form <strong>of</strong> mobile phone games, covering 150 questions in Maths,<br />

English, <strong>and</strong> Science ( BBC Bitesize Revision, 2008). Any student with<br />

a mobile phone can type in the website address, <strong>and</strong> then choose which<br />

revision material they want <strong>and</strong> it will be downloaded to their phone.<br />

Making games is considered to be one <strong>of</strong> the most creative activities.<br />

Many people <strong>and</strong> especially children love to play games <strong>and</strong> naturally<br />

want to design <strong>and</strong> develop their own ones. Not only playing games,<br />

but explicitly making games can be beneficial for children in many<br />

ways. It allows them to express their creativity, implement original<br />

ideas, <strong>and</strong> learn structured <strong>and</strong> logical thinking as well as gain media<br />

literacy <strong>and</strong> a deep underst<strong>and</strong>ing <strong>of</strong> computer technology r:r atim <strong>and</strong><br />

Masuch, 2007).<br />

Limitations <strong>of</strong> <strong>Learning</strong> with <strong>Mobile</strong> Devices<br />

Although mobile learning has come a long way in leaps <strong>and</strong> bounds,<br />

there is one limiting factor that holds back its total acceptance as a<br />

learning medium when compared to normal sized personal computers<br />

or laptops. <strong>The</strong> size <strong>of</strong> mobile phones, which gives them this instant<br />

appeal to learners, is also in part responsible for its slow uptake for<br />

learning. According to Shudong <strong>and</strong> Higgins (2006), while mobile<br />

learning has met with some acceptance among educators <strong>and</strong> is increasingly<br />

being implemented, it will be necessary to solve the following<br />

problems if it is to become effective, accepted, <strong>and</strong> widely used. Due to<br />

the small screen size <strong>and</strong> limited resources <strong>of</strong> mobile phones, in uses <strong>of</strong><br />

mobile phones for learning, there is not sufficient feedback for learners.<br />

It is difficult to develop content that will run on all mobile devices,<br />

even if technologies like Java, which are meant to be platform <strong>and</strong> operating<br />

system independent, are used. <strong>The</strong> cost <strong>of</strong> using mobile devices<br />

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can be quite significant, although the latest smart phones have built in<br />

Wi-Fi, which enables them to access content via the local hotspots or<br />

Wi-Fi access points on university campuses at no extra charge. This is<br />

particularly significant when it comes to using learning objects that may<br />

have multimedia content like video <strong>and</strong> graphics. <strong>The</strong> ability to acquire<br />

information about the user <strong>and</strong> his or her environment presents a<br />

unique ability to personalize the learning opportunity (Shudong <strong>and</strong><br />

Higgins, 2006). However, there are significant ethical issues associated<br />

with this according to Lonsdale et al. (2003). Some <strong>of</strong> these issues are<br />

that context information needs to be collected with the full consent <strong>of</strong><br />

the users <strong>and</strong> must be stored securely to prevent misuse by third parties.<br />

According to Sharples (2003), in terms <strong>of</strong> mobility, the 'aJ!)time,<br />

anywhere' capabilities <strong>of</strong> mobile devices encourage learning experiences<br />

outside <strong>of</strong> a teacher-managed classroom environment. Inside the classroom,<br />

mobile devices provide students with the capabilities to link to<br />

activities in the outside world that do not correspond with either the<br />

teacher's agenda or the curriculum. Both <strong>of</strong> these scenarios present<br />

significant challenges to conventional teaching practices. Vavoula<br />

(2004) also makes the point that learning is achieved over time <strong>and</strong><br />

lifelong learners will need effective tools to record, organize, <strong>and</strong> reflect<br />

on their mobile learning experiences. <strong>The</strong> affordances <strong>and</strong> psychosocial<br />

limitations <strong>of</strong> a tool, not just its construction, must be examined critically<br />

before, during, <strong>and</strong> after integrating that tool into a learning environment.<br />

If used improperly, for example, the mobility <strong>of</strong> mobile devices<br />

can also be a barrier to learning. <strong>The</strong> personal nature <strong>and</strong> small<br />

size <strong>of</strong> mobile devices may hinder collaboration by isolating users from<br />

meaningful social interactions (M<strong>and</strong>ryk et al., 2001; Dieterle et al.,<br />

2007).<br />

Health <strong>and</strong> Safety Issues with <strong>Mobile</strong> <strong>Learning</strong><br />

<strong>The</strong> use <strong>of</strong> mobile phones has caused controversy in terms <strong>of</strong> the<br />

health risks it poses, particularly to children. In recent years there has<br />

been a rapid increase in the use <strong>of</strong> wireless communications devices,<br />

which include mobile phones, <strong>and</strong> a great deal <strong>of</strong> research has been<br />

carried out to investigate possible biological or human health effects<br />

resulting from the use <strong>of</strong> these devices. <strong>The</strong> National Research Council<br />

(2008) commissioned research concluded in their executive summary<br />

that there is a need for experiments focusing on possible adverse radio<br />

frequency (RF) effects identified by changes in electroencephalogram<br />

(measurement <strong>and</strong> recording <strong>of</strong> electrical activity in different parts <strong>of</strong><br />

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the brain) activity as well as a need to include an increased number <strong>of</strong><br />

subjects. <strong>The</strong>y also concluded that little or no information is available<br />

on possible neurophysiological (the physiology <strong>of</strong> the nervous system)<br />

effects developing during long-term exposure to RF fields. Risks <strong>of</strong><br />

exposure to RF fields in elderly volunteers are not well explored <strong>and</strong><br />

there is a continuing need for experiments focusing on possible adverse<br />

RF effects identified by changes in cognitive performance functions.<br />

<strong>The</strong>re are essentially two camps <strong>of</strong> researchers with differing "etidence"<br />

based claims that mobile phone usage is, on one h<strong>and</strong>, harmful <strong>and</strong>, on<br />

the other h<strong>and</strong>, not harmful. According to an article on the BBC website<br />

(BBC, 1999a), researchers in Sweden found that just two minutes<br />

<strong>of</strong> exposure to energy waves from a h<strong>and</strong>set can disable a defence<br />

mechanism in the body designed to prevent harmful proteins <strong>and</strong> toxins<br />

in the blood from entering the brain. Once the proteins enter brain<br />

tissue there is a higher risk <strong>of</strong> brain <strong>and</strong> nerve diseases such as Alzheimer's,<br />

Parkinson's <strong>and</strong> multiple sclerosis developing. Another article,<br />

again on the BBC website, BBC (1999b), claims that mobile phone<br />

usage is linked to memory loss <strong>and</strong> that leading scientists are cutting<br />

down or modifying their personal use <strong>of</strong> mobile phones. An article on<br />

the BBC website (BBC, 1998) claims that one <strong>of</strong> the national newspapers<br />

in the UK, the "<strong>The</strong> Daily Mail", carried a front page splash on a<br />

study carried out by military scientists at the Defence Evaluation <strong>and</strong><br />

Research Agency that suggested that mobile phone signals disrupt part<br />

<strong>of</strong> the brain which controls memory <strong>and</strong> learning. It also claims that<br />

recent studies have already found mobile phones can cause a rise in<br />

blood pressure <strong>and</strong> may harm pregnant women <strong>and</strong> that they have been<br />

linked with brain tumours, cancer, headaches, <strong>and</strong> tiredness. Although<br />

the use <strong>of</strong> mobile phones has already been linked to headaches, fatigue,<br />

damage to the immune system, <strong>and</strong> cancer, there is, however, no firm<br />

evidence yet that mobile phones cause any harm. <strong>The</strong>re is an article on<br />

the Consumer Affairs (2005) website that claims that a Swedish study<br />

found that users <strong>of</strong> digital phones in rural areas may be at greater risk<br />

<strong>of</strong> brain cancer. Its authors say the link is troubling, although they acknowledge<br />

that the amount <strong>of</strong> data is small <strong>and</strong> wider research is<br />

needed to amplify the findings. <strong>The</strong>re is also a related article by Anderson<br />

(2006) that claims that the use <strong>of</strong> mobile phones over a long period<br />

<strong>of</strong> time can raise the risk <strong>of</strong> brain tumours, according to a Swedish<br />

study. According to this report, researchers at the Swedish National<br />

Institute for Working Life looked at mobile phone usage <strong>of</strong> 2,200 cancer<br />

patients <strong>and</strong> an equal number <strong>of</strong> healthy control cases. Of the can-<br />

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cer patients, aged between 20 <strong>and</strong> 80 years, 905 had a malignant brain<br />

tumour <strong>and</strong> about a tenth <strong>of</strong> them (85 patients) were also heavy users<br />

<strong>of</strong> mobile phones. This research, which was published in the International<br />

Archives <strong>of</strong> Occupational <strong>and</strong> Environmental Health, defined<br />

heavy use as 2000 plus hours, which corresponds to 10 years use in the<br />

work place for one hour per day. Early use was defmed as having begun<br />

to use a mobile phone before the age <strong>of</strong> 20 years. <strong>The</strong>re was also<br />

shown to be a marked increase in the risk <strong>of</strong> a tumour developing on<br />

the side <strong>of</strong> the head where the telephone was generally used, said the<br />

study, which took into account factors such as smoking habits, working<br />

history, <strong>and</strong> exposure to other agents. Kjell Mild, who led the study,<br />

said the figures meant that heavy users <strong>of</strong> mobile phones had a 240<br />

percent increased risk <strong>of</strong> a malignant tumour on the side <strong>of</strong> the head<br />

the phone is used. He said his study was the biggest yet to look at longterm<br />

users <strong>of</strong> the mobile phone, which has been around in Sweden in a<br />

portable form since 1984, longer than in many other countries.<br />

According to the Institute <strong>of</strong> Engineering <strong>and</strong> Technology (2008), the<br />

balance <strong>of</strong> scientific evidence to date still does not indicate that harmful<br />

effects occur in humans due to low-level exposure to electric <strong>and</strong> magnetic<br />

fields (EMF). This conclusion remains the same as that reached in<br />

its previous position statements, the last being in May 2006, <strong>and</strong> has<br />

not been substantially altered by the peer-reviewed literature published<br />

in the past two years. Krewski et al. (2003), from the Royal Society <strong>of</strong><br />

Canada's (RSC) Expert Panel on potential health risks <strong>of</strong> radi<strong>of</strong>requency<br />

fields from wireless telecommunication devices, reviewed various<br />

research fmdings on new data on dosimetry (measure <strong>of</strong> ionizing<br />

radiation) <strong>and</strong> exposure assessment, thermoregulation, biological effects<br />

such as enzyme induction, <strong>and</strong> toxicological effects, including genotoxicity<br />

(deleterious action on a cell genetic material affecting its integrity),<br />

carcinogenicity (potential to cause cancer), <strong>and</strong> testicular <strong>and</strong> reproductive<br />

outcomes. Epidemiological (medical studies concerned with the<br />

incidence <strong>and</strong> distribution <strong>of</strong> diseases <strong>and</strong> other factors relating to<br />

health) studies <strong>of</strong> mobile phone users <strong>and</strong> occupationally exposed<br />

populations were examined, along with human <strong>and</strong> animal studies <strong>of</strong><br />

neurological <strong>and</strong> behavioral effects. All <strong>of</strong> the authoritative reviews<br />

completed within the last two years <strong>of</strong> their report concluded that there<br />

was no clear evidence <strong>of</strong> adverse health effects associated with RF<br />

fields. At the same time, these same reviews supported the need for<br />

further research to clarify the possible associations between RF fields<br />

<strong>and</strong> adverse health outcomes that have appeared in some reports. In<br />

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the past five years, the mobile phone health issue has been subject to<br />

no less than 30 scientific reviews carried out within the UK <strong>and</strong> overseas.<br />

In all cases, these reviews have come to similar conclusions, that<br />

"<strong>The</strong>re have been no adverse health consequences established from<br />

exposure to RF fields at levels below the international guidelines on<br />

exposure limits published by the International Commission on Non­<br />

Ionizing Radiation Protection." Despite this some local residents remain<br />

very concerned about perceived health effects when mobile<br />

phone base stations are built close to their homes or near their children's<br />

schools.<br />

Summary<br />

<strong>Mobile</strong> learning has come a long way <strong>and</strong> is beginning to make significant<br />

inroads into main stream learning using technologies like SMS <strong>and</strong><br />

games in programmes like the BBC Bytesize used by GCSE students<br />

for revision using games. It is also evident that podcasting is becoming<br />

very popular with hundreds <strong>of</strong> universities joining iTunes U, an Apple<br />

online shop for downloading free content supplied by universities.<br />

Games based learning; SMS <strong>and</strong> IM are also areas with significant<br />

promise in the adoption <strong>of</strong> mobile learning. <strong>Mobile</strong> technologies can<br />

effectively support a wide range <strong>of</strong> activities for learners <strong>of</strong> all ages<br />

(Naismith et aI., 2004). <strong>Mobile</strong> technologies provide for each student to<br />

have a personal interaction with the technology in an authentic <strong>and</strong><br />

appropriate context <strong>of</strong> use. All the research that has been done with<br />

mobile learning has been on the whole very positive, <strong>and</strong> researchers<br />

<strong>and</strong> academics agree that if used appropriately, in games based learning,<br />

for example, they can encourage interest in learning as the students find<br />

them to be fun <strong>and</strong> engaging. <strong>The</strong>re are however many concerns about<br />

the use <strong>of</strong> mobile devices in learning, ranging from the size <strong>of</strong> the devices'<br />

screens, the cost, the new pedagogies which need to be developed,<br />

<strong>and</strong> the health scares like cancer, memory loss <strong>and</strong> brain tumors<br />

attributed to the use <strong>of</strong> mobile devices. It is likely that the use <strong>of</strong> mobile<br />

learning will follow the same patterns as that <strong>of</strong> e-<strong>Learning</strong>, with some<br />

HEIs adopting it readily, while others still prevaricate when it comes to<br />

fully adopting it. I think that if it can be proved that introducing mobile<br />

learning is guaranteed to raise <strong>and</strong> retain student numbers, then almost<br />

all recruitment universities, as opposed to selection universities, will<br />

readily adopt mobile learning. It has already been shown that students<br />

love to use new technologies in their learning <strong>and</strong> are very agreeable to<br />

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the use <strong>of</strong> SMS for sending them alerts about time tabling, course work<br />

deadlines, change <strong>of</strong> lecture rooms, et cetera, rather than alerts by email<br />

or notice boards.<br />

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Author<br />

Dr James Kadirire read Computer Science at the<br />

University <strong>of</strong> Cambridge, Fitzwilliam College, in<br />

1992. He then got a PhD in Computer Science from<br />

University College London in 1996, on Dynamic<br />

Multicast Routing in the Asynchronous Transfer<br />

Mode (ATM) Environment. James then worked in<br />

the commercial world, mainly in s<strong>of</strong>tware design <strong>and</strong> development,<br />

including 2 years from 1999 to 2001 at BT Adastral Park, where he<br />

worked as a s<strong>of</strong>tware scientist/research engineer in distributed systems.<br />

He joined Anglia Ruskin University, in Cambridge, Engl<strong>and</strong>, in 2002,<br />

where he is employed full time, as a senior lecturer. James' research<br />

interests include:<br />

• ATM/IP Multicasting/Routing<br />

• <strong>Mobile</strong> systems/GSM/GPRS/UMTS<br />

• Wireless LANS<br />

• Service/Resource Discovery<br />

• Digital communications/computer networking<br />

• Distributed systems <strong>and</strong> security<br />

• e-<strong>Learning</strong> <strong>and</strong> m-<strong>Learning</strong><br />

• Web/Internet technologies <strong>and</strong> protocols<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 57-78).<br />

Chapter 3<br />

Selecting Appropriate Technologies for<br />

<strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

Jeremy Dickerson <strong>and</strong> J. B. Browning<br />

Introduction<br />

<strong>Mobile</strong> h<strong>and</strong>held technologies are pervasive throughout most <strong>of</strong> the<br />

world. Take a quick glance across an airport terminal, c<strong>of</strong>fee shop, or<br />

student lounge in nearly any country <strong>and</strong> you will see a myriad <strong>of</strong> models,<br />

applications, <strong>and</strong> people using these devices. <strong>Mobile</strong> technologies<br />

have become an integral part <strong>of</strong> businesses <strong>and</strong> <strong>of</strong> personal lives, freeing<br />

users from the constraints <strong>and</strong> limitations <strong>of</strong> conventional computing<br />

technologies such as desktops <strong>and</strong> laptops. Many people choose to<br />

complement their home computers with mobile technologies, owning a<br />

mobile device, a laptop <strong>and</strong>/or desktop. Size, weight, reliability, battery<br />

power, Internet accessibility, reasonable costs, <strong>and</strong> reliable ubiquitous<br />

networks have made mobile devices the technology <strong>of</strong> choice for people<br />

who need quick <strong>and</strong> easy anywhere, anytime communication. <strong>The</strong>re<br />

are numerous <strong>of</strong> mobile device options for a society on the move.<br />

In his book Technological Change (1970), Harvard University Pr<strong>of</strong>essor <strong>of</strong><br />

Technology E. G. Mesthene asked if the advancement <strong>of</strong> computers<br />

means the end <strong>of</strong> freedom or a bold new beginning. Nearly forty years<br />

later, this question has a variety <strong>of</strong> answers <strong>and</strong> perspectives. For education,<br />

computer technologies have allowed teaching <strong>and</strong> learning to<br />

transcend many limitations <strong>and</strong> barriers. Picciano (2001) describes distance<br />

education as a way to overcome problems with time <strong>and</strong> space -<br />

two overarching categories which have historically divided students <strong>and</strong><br />

knowledge. <strong>The</strong> work 'desk' for many students <strong>and</strong> members <strong>of</strong> the<br />

adult workforce has become a virtual place thanks to increased mobility<br />

<strong>and</strong> decreased costs <strong>of</strong> information technologies (Baldauf & Stair,<br />

2008) . Web-based distance education has shown to be as effective as<br />

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face-to-face instruction in a wide array <strong>of</strong> instructional settings (Browning,<br />

1999). In 2006, it was reported that approximately 3.5 million students<br />

took at least one online course during fall 2005. It is estimated<br />

that twenty percent <strong>of</strong> all U.S. higher education students were taking at<br />

least one online course in the fall <strong>of</strong> 2006 (Allen & Seaman, 2006). With<br />

the apparent success <strong>and</strong> popularity <strong>of</strong> online delivery, distance education<br />

via mobile technologies is yet another revolution in the attempt at<br />

diminishing conventional constraints without compromising quality.<br />

Educators have integrated electronic media, communication <strong>and</strong> information<br />

technologies for many years. From 16mm ftlms <strong>of</strong> the ftrst<br />

part <strong>of</strong> the 20th century to the web-based courses <strong>and</strong> online degrees <strong>of</strong><br />

today, appropriate <strong>and</strong> innovative selection <strong>of</strong> content delivery technologies<br />

have been vital in education. <strong>The</strong> last decade <strong>of</strong> the twentieth<br />

century was marked by the evolution <strong>of</strong> the World Wide Web <strong>and</strong> the<br />

personal computer, <strong>and</strong> the ftrst decade <strong>of</strong> the twenty-ftrst century is<br />

being dramatically shaped by global networking <strong>and</strong> the exponential<br />

growth <strong>of</strong> mobile technologies (Shelly, Cashman, Gunter, & Gunter,<br />

2008). In the 1980s <strong>and</strong> 1990s, education was transformed though the<br />

evolution <strong>of</strong> instructional technologies focusing on modernizing educational<br />

content delivery around the use <strong>of</strong> computer technologies <strong>and</strong><br />

s<strong>of</strong>tware applications. In the 2000s, the fteld <strong>of</strong> education began teaching<br />

<strong>and</strong> learning in online environments <strong>and</strong> focused through the use <strong>of</strong><br />

static, h<strong>and</strong>-crafted instructional web sites as well as the integration <strong>of</strong><br />

fully-online course management systems such as BlackBoard, MoodIe<br />

& Sakai. This 'instruction-forward' progression with technology in<br />

education has been an asset for insuring the evolution <strong>of</strong> teaching <strong>and</strong><br />

learning <strong>and</strong> has helped the fteld <strong>of</strong> education grow in unanticipated<br />

ways.<br />

<strong>The</strong> learners <strong>of</strong> tomorrow will continue to seek the most flexible <strong>and</strong><br />

easily accessible methods for receiving instruction. A recent study by<br />

Schmidt, Hodge, Dickerson, <strong>and</strong> Ellis (2008) suggests that traditional<br />

college students who were not encumbered by distance selected online<br />

courses because <strong>of</strong> the flexibility the format provides, even if they lived<br />

on or near a college campus where face-to-face classes were available.<br />

Flexibility is achieved via distance-defying <strong>and</strong> time-defying technologies<br />

<strong>and</strong> instructional methods. <strong>The</strong> term "synchronicity" refers to<br />

whether or not communication is occurring in real-time (Cheng, Lehman,<br />

& Reynolds, 1991). Students want <strong>and</strong>/or need the ability to learn<br />

asynchronously even if they are not inhibited by distance so that they<br />

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may match their time to their opportunity to learn. <strong>Mobile</strong> technologies<br />

provide further educational solutions to the issues <strong>of</strong> both time <strong>and</strong><br />

distance.<br />

Given Prensky's (2004) proposition that, in many parts <strong>of</strong> the world,<br />

mobile communication device ownership outweighs that <strong>of</strong> personal<br />

computers sometimes by as much as five or ten to one (especially in<br />

less developed areas), it is sensible to begin teaching educators about<br />

the use <strong>of</strong> mobile technology learning environments. Many believe that<br />

mobile technology instruction will soon become as common as online<br />

instruction delivered via a PC <strong>and</strong> that h<strong>and</strong>held devices will become an<br />

inextricable component in secondary, post-secondary, adult learning,<br />

<strong>and</strong> corporate training environments. This immediately conjures several<br />

questions:<br />

1. What does an educator need to know about mobile technology<br />

instruction?<br />

2. How does the thought process change through the use <strong>of</strong> a mobile<br />

technology delivery?<br />

3. Where does the mobile technology instructor begin in his/her<br />

analysis?<br />

4. With so many technologies <strong>and</strong> capabilities on the market, how<br />

does one go about selecting a mobile technology?<br />

Those who design <strong>and</strong> deliver traditional web-based courses are <strong>of</strong>ten<br />

referred to as 'online instructors' so perhaps those who teach using mobile<br />

technologies may be referred to in the future as 'mobile technology instructors.'<br />

It is significant to make some delineation early in this chapter. <strong>The</strong><br />

authors recognize the apparent mobility <strong>of</strong> laptop computers <strong>and</strong> tablet<br />

PCs. Even though these are mobile devices, this chapter serves as<br />

springboard for designers <strong>and</strong> educators seeking the extreme mobility<br />

<strong>of</strong> h<strong>and</strong>held technologies. For this chapter, the term hlobile' technology<br />

device will imply small-screen h<strong>and</strong>held technologies, such as smart<br />

phones, PDAs, <strong>and</strong> MP3 players, <strong>and</strong> the wide array <strong>of</strong> functionalities<br />

these devices may utilize in addition to the integration <strong>of</strong> the World<br />

Wide Web <strong>and</strong> various s<strong>of</strong>tware applications.<br />

This chapter provides a brief outline <strong>of</strong> various mobile technologies<br />

<strong>and</strong> stresses the analysis phase <strong>of</strong> the instructional design process. Additionally,<br />

the chapter concludes by providing a method for assessing<br />

mobile technologies for teaching <strong>and</strong> learning.<br />

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Brief Overview <strong>of</strong> Content Delivery Technologies<br />

Campbell <strong>and</strong> Oblinger (2007) suggest that selecting models <strong>and</strong> strategies<br />

for e-Iearning is one <strong>of</strong> the top five issues in higher education.<br />

<strong>The</strong>re are a wide variety <strong>of</strong> models, features, s<strong>of</strong>tware, hardware, <strong>and</strong><br />

networking options available that may be used in any personal or educational<br />

mobile environment. In order for the material in this chapter<br />

to transcend specific br<strong>and</strong>s, this section overviews types <strong>of</strong> techniques<br />

used in mobile technology instruction <strong>and</strong> provides information that<br />

would help an educator underst<strong>and</strong> if a technique would be effective<br />

<strong>and</strong> feasible. Generally, mobile instruction consists <strong>of</strong> a variety <strong>of</strong><br />

video, audio, <strong>and</strong>/or text into a format in which a student could receive<br />

<strong>and</strong> respond on a mobile device. Small screen size is a design limitation<br />

for content requiring visual display such as video <strong>and</strong> text; therefore,<br />

content must be adapted for delivery on mobile devices. An instructor<br />

must consider the nature <strong>of</strong> the mobile learner <strong>and</strong> the delivery constraints<br />

<strong>of</strong> small technology devices <strong>and</strong> design instruction into smaller<br />

chunks <strong>of</strong> material.<br />

Commercial <strong>and</strong> open source s<strong>of</strong>tware is available for designing, developing,<br />

<strong>and</strong> delivering content for use on small-screen mobile devices.<br />

Such s<strong>of</strong>tware packages allow an instructor to create content into mobile-ready<br />

(mobilized) format. Many commercial vendors <strong>of</strong> mobile<br />

technologies <strong>of</strong>fer implementation strategies for teaching <strong>and</strong> learning<br />

in a mobile environment. Additionally, open-source tools can be found<br />

by searching the Internet. Video, audio, <strong>and</strong> text-based content delivery<br />

technologies can be described in numerous ways. Please refer to the list<br />

in the Appendix for examples <strong>of</strong> websites which <strong>of</strong>fer information <strong>and</strong><br />

products on mobile instruction technologies. <strong>The</strong> technologies discussed<br />

in this chapter are not all inclusive, <strong>and</strong> the discussion is meant<br />

to provide an overview to serve as a departure point for mobile technology<br />

instructors to begin their investigation, design, <strong>and</strong> delivery <strong>of</strong><br />

mobilized content.<br />

Video Delivery Technologies<br />

Video technologies have the ability to enhance <strong>and</strong> bring to life theories<br />

<strong>and</strong> personalities. From displaying a picture or graphic <strong>of</strong> a concept, to<br />

showing the facial expressions <strong>of</strong> a student during a conversation, few<br />

can dispute the impact <strong>of</strong> the use <strong>of</strong> video. Table 1 summarizes com-<br />

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mon video-based techniques which are staples <strong>of</strong> mobile instruction<br />

environments.<br />

Table 1: Video delivery technologies for mobile instruction<br />

Video Delivery Technologies<br />

Video pod casting<br />

(Vodcasti ng)<br />

Screen recordings<br />

Screen casti ng<br />

Video files runni ng from a<br />

website<br />

Still image display<br />

Video conferencing<br />

Video Mail<br />

Brief Overv iew<br />

Pre-recording <strong>of</strong> video <strong>and</strong>lor audio for<br />

playback on computers. portable MP3<br />

players, <strong>and</strong> other h<strong>and</strong>held devices<br />

Recording what IS on your screen for later<br />

viewing (as video, flash, etc.) <strong>and</strong> displayed<br />

to demonstrate a computer-based example<br />

Displaying in real-time what is on your<br />

screen to other comp uters<br />

Conversion <strong>of</strong> video to flash video or similar<br />

"web-sized" format<br />

Motionless digital images which enhance<br />

instruction <strong>and</strong> are fomnatted for small<br />

screen display<br />

Fully interactive video, two-way or multipoint<br />

conference<br />

Sending video communications via email<br />

systems to another user or group<br />

Audio Delivery Technologies<br />

<strong>The</strong> audio delivery technologies section overviews the use <strong>of</strong> audio fties<br />

<strong>and</strong> audio communication tools. <strong>The</strong>se technologies include a variety <strong>of</strong><br />

both synchronous <strong>and</strong> asynchronous capabilities. From traditional<br />

point-to-point calling with mobile phones to setting up an instructional<br />

audio stream, audio technologies have tremendous potential to impact<br />

the mobile technology instruction environment.<br />

Table 2' Audio delivery technologies for mobile instruction<br />

Audio Delivery Technologies<br />

Point-to-poi nt calling<br />

Confere nce ca IIi ng<br />

Internet Protocol calling<br />

Audio pod casting<br />

I nternet Protocol streami ng <strong>of</strong><br />

content delivery<br />

Audio mail<br />

Brief Overview<br />

One audio-capable device to another in<br />

real-time<br />

More tha n two a udi o-capable devi ces in<br />

si multa neous use<br />

Calling from computerto computer or<br />

computer to phone using Internet protocol<br />

instead <strong>of</strong> phone networks<br />

Pre-recordi ng <strong>of</strong> a udi 0 fo r down loadable<br />

playback on computers, portable MP3<br />

players <strong>and</strong> other h<strong>and</strong>held devices<br />

Audio "streamed" to the user over a<br />

network po rt, vi a a p layer. Content ca n be<br />

pre-recorded or Ii ve-streamed to users<br />

Broadcast audi 0 messages to others<br />

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Text Delivery Technologies<br />

<strong>The</strong> electronic display <strong>of</strong> text in both static form <strong>and</strong> for conversational<br />

purposes or information sharing is common in online <strong>and</strong> mobile technology<br />

environments. Posting static text is a staple for any distance<br />

education format as is sending/receiving email. <strong>Mobile</strong> technology<br />

instructors can take advantage <strong>of</strong> simple uses <strong>of</strong> text to supplement<br />

instruction <strong>and</strong> capitalize on students' familiarity with text messaging,<br />

blogs, micro-blogs, wikis, <strong>and</strong> instant messaging.<br />

Table 3: Text delivery technologies for mobile instruction<br />

Text Delivery<br />

Technologies<br />

Text-based content via web pages<br />

Text-based content via email<br />

Text messaging<br />

Instant messaging<br />

Wikis<br />

Blogs/microblogs<br />

Brief Overv iew<br />

Website formatted for small-screen use<br />

Email designed for small screen device.<br />

perhaps in an abbreviated format <strong>and</strong><br />

kept brief for mobile consumption <strong>and</strong><br />

quick loadi ng for delivery via an Internet<br />

email client<br />

Messages sent. generally using<br />

shortcut notation based on limitations <strong>of</strong><br />

mobile phone keypad. Sent <strong>and</strong><br />

received via phone technology instead<br />

<strong>of</strong> Internet email<br />

Person to person <strong>and</strong> mUlti-person text,<br />

audio, <strong>and</strong> video are options. but this<br />

item generally is text only. Real time<br />

text transfer between users<br />

Website where multiple authors can<br />

change <strong>and</strong> adapt page content. Can<br />

be password protected or open<br />

Non-sequential in nature, anything the<br />

user has riQhts to can be chanQed<br />

Website where a specific author (or<br />

authors) creates sequential posts.<br />

Posts are shown by date<br />

(microblogs are based on limited<br />

characters - ex. texti nQ)<br />

Most <strong>of</strong> the aforementioned technologies cannot st<strong>and</strong> alone as a sole<br />

medium for content delivery. <strong>The</strong> authors recommend a multitechnology<br />

approach for instructors seeking to mobilize their content.<br />

While using a multi-technology approach compounds issues <strong>of</strong> technical<br />

sophistication <strong>and</strong> literacy, it is through the combination <strong>of</strong> multiple<br />

delivery technologies <strong>and</strong> methods that students will receive the greatest<br />

impact from the instruction. Fortunately, we live in a time where<br />

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many <strong>of</strong> these technologies are commonly used for personal communication<br />

<strong>and</strong> leisure. Texts, emails, wikis, blogs, <strong>and</strong> phone calls are all<br />

extremely ordinary communication tools. <strong>The</strong> task is now to make use<br />

<strong>of</strong> these existing tools, perhaps add more sophisticated technologies,<br />

<strong>and</strong> adapt our instructional design to effectively teach.<br />

Selecting <strong>Mobile</strong> Technologies for Instruction<br />

Analysis <strong>of</strong> <strong>Mobile</strong><br />

Technologies for<br />

Instructional Purposes<br />

Developing Instruction<br />

for <strong>Mobile</strong> Technology<br />

Envi ron ments<br />

Figure 1. Components for Instructional Det'elopment<br />

"Instructional design theory <strong>of</strong>fers explicit guidance on how to better<br />

help people learn <strong>and</strong> develop" (Reigeluth, 1999, p. 5). As indicated in<br />

Figure 1, by examining the learners, the type <strong>of</strong> learning, <strong>and</strong> the technologies<br />

involved we can analyze <strong>and</strong> improve the process <strong>of</strong> developing<br />

instruction for mobile technology environments. <strong>The</strong>re are many<br />

common components to an instructional design system. Instructional<br />

design models typically involve analysis, strategy, evaluation, <strong>and</strong> reflection.<br />

Smith <strong>and</strong> Ragan (1993) discuss the analysis phase <strong>of</strong> instructional<br />

design at length, describing front-end analysis as containing analysis <strong>of</strong><br />

the instructional context, the learners, <strong>and</strong> the learning task. Further,<br />

Smith <strong>and</strong> Ragan add that front-end analysis is <strong>of</strong>ten underutilized or<br />

under appreciated by designers <strong>of</strong> instruction. Planning instruction for<br />

mobile technology instruction should be preceded by front-end analysis<br />

<strong>of</strong> several key components <strong>of</strong> the instructional environment: the learner<br />

characteristics, the variety <strong>of</strong> learning <strong>and</strong> the mobile technologies<br />

which could be used for instruction. <strong>The</strong>se three components have the<br />

potential to provide a mobile technology instructor information that<br />

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can shape an effective learning environment <strong>and</strong> assist in the instructional<br />

decision making process. This section asks:<br />

1. Who is the learner <strong>and</strong> what do they bring to the instructional environment?<br />

2. What needs to be learned as a result <strong>of</strong> the instruction <strong>and</strong> how<br />

does that affect mobile technology selection?<br />

3. Which mobile technology is suitable for the instructional delivery<br />

<strong>and</strong>/ or assessment needed for learning to occur?<br />

Learner Analysis<br />

Recently, while presenting at an international educational technology<br />

conference, one <strong>of</strong> the authors was speaking on the topic <strong>of</strong> distance<br />

education <strong>and</strong> the use <strong>of</strong> course management systems. A pr<strong>of</strong>essor in<br />

the audience from South Africa came up after the talk, eager to discuss<br />

the topic at length. Intrigued, the South African Pr<strong>of</strong>essor stated that<br />

he wanted to help schools in his country use course management systems<br />

to deliver content, but he felt that the lack <strong>of</strong> computer ownership<br />

<strong>and</strong> home Internet connections would be a barrier. He believed the<br />

most common technology among his students was mobile phones <strong>and</strong><br />

that 'texting' educational content might have a greater impact on those<br />

students than web-based courses. This real-life scenario is a testament<br />

to the potential <strong>of</strong> mobile education <strong>and</strong> to the value <strong>of</strong> knowing the<br />

learners in the instructional context.<br />

<strong>Mobile</strong> technology instruction is extremely sensitive to the conditions<br />

<strong>of</strong> the learner. Creating an effective learning experience begins with<br />

underst<strong>and</strong>ing the learner <strong>and</strong> the characteristics they possess before<br />

entering the learning scenario. Smith <strong>and</strong> Ragan (1993) suggest that<br />

some <strong>of</strong> the elements that could be helpful for in underst<strong>and</strong>ing learners<br />

include psychosocial, cognitive, <strong>and</strong> physiological characteristics.<br />

1. Psychosocial Characteristics. Knowing who you are teaching can<br />

provide important data for consideration. What are the social<br />

demographics that could influence their performance during instruction?<br />

Age, work experiences, educational experiences, socioeconomic<br />

status, gender, <strong>and</strong> cultural backgrounds are examples <strong>of</strong><br />

demographics which may impact your instructional design <strong>of</strong> instruction.<br />

Does the learner use mobile technologies at work? Are<br />

they in an age range where mobile technology use is popular <strong>and</strong><br />

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socially expected? Is wealth-level a factor in technology ownership?<br />

Do learners live in rural areas where mobile technologjesl<br />

connectivity may not be accessible?<br />

2. Cognitive Characteristics. What knowledge, skills <strong>and</strong> dispositions<br />

do students bring into the learning environment? What developmental<br />

level are they at relevant to the suggested curricula? What<br />

aptitudes or abilities do they possess which could influence how or<br />

what you teach? Do they have technical skills such as sending or<br />

receiving audio, video, or text? Do they have the aptitude necessary<br />

to learn such tasks?<br />

3. Physiologjcal Characteristics. What health conditions might impact<br />

learning? How might these health conditions factor into the physical<br />

aspects <strong>of</strong> the learning environment or into the assessment<br />

methods used? With mobile technologjes, vision, hearing ability,<br />

<strong>and</strong> dexterity can influence learning. Does the learner have problems<br />

seeing small interfaces? Do they have the finger dexterity to<br />

use small keyboards? Can they hear well enough while using a mobile<br />

technology device to be able to listen to audio lectures?<br />

Instructors should consider the wide range <strong>of</strong> psychosocial, cognitive,<br />

<strong>and</strong> physiologjcal characteristics which can influence the mobile technology<br />

instructional environment. Without invading privacy, instructors<br />

should develop surveys or questionnaires that allow learners to anonymously<br />

volunteer personal information that could assist instructional<br />

development. <strong>The</strong> design <strong>of</strong> instruments <strong>and</strong> collection <strong>of</strong> data can take<br />

time, but will reward the instructor through student success <strong>and</strong> translate<br />

into a more customized learning experience.<br />

<strong>Learning</strong> styles <strong>and</strong> preferences are also aspects that should be considered<br />

when designing instruction in a mobile technology learning environment.<br />

Instructors should evaluate how the selection <strong>of</strong> different<br />

technologjes can enhance or inhibit student achievement within the<br />

context <strong>of</strong> learning styles or preferences. This consideration should<br />

occur before integrating technology into instruction. While some technologjes<br />

naturally incorporate multiple learning modalities (such as<br />

smart phones - visual, auditory, etc.), others may have limitations that<br />

can affect student achievement. For example, using pre-recorded audio<br />

clips <strong>of</strong> lectures that learners may download on an MP3 player as a sole<br />

means <strong>of</strong> instructional delivery would clearly create a deficit for many<br />

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learners who need other means <strong>of</strong> input (such as visual stimulation) <strong>and</strong><br />

interaction (such as discussion).<br />

<strong>The</strong>re are many learning style assessment methods in the research literature.<br />

Fleming (1995) proposes the 'VARK' method <strong>of</strong> analyzing<br />

learning preferences based on brain research in the areas <strong>of</strong> visual, aural,<br />

read/write & kinesthetic learning. Kolb (1981) discusses learning<br />

styles <strong>and</strong> describes them within the general framework <strong>of</strong> doing, thinking,<br />

feeling, <strong>and</strong> watching. <strong>The</strong>se, as well as others, can provide insight<br />

into learner preferences for receiving instruction. Planning for differences<br />

in learning styles during the design <strong>and</strong> development stages <strong>of</strong><br />

instructional planning promotes better decision making concerning<br />

technology selection. Improved decision making typically translates into<br />

higher student success because <strong>of</strong> an instructor's ability to better meet<br />

the needs learners.<br />

Analysis <strong>of</strong> Types <strong>of</strong> <strong>Learning</strong><br />

In their book Principles <strong>of</strong> Instructional Design, Gagne, Briggs, <strong>and</strong> Wagner<br />

(1992) pose the question, ''What is to be learned?" Simple, but many<br />

instructors fill lessons full <strong>of</strong> student activities each day without concretely<br />

defining what exactly is supposed to be learned as a result <strong>of</strong> the<br />

instruction. Instructional theorists suggest that all learning can be categorized<br />

as one <strong>of</strong> several common types. Gagne, Briggs, <strong>and</strong> Wager,<br />

states that there are five categories <strong>of</strong> learning:<br />

1. Intellectual Skills<br />

2. Cognitive Strategies<br />

3. Verbal Information/Knowledge<br />

4. Motor Skills<br />

5. Attitudes<br />

In <strong>The</strong> Systemic Design ojInstruction, Dick <strong>and</strong> Carey (1996) describe these<br />

categories <strong>of</strong>learning as:<br />

1. Psychomotor Skills<br />

2. Intellectual Skills<br />

3. Verbal Information/Knowledge<br />

4. Attitudes<br />

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<strong>The</strong>se lists are similar with the exception <strong>of</strong> the combination <strong>of</strong> intellectual<br />

skills with cognitive strategies. A basic synopsis <strong>of</strong> these types <strong>of</strong><br />

learning follows:<br />

1. Psychomotor skill learning involves physical <strong>and</strong> mental activity to<br />

perform a physical action or undertaking.<br />

2. Intellectual skill learning involves various levels <strong>of</strong> problem solving,<br />

developing concrete <strong>and</strong> abstract concepts, <strong>and</strong> applying rules (or<br />

other cognitive strategies).<br />

3. Verbal information is the recitation, listing, or individual stating <strong>of</strong><br />

specific defined information at the presence <strong>of</strong> a stimulus without<br />

problem solving or critical thinking.<br />

4. Attitudes are emotion-driven human dispositions resulting in decision<br />

making beliefs <strong>and</strong> judgments about situations, people, places,<br />

or things.<br />

<strong>Mobile</strong> technology instructors must determine both what is to be<br />

learned <strong>and</strong> whether or not the desired learning outcome can be successfully<br />

achieved in a mobile technology environment. What instruction,<br />

interaction, communication, <strong>and</strong> assessment should to occur to<br />

effectively teach an intellectual skill, attitude, psychomotor skills, or<br />

verbal information? Can traditional instructional methods for a learning<br />

outcome be used, not used, or minimally modified for use in a mobile<br />

technology environment?<br />

Content which is to be taught via mobile technologies should be categorized<br />

as one <strong>of</strong> these types <strong>of</strong> learning. Instruction can then be designed<br />

<strong>and</strong> developed to effectively teach the learning objectives. <strong>The</strong><br />

four varieties/types <strong>of</strong> learning have distinctions between one another<br />

that set the stage for appropriate media selection - especially within the<br />

context <strong>of</strong> mobile technologies. Consider <strong>and</strong> compare the differences<br />

found in the following examples;<br />

o<br />

o<br />

o<br />

<strong>Teaching</strong> the memorization <strong>of</strong> the periodic table (verbal information)<br />

<strong>Teaching</strong> how to diagram sentences (cognitive strategy)<br />

<strong>Teaching</strong> how to correctly perform a push-up (psychomotor skill)<br />

Which <strong>of</strong> these examples could be effectively <strong>and</strong> adequately taught via<br />

mobile technologies? Which technologies would be appropriate <strong>and</strong><br />

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how would that affect your instructional methods <strong>and</strong> assessment strategy?<br />

Analysis <strong>of</strong> <strong>Mobile</strong> Technologies for Instructional<br />

Purposes<br />

Selecting technologies without consideration for all <strong>of</strong> the factors<br />

surrounding their implementation can result in frustration,<br />

disappointment, <strong>and</strong> most critically, low student performance <strong>and</strong><br />

achievement. Selecting inappropriate technologies can also lead to poor<br />

student <strong>and</strong> teacher dispositions towards a technology because <strong>of</strong><br />

failure or misuse. Successful implementation <strong>and</strong> integration <strong>of</strong> technology<br />

begins with informed decision making. Having lead <strong>and</strong>/or<br />

assisted in dozens <strong>of</strong> technology integration projects, the authors cannot<br />

stress enough the importance <strong>of</strong> conducting a thorough investigation<br />

<strong>of</strong> the people, policies, <strong>and</strong> logistical issues concerning technology<br />

enhanced instruction. Obviously, unexpected problems will occur no<br />

matter how much work is done, but many pitfalls will be averted if the<br />

right questions are asked in the beginning.<br />

Instructors should seek answers to many questions prior to implementation<br />

<strong>of</strong> mobile instruction. When well-informed, a mobile technology<br />

instructor can underst<strong>and</strong> exactly what will be required to successfully<br />

implement mobile technologies into their instruction. Asking the right<br />

questions will yield a current state vs. desired state framework, informing<br />

the instructor <strong>of</strong> what is needed for success mobile technology<br />

integration.<br />

Asking the Right Questions: An Assessment Rubric<br />

<strong>The</strong> issues surrounding mobile technologies can be overwhelming for<br />

an instructor in the beginning stages <strong>of</strong> their planning process. Underst<strong>and</strong>ing<br />

student, instructor, <strong>and</strong> organizational variables is significant<br />

for instructional planning <strong>and</strong> can provide data that can direct training,<br />

budget development, funding, grant writing, <strong>and</strong> project timelines,<br />

among other important issues.<br />

Table four is a tool which can be used as a worksheet for analyzing <strong>and</strong><br />

selecting mobile technologies for instruction. Consideration <strong>of</strong> the<br />

concepts in Table four will help determine if a technological delivery<br />

method is viable, reasonable, <strong>and</strong> appropriate for the instructor, student,<br />

<strong>and</strong> curriculum. This one-page document is designed to be a sim-<br />

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pIe check-list style tool which covers key topics <strong>and</strong> informs the user <strong>of</strong><br />

the instructional scenario. Intended for use by a wide scope <strong>of</strong> individuals,<br />

the use <strong>of</strong> Table four may also lead to more questions, further<br />

illuminating the options <strong>and</strong> issues involved in the selection process.<br />

This table includes all individual issues discussed earlier in the chapter<br />

<strong>and</strong> allows the reader to compare each technology to the others based<br />

on the reader's individual scenario. <strong>The</strong> areas <strong>of</strong> consideration are<br />

grouped by 'personal' <strong>and</strong> 'instructional' headings so that the reader<br />

may quickly underst<strong>and</strong> the general state <strong>of</strong> the issues surrounding the<br />

technology.<br />

Instructions for Using Table Four (Assessment Rubric For<br />

<strong>Mobile</strong> Technology Selection And Readiness):<br />

When using the table, an instructor should rate each area as necessary.<br />

1. Is the desired technology available? (yes/no/need data)<br />

2. Is there instructor <strong>and</strong> student pr<strong>of</strong>iciency with the desired technology?<br />

(yes/no/need data)<br />

3. Is technical support available for the instructor <strong>and</strong> student?<br />

(yes/no/need data)<br />

4. Are there costs or service plans necessary which will be a problem?<br />

(yes/no/need data)<br />

5. Is the learning variety suitable <strong>and</strong> feasible for the mobile technology<br />

which has been chosen? (yes/no/need data)<br />

6. What learning styles are addressed? (as per adopted method <strong>and</strong><br />

theory)<br />

7. Will communication be synchronous, asynchronous, or combination?<br />

8. What is the communication flow <strong>and</strong> direction? (teacher to students,<br />

student to teacher, student to student, combination)<br />

This table should be used as a readiness inventory for each mobile<br />

technology that is an option for the instructor, allowing a quick underst<strong>and</strong>ing<br />

<strong>of</strong> the current conditions vs. desired conditions as well as the<br />

deficiencies which need to be addressed in order to implement a selected<br />

technology.<br />

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o<br />

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"" N"<br />

~<br />

~<br />

CJ<br />

o<br />

~ ......<br />

rv<br />

~ Table 4: Assessment Rubric for <strong>Mobile</strong> Technology Selection <strong>and</strong> Readiness v 1.0 Dickerson & Browning 2008<br />

Areas fo r Consideration<br />

Personal Concerns<br />

Instructional Concerns<br />

<strong>Mobile</strong> Availa bility" Technical Technical Costl Appropri ate for <strong>Learning</strong> Styles Synchronicity<br />

Tecbnologlf Pr<strong>of</strong>icie ncy* Support Service Type <strong>of</strong> Addressed<br />

.. Availa bility" Prohi bitive" <strong>Learning</strong><br />

Video p odcasting<br />

Screen casting<br />

Screen recordin gs<br />

Website based<br />

video files<br />

Display <strong>of</strong> still<br />

images<br />

Video<br />

confere ncing<br />

Video mail<br />

Poi nt-t 0- poi nt<br />

calling<br />

Conference<br />

calling<br />

IP calling<br />

Audio p odcasting<br />

IP ra dio streami ng<br />

content delive rv<br />

Audio mail<br />

Text-based<br />

content via<br />

webpages<br />

Text-based<br />

content vi a Email<br />

Text messaging<br />

Instant messagi ng<br />

Wikis<br />

Blogs<br />

Micro-blogs<br />

.. = Instructor a nd/o r student<br />

Communication<br />

Direction 8. Flow<br />

:;l<br />

'"<br />

~<br />

~<br />

~.<br />

~<br />

~<br />

~<br />

~<br />

~<br />

;s..<br />

~.<br />

l<br />

~<br />

~"<br />

~


Selecting Appropriate Technologies for <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

Example Use <strong>of</strong> Assessment Rubric: Teacher In-Service<br />

Training Delivered Via <strong>Mobile</strong> Technologies Scenario<br />

<strong>The</strong> scenario for the following example is based around designing <strong>and</strong><br />

delivering an in-service class for licensed teachers. Teachers will receive<br />

renewal credit for 10 contact hours over the duration <strong>of</strong> the course.<br />

<strong>The</strong> format <strong>of</strong> the course will be hybrid in nature <strong>and</strong> consist <strong>of</strong> "lecture"<br />

<strong>and</strong> new information received by the students via mobile phone<br />

or small screen device. Work products that students produce <strong>and</strong> some,<br />

but not all, teacher to student <strong>and</strong> student to class interactions will be<br />

via mobile phone, but lager products will be via traditional PC (hybrid<br />

format).<br />

<strong>The</strong> following questions 1-8 <strong>and</strong> Table five are an example <strong>of</strong> use <strong>of</strong><br />

the Assessment Rubric for <strong>Mobile</strong> Technology Selection <strong>and</strong> Readiness<br />

in a teacher in-service scenario.<br />

When using the table, an instructor should rate each area as necessary.<br />

1. Is the technology available? (yes, teachers who participate must<br />

have a web-enabled cell phone or PDA with wifi <strong>and</strong> daily wifi access)<br />

2. Is there instructor <strong>and</strong> student pr<strong>of</strong>iciency? (yes)<br />

3. Is technical support available for the instructor <strong>and</strong> student? (yes)<br />

4. Are there costs or service plans necessary which will be a problem?<br />

(yes, plans are available)<br />

5. Is the learning variety suitable <strong>and</strong> feasible for the mobile technology<br />

which has been chosen? (yes)<br />

6. What learning styles are addressed? (Visual, Aural, <strong>and</strong> Read/write)<br />

7. Will communication be synchronous, asynchronous, or combination?<br />

(combo)<br />

8. What is the communication flow <strong>and</strong> direction? (combination)<br />

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cC"<br />

"" N"<br />

~<br />

~<br />

CJ<br />

o<br />

~ ......<br />

rv<br />

~ Table 5: Example use <strong>of</strong> Assessment Rubric for <strong>Mobile</strong> Technology Selection <strong>and</strong> Readiness v 1_u Dickerson & Browning 2uu8<br />

- Teacber In-Service Training Scenario<br />

Areas fo r Consideration<br />

Person al Co ncerns<br />

Instructional Concerns<br />

!!!!.obile Availability* Technical Technical Costl Appropriate Lea rni ng Styles Synchronicity Communication<br />

Technologlt Pr<strong>of</strong>icie ncy* Support Service for Type <strong>of</strong> Addressed Direction 8. Flow<br />

.. Availa bility* Prohibitive* <strong>Learning</strong><br />

Video p odcasting Yes Yes No No Yes Visuall Aural No One-way<br />

Screen casting Need data Need data Need data No Need data Need data Need data Need data<br />

Screen recordings Yes Yes No No Yes Visual No One-way<br />

Website based Yes Need data Need data No Need data Need data Need data Need data<br />

video files<br />

Display <strong>of</strong> still Yes Yes No No Yes Visual No One-way<br />

imaQes<br />

Video No N/A N/A N/A N/A NlA N/A N/A<br />

confere ncing<br />

Video mail No N/A N/A N/A N/A NlA N/A N/A<br />

Point-to-point No N/A N/A N/A N/A Aural Yes N/A<br />

calling<br />

Conference No N/A N/A N/A N/A Aural Yes N/A<br />

callinQ<br />

IP calling No N/A N/A N/A N/A NlA N/A N/A<br />

Audio p odcasting Yes Yes Yes No Yes Aural No One-way<br />

IP radio streaming No N/A N/A N/A N/A NlA N/A N/A<br />

content de live ry<br />

Audio mail Yes Need data Yes No Need data Aural No Two-way<br />

Text-based Yes Yes Yes No Yes Visual No One-way<br />

content via<br />

WebPages<br />

Text-based Yes Need data Yes No No NlA N/A N/A<br />

content via Email<br />

Text messaging No Need data Yes No No Visual Yes N/A<br />

Instant messaging No Need data Yes No No NlA N/A N/A<br />

Wikis Yes Yes Yes No Yes Visual Yes Two-way<br />

Blogs Yes Need data Yes No N/A Visual No One-Way<br />

Micro-blogs Yes Yes Yes No Yes Visual No Two-way<br />

:;l<br />

'"<br />

~<br />

~<br />

~.<br />

~<br />

~<br />

~<br />

~<br />

~<br />

;s..<br />

~.<br />

l<br />

~<br />

~"<br />

~


Selecting Appropriate Technologies for <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

By examining the results <strong>of</strong> ftndings from the course developer in Table<br />

five, a user could define areas for potential problems <strong>and</strong> identify<br />

areas that might not have been addressed properly (such as levels <strong>of</strong><br />

support for some technologies or limited variety in addressing learning<br />

styles.). When properly completed, the table can provide a quick snapshot<br />

<strong>of</strong> strengths <strong>and</strong> weaknesses such that an implementer <strong>of</strong> mobile<br />

learning can further reftne the course for greater potential success.<br />

Review <strong>of</strong> Key Questions Discussed in Chapter<br />

Addressing the Learner<br />

1. What psychological characteristics <strong>of</strong> the learner could affect the<br />

use <strong>of</strong> mobile technologies?<br />

2. What physiological characteristics <strong>of</strong> the learner could affect the<br />

use <strong>of</strong> mobile technologies?<br />

3. What cognitive characteristics <strong>of</strong> the learner could affect the use <strong>of</strong><br />

mobile technologies?<br />

4. What learning styles are being incorporated with the use <strong>of</strong> this<br />

technology?<br />

Content Appropriateness<br />

1. What variety <strong>of</strong> learning is trying to be conveyed via mobile technology?<br />

2. Is the material suitable for via mobile format delivery?<br />

3. Can I assess this variety <strong>of</strong>learning via the mobile format?<br />

4. Can the technology do what is necessary for effective instruction?<br />

5. Are their advantages or disadvantages to delivering the content?<br />

6. Can the given capabilities <strong>of</strong> the technology enhance or encumber<br />

the learning process?<br />

<strong>Mobile</strong> Technological Capabilities<br />

1. Which mobile technological capabilities are available?<br />

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2. Which mobile technological capabilities are needed for effective<br />

instruction?<br />

3. Does the mobile technology you desire to use have the synchronicity<br />

aspects you need to be effective?<br />

4. Does the technology provide the flow <strong>and</strong> direction <strong>of</strong> communication<br />

necessary for effective delivery <strong>and</strong> assessment?<br />

A vai/abi/ity <strong>of</strong> Resources<br />

1. Does the instructor have the necessary hardware <strong>and</strong>/or s<strong>of</strong>tware?<br />

2. If not, are there funds available to purchase s<strong>of</strong>tware or equipment?<br />

3. Does the instructor have easy access or is the process cumbersome?<br />

4. Is there sufficient b<strong>and</strong>width for running any necessary websites,<br />

video, or audio fties?<br />

5. Are security policies too restrictive for the delivery method?<br />

6. Are their support personnel (internal <strong>and</strong>/or outsourced) available<br />

to assist in inevitable technological problems?<br />

7. Will the instructor or the students be on their own in the event <strong>of</strong> a<br />

technical problem?<br />

8. Can instruction be made flexible around support problems?<br />

Technological Pr<strong>of</strong>iciency <strong>of</strong> the Instructor & Students<br />

1. Do the instructor & students have the technological competence to<br />

work with the delivery technology?<br />

2. Are the instructor & students familiar with using mobile learning<br />

technologies?<br />

3. Is training required before implementation?<br />

4. Are the instructors & students versed enough to solve (at least<br />

minimal) problems commonly associated with consumer-grade<br />

technologies?<br />

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Conclusion<br />

It is interesting to note how far technology has come in just a few years<br />

in terms <strong>of</strong> size, cost, power, <strong>and</strong> availability. Additionally, it is equally<br />

amazing how far society has advanced in technical skills, general literacy,<br />

daily use, <strong>and</strong> ownership. Inarguably, mobile technologies have<br />

changed the way we live <strong>and</strong> work. We are on only the cusp <strong>of</strong> seeing<br />

how mobile technologies will change the way we teach <strong>and</strong> learn. <strong>Mobile</strong><br />

learning devices are expected to continue exp<strong>and</strong>ing in functionality<br />

<strong>and</strong> shrinking in physical size. <strong>The</strong>re will also be more techniques<br />

used for designing <strong>and</strong> delivering instruction, <strong>and</strong> these must be studied<br />

<strong>and</strong> will require experimentation in order to determine ways to legitimize<br />

the field <strong>and</strong> ensure learner success <strong>and</strong> achievement. As students<br />

<strong>and</strong> employers dem<strong>and</strong> flexible learning options, there will be more<br />

integration <strong>of</strong> mobile learning throughout secondary, post-secondary,<br />

<strong>and</strong> adult education environments. Those <strong>of</strong> us interested in this field<br />

should be mindful these propositions:<br />

1. Technology constantly changes<br />

2. Successful implementation requires being well read on<br />

trends / techniques<br />

3. Successful implementation requires being actively engaged with the<br />

tools<br />

4. Successful implementation requires networking with other pr<strong>of</strong>essionals<br />

It is exciting to consider what education <strong>and</strong> training will look like in<br />

twenty years. Certainly we can expect it to be less place dependant,<br />

more flexible, more media rich, <strong>and</strong> perhaps better delivered in terms<br />

<strong>of</strong> how people best acquire knowledge. For example, if smaller chunks<br />

<strong>of</strong> information, delivered more frequently, are more effective as a<br />

teaching method than students sitting down for two hours <strong>of</strong> class,<br />

twice a week, then perhaps mobile learning <strong>of</strong>fers as much in terms <strong>of</strong><br />

improving delivery as it <strong>of</strong>fers in terms <strong>of</strong> improving effectiveness.<br />

Revisiting the work <strong>of</strong> Mesthene (1970), the question still remains unanswered;<br />

will the advancement <strong>of</strong> computers mean the end <strong>of</strong> freedom<br />

or a bold new beginning? Has freedom been increased or decreased if<br />

we can tote the classroom around in our pocket? Has freedom increased<br />

or decreased if we can take classes while st<strong>and</strong>ing in line at a<br />

store? Has freedom increased or decreased if we get a call, text, or in-<br />

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stant message from our instructor at eight o'clock at night? <strong>The</strong>se questions<br />

<strong>and</strong> many more must be answered as we face the unique problems<br />

<strong>and</strong> amazing opportunities <strong>of</strong> mobile teaching <strong>and</strong> learning.<br />

References<br />

Allen, E., & Seaman, J., (2006). Making the grade: Online education in the<br />

United States 2006. Needham, Massachusetts. Retrieved April 20th,<br />

2008 from http://www.sloan-c.org/publications/ survey /index.asp<br />

Baldauf, K., & Stair, R., (2008). Succeeding with technology, computer [Ystem<br />

concepts for real lift. Massachusetts: Thomson.<br />

Browning,]., (1999). Analysis <strong>of</strong> Concepts <strong>and</strong> Skills Acquisition<br />

Differences Between Web-delivered <strong>and</strong> Classroom-delivered<br />

Undergraduate Instructional Technology Courses. North Carolina<br />

State University, Raleigh, NC.<br />

Campbell,]. & Oblinger, D., (2007). Top ten teaching <strong>and</strong> learning<br />

issues, 2007. Educause QuarterlY. 30(3), 15-21.<br />

Dick, W. & Carey, L., (1996). <strong>The</strong> Systemic Design <strong>of</strong> Instruction 4th Edition.<br />

New York: Longman.<br />

Cheng, H., Lehman,]., & Reynolds, A. (1992). What do we know about<br />

asynchronous group computer-based distance learning? Educational<br />

Technology, 31(11), 16-19.<br />

Fleming, N. D. (1995). I'm different; not dumb. Modes oj presentation<br />

(V ARK) in the tertiary classroom, in Zelmer, A., (ed.) Research <strong>and</strong><br />

Development in Higher Education, Proceedings <strong>of</strong> the 1995<br />

Annual Conference <strong>of</strong> the Higher Education <strong>and</strong> Research<br />

Development Society <strong>of</strong> Australasia (HERDSA). Volume 18, pp.<br />

308 - 313.<br />

Gagne, R., Briggs, L., & Wagner, W., (1992). Principles oJinstructional<br />

design. Orl<strong>and</strong>o: Harcourt Brace.<br />

Kolb, D. (1981). <strong>Learning</strong> styles <strong>and</strong> disciplinary differences. In<br />

Chickering, A., (ed.) Modern American College. San Francisco: Jossey­<br />

Bass.<br />

Mesthene, E. (1970). Technological change: Its impact on man <strong>and</strong> sociery. New<br />

York: New American Library.<br />

Picciano, A. (2001). Distance <strong>Learning</strong>: making connections across time <strong>and</strong><br />

space. Upper Saddle River, NJ: Merrill, Prentice Hall.<br />

Prensky, M. (2004). What Can You Learn From A Cell Phone? - Almost<br />

Airy thing! Retrieved April 25th, 2008 from<br />

http://www.marcprensky.com/writing/Prensky-<br />

Whac Can_ Y ou_Learn_F rom_a_ Cell_Phone-FIN AL.pdf.<br />

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Reigeluth, C. (1999). Instructional design theories <strong>and</strong> models: A new paradigm<br />

<strong>of</strong> instructional theory, Volume II. New Jersey: Lawrence Erlbaum.<br />

Smith, P. & Ragan, T. (1993). Instructional design 1st ed. New Jersey:<br />

Merrill Prentice Hall.<br />

Schmidt, S., Hodge, E., Dickerson, J., & Ellis, M. (2008). <strong>The</strong> Shrinking<br />

Face-to-Face College Classroom: Local Students, Distance<br />

Learners. (In Review).<br />

Shelly, G., Cashman, T., Gunter, G., & Gunter, R. (2008) Integrating<br />

technology <strong>and</strong> digital media in the classroom. Boston: Thomson.<br />

Appendix: Links to Additional Resources<br />

<strong>and</strong> Video, Audio, <strong>and</strong> Text Development Tools<br />

as <strong>of</strong> May 2008<br />

www.nchs<strong>of</strong>tware.com/screen<br />

/index.html<br />

www.camtasia.com<br />

www.debugmode.com/wink<br />

www.camstudio.org<br />

www.jumpcut.com<br />

www.eyespot.com<br />

www.moviemasher.com<br />

www.youtube.com<br />

www.blip.tv<br />

www.teachertube.com<br />

www.gtmp.org<br />

www.ivisit.com<br />

www.skype.com<br />

www.audacity.sourceforge.net/<br />

www.winamp.com/<br />

www.shoutcast.com/<br />

www.icecast.org/<br />

www.hotlava.com<br />

www.palm.com/<br />

www.txt2day.com/<br />

www.dashboard.aim.com/aim<br />

www.messenger.yahoo.com/<br />

www.seedwiki.com<br />

www.wikipedia.com<br />

www.pbwiki.com<br />

www.blogger.com<br />

www.vlogblog.com/<br />

www.twitter.com<br />

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Authors<br />

J. Burton Browning received his doctoral degree in<br />

Technology Education from North Carolina State<br />

University in 1999 <strong>and</strong> has been working since the<br />

late 1980's in the technology field on many innovative<br />

projects, such as the North Carolina Information<br />

Highway, <strong>The</strong> Odyssey Project, <strong>and</strong> several<br />

distance learning initiatives. In addition to these<br />

experiences, his scholarship activities include being a<br />

full-time pr<strong>of</strong>essor <strong>and</strong> author. Dr. Browning teaches graduate <strong>and</strong><br />

undergraduate courses in many subjects, including computer programming,<br />

computer security, computer networking, educational robotics,<br />

<strong>and</strong> systems design & analysis. His published works include several<br />

articles, <strong>and</strong> a book in its second edition, on computer programming -<br />

Design, Logic, <strong>and</strong> Programming with Python: A h<strong>and</strong>s-on approach.<br />

He lives in Eastern North Carolina with his wife <strong>and</strong> six Siamese cats.<br />

Jeremy Dickerson is an assistant pr<strong>of</strong>essor in the<br />

Department <strong>of</strong> Business <strong>and</strong> Information Technologies<br />

Education in the College <strong>of</strong> Education at<br />

East Carolina University. Dr. Dickerson has a doctoral<br />

degree in Technology Education with a focus<br />

on training <strong>and</strong> development <strong>and</strong> has over 10 years<br />

experience managing information technology systems<br />

<strong>and</strong> providing technical support. His current teaching, research<br />

<strong>and</strong> private consulting interests include computer applications training<br />

<strong>and</strong> integrating instructional design into technical courses to improve<br />

human performance in post-secondary <strong>and</strong> adult workforce education.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California.: Infonning Science Press. (pp. 79-102).<br />

Chapter 4<br />

From Classical <strong>Mobile</strong> <strong>Learning</strong> to <strong>Mobile</strong><br />

Web 2.0 <strong>Learning</strong><br />

Chaka Chaka<br />

Introduction<br />

This chapter explores the evolution <strong>of</strong> mobile-based learning (M:BL)<br />

from classical mobile learning (m-Iearning) to <strong>Mobile</strong> Web 2.0 (m-Web<br />

2.0) learning in the context <strong>of</strong> informal leaning. Classical m-Iearning<br />

refers to the period when m-Iearning emerged as both a learning paradigm<br />

<strong>and</strong> a delivery mode. M-Web 2.0 learning is the era in which m­<br />

learning incorporates <strong>and</strong> is influenced by Web 2.0 technologies. It is<br />

characterized by both mobility <strong>and</strong> Web 2.0 as part <strong>of</strong> its delivery <strong>and</strong><br />

learning platform. On this basis, the chapter provides, first, a brief<br />

overview <strong>of</strong> classical m-Iearning <strong>and</strong> m-Web 2.0 learning. Second, it<br />

argues that both classical m-Iearning <strong>and</strong> m-Web 2.0 learning represent<br />

evolving technologies for teaching <strong>and</strong> learning in varying degrees.<br />

Third, it maintains that with the advent <strong>of</strong> classical m-Iearning <strong>and</strong> m­<br />

Web 2.0 learning, there have emerged changing learners <strong>and</strong> changing<br />

learning approaches. Fourth <strong>and</strong> last, the chapter outlines future trends<br />

for, especially, m-Web 2.0 learning.<br />

Over the years d-Iearning (distance learning) has witnessed two major<br />

evolutionary developments: from d-Iearning to e-Iearning (electronic<br />

learning); <strong>and</strong> from e-Iearning to m-Iearning. Each evolutionary move<br />

has also represented a paradigm shift. In some cases, each evolutionary<br />

stage has re-enacted traditional <strong>and</strong> web-based approaches, while in<br />

others, it has led to both the reconceptualization <strong>of</strong> old approaches <strong>and</strong><br />

the rise <strong>of</strong> new ones.<br />

In the last two decades the evolution that has attracted a lot <strong>of</strong> attention<br />

is the one taking place within mobile education. Within this paradigm,<br />

two different but complementary processes have since emerged.<br />

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<strong>The</strong> first is classical m-leaming while the second is m-Web 2.0 learning.<br />

Each <strong>of</strong> these processes represents evolving teaching <strong>and</strong> learning<br />

technologies that are specific to each process. In addition, both processes<br />

embody changing learners <strong>and</strong> changing learning approaches.<br />

This chapter, then, characterizes the evolution from classical m-leaming<br />

to m-Web 2.0 learning through mobile device development <strong>and</strong> mobile<br />

social s<strong>of</strong>tware (M:oSoSo) applications respectively. <strong>The</strong> reason for this<br />

kind <strong>of</strong> characterization is that mobile devices are critical enablers for<br />

classical m-leaming while MoSoSo applications serve as critical drivers<br />

for m-Web 2.0 learning.<br />

Classical M-<strong>Learning</strong> <strong>and</strong> <strong>Mobile</strong> Web 2.0 <strong>Learning</strong>:<br />

An Overview<br />

This section <strong>of</strong>fers a brief overview <strong>of</strong> both classical m-leaming <strong>and</strong> m­<br />

Web 2.0 learning by locating them within their relevant evolutionary<br />

trajectories.<br />

M-leaming as a concept is ill-defmed. This is despite concerted attempts<br />

to defme it. Defmitions are intended to clarify, <strong>and</strong> not to cloud,<br />

concepts. Thus, for them to do so, they need to demonstrate conceptual<br />

precision <strong>and</strong> clarity. In relation to m-leaming this is, however, not<br />

always the case as the concept tends to mean different things to different<br />

people. Added to this, is the tendency to define m-leaming according<br />

to the experiences, views, <strong>and</strong> perspectives <strong>of</strong> those defming it. This<br />

scenario <strong>of</strong> multiple definitional perspectives is, nonetheless, to be<br />

welcomed rather than being decried. This is particularly so since, as a<br />

nascent learning enterprise, m-leaming need not be tied to one gr<strong>and</strong><br />

theory <strong>and</strong> one universal defmition.<br />

In terms <strong>of</strong> its evolution m-leaming is an upshot <strong>of</strong> d-leaming <strong>and</strong> e­<br />

learning. Within this evolutionary path, it has also transitioned into<br />

MALL (mobile assisted language learning) (see Chinnery, 2006; Kukulska-Hulme<br />

& Shield, 2007). In both cases, it is part <strong>of</strong> both flexible<br />

learning <strong>and</strong> m-technology (mobile technology). That is, it is a subset <strong>of</strong><br />

d-leaming <strong>and</strong> e-leaming, both <strong>of</strong> which are also instances <strong>of</strong> flexible<br />

learning (peters, 2005). Most importantly, m-leaming constitutes the<br />

4th Wave <strong>of</strong> e-leaming in the evolution <strong>of</strong> computer <strong>and</strong> technology<br />

mediated learning. This evolutionary trajectory can be plotted as follows:<br />

1st Ware - 1970-1979 (Number Crunching - Main Frames/One detice,<br />

ma'!Y users) '* 2nd Watl? - 1980-1989 (Desktop Publishing - Personal Com-<br />

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puters (pCs)/One detice, one user) 4 3rd Wat'e - 1990-1999 (Communication,<br />

Creation & Collaboration - Internet & Telecommunications/Ma'!Y detices, one<br />

user (e.g. combination <strong>of</strong> smartphone, MP3 pZt!Yer, the Web, etc)) 44th Watl? -<br />

2000- (A'!Yone, A'!Ytime, A'!Ywhere Information - <strong>Mobile</strong> Technology / Ma'!Y<br />

detices, ma'!Y users (pemasitl? computing [Ystems with wirelessfy interconnected<br />

detices) (Yuen, 2004).<br />

In this regard, there are eight categories (some <strong>of</strong> which do overlap)<br />

into which current conceptualizations <strong>of</strong> m-Ieaming fall:<br />

• Technology-mediated m-Ieaming - Here technological innovations<br />

are deployed in academic settings to drive m-Ieaming.<br />

• Miniature but portable e-Ieaming - This relates to mobile, wireless,<br />

<strong>and</strong> h<strong>and</strong>held technologies that are used to re-enact approaches<br />

employed in conventional e-Ieaming.<br />

• Informal, personalized, situated m-Ieaming - Technologies with<br />

additional functionalities (e.g. location-aware or GPS (Global Positioning<br />

System) devices) are deployed to deliver educational experiences.<br />

• <strong>Mobile</strong> training/performance support - Technologies are used to<br />

enhance the productivity <strong>and</strong> efficiency <strong>of</strong> mobile workers through<br />

providing just-in-time information <strong>and</strong> support.<br />

• Remote/rural/development m-Ieaming - Technologies are deployed<br />

to address infrastructural <strong>and</strong> environmental challenges related<br />

to delivering <strong>and</strong> supporting education which cannot be provided<br />

by conventional e-Ieaming.<br />

• CSML (Computer supported mobile learning) - This is computer<br />

mediated m-Ieaming which promotes h<strong>and</strong>s-on/minds-on learning<br />

or situated <strong>and</strong> authentic learning.<br />

• LOCH (Language-learning Outside the Classroom with H<strong>and</strong>helds)<br />

- M-Ieaming environment in which students are assigned<br />

field activities to do on their h<strong>and</strong>held devices outside the classroom.<br />

• MALL (mobile assisted language learning) - M-Ieaming related<br />

specifically to language learning which serves as a better option<br />

than CALL (computer assisted language learning).<br />

Thus, m-Ieaming has the following inherent characteristics: always-on<br />

connectivity; ubiquity; networked communication; situated, networked<br />

<strong>and</strong> collaborative learning; blended learning; <strong>and</strong> personalization or<br />

individualization. In this context, its main drivers are users' social<br />

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demographics <strong>and</strong> behaviors, m-technologies, <strong>and</strong> globalization (see<br />

Peters, 2005). <strong>The</strong> characterization <strong>and</strong> conceptualization <strong>of</strong> m-Iearning<br />

provided in the preceding paragraphs represents m-Iearning in its classical<br />

form.<br />

For its part, m-Web 2.0 learning has evolved from both m-Iearning <strong>and</strong><br />

Web 2.0 learning. In particular, it adapts Web 2.0 technologies to mobile<br />

technologies (Coppola, Lomuscio, Mizzaro, & Nazzi, 2008). In this<br />

context, it encompasses a number <strong>of</strong> variables. First, it is both a concept<br />

<strong>and</strong> a process. As a concept m-Web 2.0 learning refers to the<br />

manner in which the second generation m-Web 2.0 is structured <strong>and</strong><br />

deployed as a learning platform. It is a read/ think/ write/ talk <strong>and</strong> infotainment/<br />

edutainment platform on-the-go. <strong>The</strong> process conception <strong>of</strong> m­<br />

Web 2.0 learning underlines that this form <strong>of</strong> learning is in a constant<br />

state <strong>of</strong> flux.<br />

Second, it refers, on one h<strong>and</strong>, to technologies, services, learners, practices,<br />

<strong>and</strong> approaches involved in learning. On the other h<strong>and</strong>, it concerns<br />

a medium, space, culture, <strong>and</strong> mindset related learning. As an<br />

instance <strong>of</strong> technologies, m-Web 2.0 learning subsumes a set <strong>of</strong> hybrid<br />

<strong>and</strong> collaborative MoSoSo technologies for learning (e.g. moblogs (mobile<br />

blogs), mowikis (mobile wikis), podcasts, mobile social networks<br />

(MSNs), social bookmarks, instant messaging (1M), mashups, RSS<br />

(Really Simple Syndication)) <strong>and</strong> m-VoIP (mobile voice over Internet<br />

protocol). All <strong>of</strong> these technologies act as a platform, on one h<strong>and</strong>, <strong>and</strong><br />

as applications <strong>and</strong> resources, on the other h<strong>and</strong>. <strong>The</strong>se composite<br />

technologies enable mobile learners to generate their own content <strong>and</strong><br />

to engage in multiple participatory social learning services <strong>and</strong> practices.<br />

Thus, the main drivers for m-Web 2.0 learning are learners, services,<br />

<strong>and</strong> content.<br />

<strong>The</strong> approach view <strong>of</strong> m-Web 2.0 learning relates to a series <strong>of</strong> approaches<br />

(individual, collaborative, <strong>and</strong> participatory) learners can<br />

adopt in generating, disseminating, <strong>and</strong> sharing content (see J aokar &<br />

Fish, 2007). Most significantly, m-Web 2.0 learning operates as a multimodal<br />

mobile medium <strong>and</strong> space for learning, communicating, socializing,<br />

<strong>and</strong> networking. In this way, it reflects the specific culture <strong>and</strong><br />

mindset learners embrace towards learning as an enterprise.<br />

Third, m-Web 2.0 learning is evolutionary <strong>and</strong> emergent. It is evolutionary<br />

in that its technologies <strong>and</strong> the learning deployed from them are<br />

in a perpetual beta. And it is emergent since it involves learning prac-<br />

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tices <strong>and</strong> approaches that are evolving. Moreover, m-Web 2.0 learning<br />

entails miniature <strong>and</strong> digital data <strong>and</strong> content that has to be packaged<br />

<strong>and</strong> delivered in nano-formats. Thus, micro-data <strong>and</strong> micro-content are<br />

some <strong>of</strong> the critical elements underpinning m-Web 2.0 learning. In this<br />

regard, critical drivers for m-Web 2.0 learning are ubiquity <strong>and</strong> alwayson<br />

connectivity, on one h<strong>and</strong>, <strong>and</strong> learners, micro-data, micro-content<br />

<strong>and</strong> participation, on the other h<strong>and</strong>.<br />

Evolving Classical M-<strong>Learning</strong> <strong>and</strong> M-Web 2.0<br />

<strong>Learning</strong> Technologies<br />

This part <strong>of</strong> the chapter contends that both classical m-Iearning <strong>and</strong> m­<br />

Web 2.0 learning are instances <strong>of</strong> evolving technologies for teaching<br />

<strong>and</strong> learning. To this effect, it provides specific <strong>and</strong> relevant scenarios<br />

typifying these two forms <strong>of</strong>learning to support this contention.<br />

Classical M-Leaming Technologies<br />

<strong>The</strong>re are many evolving technologies that are part <strong>of</strong> classical m­<br />

learning. Among them are the following which constitute the focus <strong>of</strong><br />

this chapter: mobile phones; PDAs (personal digital assistants); iPods;<br />

<strong>and</strong> games consoles.<br />

<strong>Mobile</strong> phones<br />

<strong>Mobile</strong> phones are among the first mobile devices to be deployed for<br />

m-Iearning purposes. Since their inception, mobile phones have<br />

evolved from being single purpose devices into being multi-functional<br />

devices. For example, they have been employed in teaching <strong>and</strong> learning<br />

a variety <strong>of</strong> subject areas: language, journalism, geography, mathematics,<br />

medicine, etc. In their early adoption <strong>and</strong> deployment as classical<br />

m-Iearning devices, mobile phones relied mainly on SMSs (short<br />

messaging services) or text messaging to mount teaching <strong>and</strong> learning<br />

(Yuen, 2004). <strong>The</strong>se were chiefly first generation mobile phones. Studies<br />

focusing on the use <strong>of</strong> SMSs for both teaching <strong>and</strong> learning are<br />

reported by, for instance, Levy <strong>and</strong> Kennedy (2005) <strong>and</strong> Thornton <strong>and</strong><br />

Houser (2005). Such studies concentrated on learning language aspects<br />

ranging from vocabulary words <strong>and</strong> definitions to idioms <strong>and</strong> example<br />

sentences. Some <strong>of</strong> the learners involved in these studies were Japanese<br />

<strong>and</strong> Italian university students. Additionally, SMSs have been employed<br />

in micro-economics experiments. Moreover, other instances <strong>of</strong> the<br />

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SMS uses in other subject areas have been reported. One typical example<br />

is the StudyTXT which allows students to access SMS information<br />

about any subject through their mobile phones at Auckl<strong>and</strong> University<br />

<strong>of</strong> Technology (AUT) (Mellow, 2005).<br />

In their current use, mobile phones are multi-purpose teaching <strong>and</strong><br />

learning devices with added capabilities <strong>and</strong> functionalities. Smartphones<br />

<strong>and</strong> most current generations <strong>of</strong> mobile phones fall into this<br />

category. Based on this, current mobile phones are deployed for various<br />

modes <strong>of</strong> integrated m-teaching (mobile teaching) <strong>and</strong> m-Iearning. For<br />

example, they leverage emerging mobile technologies (e.g. GPS, games<br />

consoles, 3G (third generation technology), <strong>and</strong> mobile broadb<strong>and</strong><br />

Internet technology) <strong>and</strong> are also part <strong>of</strong> location-based <strong>and</strong> contextaware<br />

learning (Greenfield, 2008), mobile Internet learning or mobile<br />

game-based learning.<br />

In the case <strong>of</strong> location-based <strong>and</strong> context-aware m-Iearning, for instance,<br />

mobile phones with positioning sensors (e.g. GPS devices) <strong>and</strong><br />

fitted with other location/environmental sensors (Greenfield, 2008)<br />

allow students to search <strong>and</strong> identify the location <strong>of</strong> both their learning<br />

environments <strong>and</strong> their learning objects (LOs). Students can then rework<br />

their LOs or embed them in other LOs for purposes <strong>of</strong> customizing<br />

<strong>and</strong> personalizing them.<br />

Most importantly, the advent <strong>of</strong> the latest generation <strong>of</strong> e-texts (electronic<br />

texts) has added value to the evolving uses <strong>of</strong> mobile phones -<br />

especially smartphones - as e-book readers (electronic book readers).<br />

<strong>The</strong> new e-book readers feature additional file storage through SD<br />

(Secure Digital) cards. As such, a library <strong>of</strong> several titles can be loaded<br />

into <strong>and</strong> made available from smartphones. For example, Opera mini - a<br />

mobile Web browser - enables users to have a browsing <strong>and</strong> reading<br />

experience closer to that <strong>of</strong> a Pc. It renders pages easier to read at reasonably<br />

higher speeds. <strong>The</strong>re are other mobile reading browsers such as<br />

Deepfish (Micros<strong>of</strong>t), Minimo (Mozilla), S60 browser (Symbian OS), <strong>and</strong><br />

Sqfari browser (Apple) (Godwin-Jones, 2007). With all this, m-Iearners<br />

can use their mobile phones for reading <strong>and</strong> studying purposes <strong>and</strong> as<br />

m-library resources.<br />

PDAs<br />

PDAs - h<strong>and</strong>held devices combining both Palm <strong>and</strong> Pocket PC operating<br />

systems - have a variety <strong>of</strong> uses for both m-teaching <strong>and</strong> m-<br />

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learning. <strong>The</strong>y are known for their value-added ubiquitous mobile<br />

computing <strong>and</strong> for their synchronization with both PCs <strong>and</strong> laptops.<br />

<strong>The</strong>y boast many applications <strong>and</strong> functionalities that PCs <strong>and</strong> laptops<br />

(<strong>and</strong> in some instances mobile phones) have: word processor, spreadsheet,<br />

Excel, database, organizer, etc. As such, they serve as hybrid<br />

devices (see Yuen, 2004).<br />

PDAs have had many <strong>and</strong> varied uses in the area <strong>of</strong> second <strong>and</strong> foreign<br />

language teaching <strong>and</strong> learning. In most cases they are deployed in conjunction<br />

with other mobile devices (e.g. mobile phones, laptops, or<br />

Pocket PCs) or with other mobile applications such as Java-enabled<br />

applications. Even though they have a cross-disciplinary deployment,<br />

one <strong>of</strong> the uses <strong>of</strong> PDAs in their early adoption has been in the teaching<br />

<strong>and</strong> learning <strong>of</strong>languages such as English, French, Spanish, Danish,<br />

Norwegian, Chinese, Japanese, <strong>and</strong> Filipino, (Chinnery, 2006; Ogata &<br />

Yano, 2004). For instance, Thornton <strong>and</strong> Houser's (2005) study requiredJapanese<br />

students learning English idioms to use either PDAs or<br />

video phones or mobile web so as to access a web site containing English<br />

idioms <strong>and</strong> assess their usability. While scores for both media were<br />

positive <strong>and</strong> similar, PDA users rated their video quality higher than the<br />

mobile phone users.<br />

As in the case <strong>of</strong> mobile phones, the current usage <strong>of</strong> PDAs is largely<br />

influenced by most <strong>of</strong> the emerging mobile technologies. As such, they<br />

too are deployed for various modes <strong>of</strong> integrated m-teaching <strong>and</strong> m­<br />

learning. To this effect, they have been used in location-based <strong>and</strong> context-aware<br />

m-Iearning. For example, Huang <strong>and</strong> Chang (n.d.) report<br />

about their study which involved the use <strong>of</strong> PDAs, GPS devices, GIS<br />

(Geographic Information Systems) interface, <strong>and</strong> a desktop computer<br />

by their students in a field trip to a zoo. <strong>The</strong> study required the students<br />

to gather information about the location <strong>of</strong> animals at the zoo using<br />

latitude <strong>and</strong> longitude coordinates. Two <strong>of</strong> its purposes were to generate<br />

a learning path diagram <strong>and</strong> to establish the students' individual<br />

interests in animals. Most recently, PDAs are used in augmented reality<br />

learning environments to track students' movements as they meet virtual<br />

characters, take photo <strong>and</strong> video clips, <strong>and</strong> gather <strong>and</strong> read documents<br />

(Dede, 2008). Thus, PDAs can be used for geo-information<br />

purposes: searching, identifying, checking, locating <strong>and</strong> navigating objects,<br />

events, persons, etc.<br />

Moreover, as Ogata <strong>and</strong> Yano (2004) point out, PDAs are valuable<br />

devices for the right time <strong>and</strong> right place learning (RTRPL) purposes. <strong>The</strong>y<br />

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can be utilized by students (e.g. medical students, dental students, or<br />

ecotourism students) for writing down patients' responses/writing<br />

down annotations about the environment, recording questions, taking<br />

pictures <strong>and</strong> communicating with other students or teachers.<br />

iPods<br />

iPods are, undoubtedly, among the leading mobile devices <strong>of</strong> choice for<br />

the so-called Generation Y or Millennium Generation. <strong>The</strong> latter is a generation<br />

<strong>of</strong> learners raised in a media-rich <strong>and</strong> information-centric world.<br />

iPods are digital MP3/MP4 players with both audio <strong>and</strong> video functionalities;<br />

they do allow users to store <strong>and</strong> play music files wherever<br />

they are <strong>and</strong> whenever they want to. <strong>The</strong>y are primarily leveraged in the<br />

field <strong>of</strong> m-Iearning for recording, storing, <strong>and</strong> listening purposes.<br />

Figure 1: A ChinesePod (S oum: http:/ / blog.praxislanguage.mm /<br />

2007/06/29/ learn-spanish-<strong>and</strong>-chinese-with-the-iphone)<br />

Most initiatives highlighting the educational uses <strong>of</strong> iPods have been in<br />

the area <strong>of</strong> language learning. Two <strong>of</strong> the earliest <strong>of</strong> such initiatives<br />

took place in 2002 <strong>and</strong> 2004 at Georgia College <strong>and</strong> State University<br />

(US) <strong>and</strong> Osaka Jogakuin College (Japan) respectively. In the former<br />

initiative, 50 iPods were distributed to students; in the latter 15GB<br />

(gigabyte) iPods were disseminated to 210 incoming freshmen (Thomas,<br />

2006). Recent initiatives include learning aspects <strong>of</strong> Spanish <strong>and</strong><br />

Chinese (e.g. vocabulary, sentences, dialogues, conversations, etc)<br />

through SpanishPod <strong>and</strong> ChinesePod respectively. Figure 1 exemplifies the<br />

latter.<br />

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<strong>The</strong>se initiatives emphasize the importance iPods have as classroom<br />

recording, course content storage <strong>and</strong> dissemination, study support,<br />

course content revision <strong>and</strong> review, <strong>and</strong> field recording tools. iPods<br />

also act as tools for mounting oral comprehension exercises <strong>and</strong> for<br />

improving pronunciation <strong>and</strong> enhancing listening skills. Above all, deployed<br />

in conjunction with the podcasting technology, iPods serve as<br />

alternative instruments for student assessment <strong>and</strong> self-assessment in<br />

various disciplines. This last aspect is indicative <strong>of</strong> how much iPods<br />

have evolved from being music playing devices into being m-Iearning<br />

assessment tools. In this context, they are rapidly replacing traditional<br />

audio devices (e.g. CD-ROMs <strong>and</strong> DVDs) in most HEIs (higher education<br />

institutions), thereby effectively underlining the iPodification <strong>of</strong> such<br />

institutions.<br />

Games Consoles: Nintendo OS Lite <strong>and</strong> Sony's PSP<br />

For some time, there has been a growing interest in the potential uses<br />

<strong>of</strong> h<strong>and</strong>held computer <strong>and</strong> console games for m-teaching <strong>and</strong> m­<br />

learning. At the same time, some doubts have been expressed regarding<br />

the application <strong>of</strong> games to learning. Thus, this section <strong>of</strong> the chapter<br />

embraces the first view <strong>and</strong> briefly describes the educational benefits <strong>of</strong><br />

Nintendo DS (Dual Screen) Lite <strong>and</strong> Sony's PSP (playStation Portable).<br />

<strong>The</strong>se two games consoles - <strong>and</strong> others such as Micros<strong>of</strong>t's Xbox 360 -<br />

underscore two important aspects: how games consoles have evolved<br />

into potential m-Iearning platforms; <strong>and</strong> how computer games have<br />

evolved into a serious learning approach.<br />

Nintendo DS Lite is to h<strong>and</strong>held console gaming what Apple's iPod is<br />

to music players. One <strong>of</strong> its flagship games is Dr Kawashima's Brain<br />

Training: How Is Your Brain? It is based on Ryuta Kawashima's book<br />

entitled Train Your Brain: 60 Dqys to a Better Brain <strong>and</strong> challenges players<br />

to spend 10 minutes performing <strong>and</strong> learning words <strong>and</strong> simple arithmetic.<br />

<strong>The</strong> console also has a Sudoku game. <strong>The</strong> main idea behind<br />

Nintendo's games is to facilitate concentration <strong>and</strong> enhance both the<br />

reading comprehension <strong>and</strong> mental capacity <strong>of</strong> learners. Nintendo DS<br />

Lite's counterpart, Nintendo Wii also <strong>of</strong>fers game classics (e.g. Nintedogs)<br />

<strong>and</strong> avatars (e.g. Miis). Nintendo Wii's success story is dubbed a<br />

true Wiiw/ution (Kelly, 2008). In this regard, Nintendo DS Lite games<br />

consoles have been introduced to some schools in Japan (e.g. Juntor<br />

high schools in Yawata) for language learning purposes.<br />

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One <strong>of</strong> the popular games deployed on the Sony's PSP h<strong>and</strong>held platform<br />

is Talkman. This voice-activated translation s<strong>of</strong>tware has been<br />

released in languages such as Japanese, traditional Chinese, Spanish,<br />

German, French, <strong>and</strong> English. <strong>The</strong> s<strong>of</strong>tware allows young <strong>and</strong> old players<br />

to have direct translation between languages it supports. It simultaneously<br />

combines entertainment, mini-games, <strong>and</strong> language learning,<br />

thereby resulting in both infotainment <strong>and</strong> edutainment. It challenges<br />

players to replicate pronunciation or choose words matching relevant<br />

foreign language definitions. In addition, it teaches users slang <strong>and</strong><br />

travel phrases.<br />

Overall, games such as role-playing games, puzzle games, massively<br />

multi-player online games (MMOGs), simulation games, collaborative<br />

games, social games, <strong>and</strong> strategy games have significant educational<br />

implications. <strong>The</strong>y help students develop <strong>and</strong> enhance their roleplaying,<br />

problem-solving, critical, <strong>and</strong> strategic thinking skills. <strong>The</strong>y also<br />

hone students' social, interpersonal, negotiating, <strong>and</strong> decision-making<br />

skills <strong>and</strong> foster their multiple literacies. <strong>The</strong>se are the skills <strong>and</strong> literacies<br />

needed for the 21st century.<br />

M-Web 2.0 <strong>Learning</strong> Technologies<br />

<strong>The</strong>re are many evolving MoSoSo technologies that are part <strong>of</strong> m-Web<br />

2.0 learning. Of these, the following are the main focus <strong>of</strong> this chapter:<br />

moblogs; podcasts; mobile social networks; mashups; <strong>and</strong> RSS.<br />

Moblogs<br />

Moblogs represent the first social participation applications in a series<br />

<strong>of</strong> evolving m-Web 2.0 social s<strong>of</strong>tware technologies. Like their traditional<br />

counterparts, moblogs allow users to make instant <strong>and</strong> spontaneous<br />

comments on mobile web pages. <strong>The</strong>y can be structured in audio<br />

<strong>and</strong> video formats in which case they become audioblogs <strong>and</strong> vlogs<br />

respectively. Often they range from personal diaries to public knowledge<br />

resources (see Klamma, Chatti, Duval, Hummel, Hvannberg,<br />

Kravcik et al., 2007).<br />

Often mob logs are deployed on various mobile h<strong>and</strong>held computing<br />

devices such as mobile phones, Pocket PCs, palmtops <strong>and</strong> PDAs. In<br />

this case, they require mobile s<strong>of</strong>tware applications such as S hoZu, mobileBlogger,<br />

Coogle Reader, Iitefleds <strong>and</strong> Open mini browser to run on such<br />

devices. For example, ShoZu is compatible with Web 2.0 applications<br />

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like Blogger, Flickr, YouTube <strong>and</strong> VOx. It can also run mobile RSS feeds.<br />

Most moblogs have publishing <strong>and</strong> editing web tools that allow for<br />

instant publishing <strong>and</strong> editing. In addition, they enable users to retrieve,<br />

archive, tag, hyperlink, blog-roll, <strong>and</strong> filter content. <strong>The</strong>se features facilitate<br />

cross-referencing <strong>and</strong> collaborative filtering <strong>of</strong> content in the<br />

moblogosphere.<br />

Against this background, moblogs have many educational uses. <strong>The</strong>se<br />

include the following:<br />

• Moblogs serve as both social writing platforms <strong>and</strong> read/ think/ write<br />

tools. <strong>The</strong>y enable students to read, think, <strong>and</strong> write individually<br />

<strong>and</strong> collectively, thereby enhancing their relevant skills in these<br />

given areas. In particular they promote writing as an evolving activity<br />

- which is in a perpetual beta.<br />

• Most <strong>of</strong>ten, they facilitate free expression <strong>of</strong> opinions or views on<br />

the part <strong>of</strong> students. <strong>The</strong>y help the latter free-write their ideas,<br />

thereby affording them a forum for their authentic individual <strong>and</strong><br />

collaborative voices.<br />

• <strong>The</strong>y act as value-added platforms for self-publishing/ copublishing,<br />

self-editing/ co-editing, <strong>and</strong> citizen journalism.<br />

• As they elicit comments <strong>and</strong> feedback from diverse students, they<br />

serve as spontaneous mechanisms for collaborative dialogue, peer<br />

review/criticism, <strong>and</strong> communities <strong>of</strong> inquiry.<br />

• <strong>The</strong>y can be employed as progress monitoring tools by both students<br />

<strong>and</strong> teachers.<br />

• <strong>The</strong>y promote collaborative learning <strong>and</strong> knowledge dissemination<br />

<strong>and</strong> sharing between students.<br />

• In particular, mob logs serve as personal knowledge management<br />

(PKM) tools. In addition, they support knowledge capturing, archiving<br />

<strong>and</strong> retrieval.<br />

• <strong>The</strong>y enable teachers to post lecture notes, instructional tips, newsletters,<br />

course announcements <strong>and</strong> readings, assignment reviews,<br />

<strong>and</strong> annotated links to students. At the same time, they allow students<br />

to post their assignments, e-folios, <strong>and</strong> inquiries to their<br />

teachers.<br />

• In certain instances, moblogs can be employed as a st<strong>and</strong>-alone or<br />

integrated teaching <strong>and</strong> learning approach such as BALL (Blog Assisted<br />

Language <strong>Learning</strong>).<br />

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• Finally, mob logs are convenient tools for formative, summative<br />

<strong>and</strong> global forms <strong>of</strong> assessment (cf. Klamma et al., 2007).<br />

Pocasts<br />

Podcasting is a blend derived from iPod <strong>and</strong> broadcasting. It can be characterized<br />

thus: podcasting = Web syndication (RSS, Atom) + audio<br />

content (learning material, news, music, talk shows, etc) + mobile devices<br />

(iPod, mobile phones, PDAs, etc). It is a term referring to a set <strong>of</strong><br />

technologies used for automatically distributing audio <strong>and</strong> video fties<br />

over the Internet through the publish, subscribe, <strong>and</strong> listen model. It enables<br />

users to create self-published <strong>and</strong> syndicated audio fties that anyone<br />

can subscribe to or freely access. Some podcasting has video files<br />

<strong>and</strong> becomes vodcasting. All these factors indicate how podcasting has<br />

evolved from traditional mobile broadcasting <strong>and</strong> classical CD­<br />

ROM/DVD technology.<br />

Podcasts have two valuable characteristics: they are device-independent<br />

<strong>and</strong> platform-convergent; <strong>and</strong> they are time- <strong>and</strong> location-independent.<br />

<strong>The</strong>y, thus, have the following educational benefits:<br />

• <strong>The</strong>y blend learning with social activities. That is, students can<br />

listen to them while doing other activities (e.g. reading, writing,<br />

talking, walking, exercising, driving, eating, shopping, etc). Thus,<br />

they promote multitasking <strong>and</strong> multi-literacy skills.<br />

• <strong>The</strong>y are h<strong>and</strong>y tools for recording coursecasts (parts <strong>of</strong> lectures or<br />

whole lectures), live lectures, <strong>and</strong> demonstration lectures for students<br />

to listen to, watch (in the case <strong>of</strong> vodcasts), <strong>and</strong> review in<br />

their own convenient time.<br />

• In media studies they can be used as devices for recording broadcast<br />

shows.<br />

• <strong>The</strong>y can be employed as supplementary material for lectures.<br />

• In some instances, they can be used for reflecting on or reviewing<br />

lectures or for recording fieldwork by teachers <strong>and</strong> students.<br />

• Students can podcast their individual or group projects, or their<br />

demonstration or practice lessons <strong>and</strong> submit them for evaluation<br />

purposes.<br />

• Faculties can produce podcasts <strong>of</strong> their academic <strong>of</strong>ferings for<br />

new/prospective students. Likewise, universities or colleges can<br />

create podcasts providing brief roadmaps <strong>of</strong> their campuses to new<br />

students <strong>and</strong> new staff members.<br />

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• Podcasts may serve as h<strong>and</strong>y resources for use by students in various<br />

academic disciplines.<br />

• Second <strong>and</strong> foreign language departments can create podcasts<br />

meant to improve language <strong>and</strong> literacy skills <strong>of</strong> their target students.<br />

• Podcasts can be customized to cater for individual learner preferences<br />

<strong>and</strong> learning styles.<br />

• Above all, they serve as useful resources for sight-impaired learners<br />

(cf. Dieu & Stevens, 2007) .<br />

<strong>Mobile</strong> Social Networks<br />

MSN s (mobile social networks) are mobile social collaborative <strong>and</strong><br />

participation s<strong>of</strong>tware applications enabling users (e.g. individuals,<br />

friends, friends <strong>of</strong> friends (FOFs), or groups) to connect, interact, <strong>and</strong><br />

socialize with each other. At their core is social network theory which<br />

views social relations as expressed through nodes <strong>and</strong> links representing<br />

individuals. <strong>The</strong>y also refer to a peer-to-peer (P2P) communication<br />

between two or more mobile devices that facilitate networking. Based<br />

on this theoretical construct, MSNs foster relations determined by<br />

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Figure 2: MocoSpace: (Soum: http://JlJJlJJI).mo~vspaa!.(om/)<br />

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common interests such as friendships, dating, hobbies, careers, skills,<br />

knowledge, <strong>and</strong> research goals (Kim, 2007).<br />

<strong>The</strong>re is a growing raft <strong>of</strong> MSNs <strong>and</strong> MSN start-ups. This list includes<br />

Radar, MocoSpace, Twitter, Jaiku, Zanne~ Dodgeball, Zyb, Meep, ParrySync,<br />

6thSense, Zingku, loopt, (yWorld, MyNuMo, Helio, <strong>and</strong> <strong>The</strong>GTID (beta<br />

version). For example, Radar even allows users to post their photos<br />

directly from their mobile phones, while Zannel is a closed MSN (Kim,<br />

2007). Meep enables simultaneous private group chats to multiple<br />

friends, whereas <strong>The</strong>GRID has a location-based feature <strong>and</strong> allows users<br />

to blog, chat via instant messaging (IM), <strong>and</strong> send photos <strong>and</strong> video<br />

clips (Alfers, 2008). In this regard, Figure 2 provides a screens hot <strong>of</strong><br />

MocoSpace. On the same score, traditional online social networking giants<br />

such as Facebook <strong>and</strong> MySpace <strong>and</strong> Internet heavyweights, like<br />

Google, Micros<strong>of</strong>t, <strong>and</strong> Yahoo, are beginning to roll out their MSN applications<br />

(Kim, 2007).<br />

One key principle underscores MSNs: the network iffoct. This enables<br />

them to leverage the cumulative participation value <strong>of</strong> individual <strong>and</strong><br />

collective users. To this effect, MSNs have various educational uses:<br />

• <strong>The</strong>y serve as a mobile platform for socializing, fun, entertainment,<br />

<strong>and</strong> gaming. Here browsing, reading, writing, thinking, pr<strong>of</strong>iling,<br />

listing, <strong>and</strong> ordering skills, <strong>and</strong> sharing ideas, views, <strong>and</strong> information<br />

are some <strong>of</strong> the learning activities integrated into socializing.<br />

• <strong>The</strong>y facilitate social networking, interpersonal, <strong>and</strong> people skills,<br />

all <strong>of</strong> which are part <strong>of</strong> social skills.<br />

• Thus, they promote multitasking, multi-literacies, trans-literacy, <strong>and</strong><br />

distributed cognition especially among young learners who are perceived<br />

as digital natives <strong>and</strong> as part <strong>of</strong> Generation C (Generation Conten~.<br />

• <strong>The</strong>y are mobile spaces where participatory <strong>and</strong> collaborative learning<br />

<strong>and</strong> group- <strong>and</strong> project-based learning - encoded through<br />

communities <strong>of</strong> learners (CoLs), communities <strong>of</strong> interests (CoIs)<br />

<strong>and</strong> virtual communities <strong>of</strong> practice (VCoPs) - take place.<br />

• In addition, they are classic examples <strong>of</strong> networked/distributed<br />

learning <strong>and</strong> knowledge<br />

• As such, they foster the practice <strong>of</strong> learning from others <strong>and</strong> tapping<br />

into others' knowledge. This ties in with the m-Web 2.0 practice<br />

<strong>of</strong> sourcing collective intelligence (CI) <strong>and</strong> harvesting the wisdom<br />

<strong>of</strong> the crowd (WoC).<br />

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• In e-Marketing, in particular, MSNs can be used as part <strong>of</strong> the attention<br />

economy <strong>and</strong> as prime spaces for viral marketing.<br />

• Above all, when moblogs, podcasts, media sharing tools, 1M, m­<br />

VoIP, IPTV (Internet protocol television), mashups <strong>and</strong> RSS are<br />

integrated into MSNs, students are able to source data from multiple<br />

sources. This ensures multiple data meshing <strong>and</strong> aggregation.<br />

Mashups<br />

Mashups, in this case, refer to any LOs (learning objects) - textual, audio,<br />

or video artifacts - remixed, reused, or repurposed <strong>and</strong> shared by<br />

students for purposes <strong>of</strong> m-Iearning using m-Web 2.0 applications.<br />

<strong>The</strong>y are an instance <strong>of</strong> knowledge <strong>and</strong> information repositories recreated<br />

by students in the m-Web 2.0 environment to add value to their<br />

learning material (Dieu & Stevens, 2007). Mashups (e.g. Coogle Maps,<br />

Coogle Earth, Coogle's Mashup Editor, Podesk, Bluepulse) are user- or<br />

leamer-driven <strong>and</strong> dovetail with the notion <strong>of</strong> leamer-created context<br />

(LCC). On this basis, their educational benefits are many <strong>and</strong> varied:<br />

• <strong>The</strong>y facilitate the remixing, repurposing, or reusing <strong>of</strong> knowledge<br />

repositories <strong>and</strong> LOs (e.g. FOSS (Free <strong>and</strong> Open Source S<strong>of</strong>tware),<br />

OER (Open Educational Resources), Creative Commons, Connexions,<br />

Science Commons).<br />

• <strong>The</strong>y provide a medium for platform <strong>and</strong> application convergence<br />

<strong>and</strong> for integrating web interfaces.<br />

• <strong>The</strong>y allow students to appropriate others' voices <strong>and</strong> others'<br />

sources <strong>of</strong> knowledge <strong>and</strong> information. <strong>The</strong>refore, they are ideal<br />

mechanisms for leveraging CI <strong>and</strong> the WoC by students.<br />

• <strong>The</strong>y enable students (through services like GPS <strong>and</strong> Coogle Maps)<br />

to overlay mapping mashups on or blend them with one or more<br />

data feeds from other sources, resulting in new leamer-created interactive<br />

maps.<br />

• Above all, with the help <strong>of</strong> their GPS built-in mobile phones <strong>and</strong><br />

the web, both geography teachers <strong>and</strong> students can harness the<br />

benefits <strong>of</strong> geo-tagging. For instance, they can blend their current<br />

longitude <strong>and</strong> latitude coordinates with different types <strong>of</strong> multimedia<br />

content <strong>and</strong> information concerning the locations <strong>and</strong> places<br />

they are navigating.<br />

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Really Simple Syndication<br />

RSS (Really Simple Syndication/Rich Site Summary) is a st<strong>and</strong>ardized<br />

XML format used for representing information on the web. It allows<br />

web content additions or updates - organized into feeds - to be distributed,<br />

republished, syndicated, shared, <strong>and</strong> received/retrieved by users.<br />

<strong>The</strong> content can be news, press releases, announcements, articles, Slideshare<br />

fties, blog posts, podcasts, photos, or audio <strong>and</strong> video files. RSS<br />

works in conjunction with aggregators. <strong>The</strong> latter are feed readers or<br />

tools that aggregate, centralize, <strong>and</strong> display feeds from various sources<br />

<strong>and</strong> websites. Users/Students can then access content feeds (RSS feeds)<br />

by subscribing to them individually or collectively through RSS aggregators.<br />

Overall, RSS tools are instances <strong>of</strong> push, notification or harvesting<br />

technologies (Duffy & Bruns, 2006; D'Souza, 2006).<br />

RSS <strong>and</strong> aggregation tools have wide-ranging educational advantages.<br />

Of these the following are but a few examples:<br />

• RSS tools are an ideal virtual platform for harvesting, harnessing,<br />

<strong>and</strong> aggregating multiple information sources by teachers <strong>and</strong> students.<br />

All this can be deployed on multiple <strong>and</strong> hybrid devices <strong>and</strong><br />

platforms (e.g. Pocket pes, mobile phones, PDAs) <strong>and</strong> various applications<br />

(e.g. moblogs, mowikis, podcasts, MNSs, 1M, Vo1P,<br />

1PTV, mashups, <strong>and</strong> RSS).<br />

• Aggregating feeds on a single topic or on a set <strong>of</strong> related topics<br />

selected by diverse students from multiple sources centralized in<br />

one common location enables individual students to have access to<br />

a collective memory <strong>of</strong> others, thereby exposing them to multiple<br />

perspectives.<br />

• Students may choose to lodge their queries with their teachers<br />

using RSS feeds. Likewise, teachers may opt to track <strong>and</strong> monitor<br />

students' progress, <strong>and</strong> update students' records using RSS feeds.<br />

• RSS feeds can serve as shared notice boards or calendars (e.g.<br />

Coogle Calendars <strong>and</strong> 30 Boxes) or as shared reminders for faculty,<br />

course, lecture, class, project, <strong>and</strong> assignment information.<br />

• RSS feeds are h<strong>and</strong>y notification tools for academic research <strong>and</strong><br />

journal alerts <strong>and</strong> updates for faculty staff <strong>and</strong> students (Duffy &<br />

Bruns, 2006; D'Souza, 2006).<br />

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Changing Students <strong>and</strong> Changing <strong>Learning</strong><br />

Approaches<br />

As m-technology changes so do students, learning approaches, <strong>and</strong><br />

related literacies. Thus, this section briefly delineates these three aspects<br />

under the sub-headings: changing students; <strong>and</strong> changing learning approaches.<br />

Changing Students<br />

Today's students have not only changed but also keep changing in<br />

terms <strong>of</strong> their real-life <strong>and</strong> real-time pr<strong>of</strong>iles, expectations, <strong>and</strong> learning<br />

preferences. One <strong>of</strong> the key drivers <strong>of</strong> this change is m-technology. In<br />

this case, students embrace different mobile information <strong>and</strong> communication<br />

technologies (m-ICTs) <strong>and</strong> integrate them into their everyday<br />

lives better than their teachers <strong>and</strong> parents do. <strong>The</strong>y grow up in a digital<br />

world <strong>and</strong> hooked to mobile gadgets. Hence, they are referred to as<br />

digital natives who are either Generation Y or Millennials (peters, 2005;<br />

Oblinger, 2008). As such, some <strong>of</strong> their critical differentiators are:<br />

• 24/7 mobile connectivity <strong>and</strong> networking<br />

• Everyday personal <strong>and</strong> social learning (creating, sharing, distributing,<br />

<strong>and</strong> aggregating knowledge)<br />

• Multitasking, multiprocessing, experimental, & risk-taking behavior<br />

• Preference for digital tools/content over print<br />

• Swarming or tribal behavior (working in affiliations, CoLs, CoIs or<br />

VCoPs that are geographically dispersed <strong>and</strong> demographically diverse)<br />

• Multi-modal, poly-focal, <strong>and</strong> poly-contextual inclination (preference<br />

for multiple modes <strong>of</strong> communication using diverse devices<br />

<strong>and</strong> platforms, <strong>and</strong> ability to simultaneously focus on many tasks<br />

<strong>and</strong> to operate in different contexts)<br />

• Love for virtual gaming, play, fun, <strong>and</strong> entertainment (McMahon &<br />

Pospisil, 2005; Peters, 2005).<br />

Changing <strong>Learning</strong> Approaches<br />

<strong>The</strong> change in m-ICTs <strong>and</strong> in students who use them results in a corresponding<br />

change in learning approaches. Moreover, it leads to old<br />

learning approaches being re-envisioned. Four such approaches that are<br />

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the focus <strong>of</strong> this chapter are: nano-Iearning, distributed learning; deictic<br />

<strong>and</strong> meta-learning; <strong>and</strong> hybrid learning.<br />

Nano-<strong>Learning</strong><br />

Nano refers to something small or miniature in quantity. Thus, nanolearning<br />

is learning comprising <strong>and</strong> <strong>of</strong>fered in small chunks <strong>of</strong> material.<br />

It is packaged in customized bite-sized snippets <strong>of</strong> content (e.g. information,<br />

knowledge, or data) <strong>and</strong> presented in chunks <strong>of</strong> time spans<br />

ranging from 90 seconds to 10 minutes. <strong>The</strong> content segment <strong>of</strong>ferings<br />

can be delivered repetitively over given intervals <strong>and</strong> personalized to<br />

students' needs <strong>and</strong> contexts. <strong>The</strong> counterpart <strong>of</strong> nano-Iearning is micro-learning.<br />

<strong>The</strong> latter refers to a learning broken into micro-contents<br />

<strong>and</strong> short-term learning activities with which students can interact over<br />

shorter periods <strong>of</strong> time (few seconds to 15 minutes) (Lindner, 2006).<br />

Both nano-Iearning <strong>and</strong> micro-learning are critical to the m-Web 2.0<br />

contexts since the latter deal with small chunks <strong>of</strong> micro-content <strong>and</strong><br />

micro-data. For example, students can be <strong>of</strong>fered LOs in any module in<br />

micro- or nano-chunks via any m-Web 2.0 application. This could be 2-<br />

minute snippets, video clips or RSS feeds about selected segments <strong>of</strong><br />

modules, or about vocabulary items (foreign languages), laboratory or<br />

clinical research results (medicine), samples <strong>of</strong> advertisements (business<br />

management), statistics problems, etc. <strong>The</strong> case in point is the Chinese­<br />

Pod <strong>and</strong> SpanishPod approach through which foreign language learners<br />

are <strong>of</strong>fered chunks <strong>of</strong> vocabulary items or <strong>of</strong> sentences in English <strong>and</strong><br />

Chinese <strong>and</strong> in English <strong>and</strong> Spanish. Here learning becomes truly atomized.<br />

All this results in the acquiring <strong>of</strong> micro-knowledge by learners as<br />

nano- or micro-learners.<br />

Distributed <strong>Learning</strong><br />

Distributed learning (DL) harnesses principles underscoring the network<br />

effect, chaos, complexity, <strong>and</strong> self-organizing theories. It is about<br />

the distributed connections <strong>and</strong> networks individuals have. It contends<br />

that learning needs to focus on diverse networks <strong>of</strong> information <strong>and</strong><br />

knowledge as networks between elements are more important than the<br />

knowledge possessed by individuals. Thus, DL posits learning embedded<br />

in distributed networks.<br />

In the context <strong>of</strong> m-Web 2.0, DL is exemplified by a distributed network<br />

<strong>of</strong> collaborative <strong>and</strong> participatory MoSoSo technologies (e.g.<br />

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moblogs, mowikis, MNSs, 1M, RSS) <strong>and</strong> distributed networks <strong>of</strong> students<br />

who leverage these technologies for m-Ieaming purposes. It is<br />

also illustrated by CoLs who tap the CI <strong>of</strong> the networked crowd. In this<br />

way, students are able to both source each others' diverse views <strong>and</strong><br />

leverage knowledge <strong>and</strong> information from multiple sources (humans<br />

<strong>and</strong> technologies). Thus, DL facilitates learning <strong>and</strong> cognition connected<br />

to <strong>and</strong> distributed among students, technologies <strong>and</strong> contexts,<br />

<strong>and</strong> learning <strong>and</strong> cognition distributed across space <strong>and</strong> time boundaries.<br />

This results in distributed <strong>and</strong> networked communication.<br />

Deictic <strong>and</strong> Meta-<strong>Learning</strong><br />

M-Web 2.0 learning also entails deictic <strong>and</strong> meta-learning. Deictic learning<br />

is a contextual, dynamic, <strong>and</strong> transient learning. This highlights its<br />

constantly changing <strong>and</strong> evolving nature (see Leu, Kinzer, Coiro, &<br />

Cammack, 2004). Meta-learning is a self-referential learning - learning<br />

about learning. In another version, it involves vicarious learning - learning<br />

by observing others learn. In relation to m-Web 2.0, learning is<br />

deictic in that the participatory technologies used for learning are contextual<br />

(they are specific to the m-Web 2.0 learning context), constantly<br />

evolving <strong>and</strong> transitory. <strong>The</strong> same applies to the content, knowledge,<br />

<strong>and</strong> information leveraged through these technologies.<br />

Meta-learning in m-Web 2.0 comes into play when learners learn how<br />

to learn to navigate the web <strong>and</strong> how to use the different complementary<br />

m-Web 2.0 tools <strong>and</strong> applications. It also comes into play when<br />

they learn how others learn by using these tools <strong>and</strong> applications. Metalearning<br />

in this sense results in learning meta-literacies <strong>and</strong> meta-skills<br />

as well. <strong>The</strong> former refer to literacies one acquires when learning literacies<br />

(e.g. navigational literacy, digital literacy) necessary for accessing<br />

<strong>and</strong> using m-Web 2.0 technologies. <strong>The</strong> latter are skills acquired when<br />

one learns skills (e.g. navigational skills, mob logging skills) required for<br />

appropriating m-Web 2.0 technologies.<br />

Hybrid <strong>Learning</strong><br />

Hybrid learning (HL) is a re-conceptualization <strong>of</strong> blended learning. It<br />

refers, in this chapter, to a situation within the m-Web 2.0 environment,<br />

in which students leverage hybrid m-Web 2.0 technologies <strong>and</strong> applications,<br />

on one h<strong>and</strong>, <strong>and</strong> hybrid learning content, on the other h<strong>and</strong>,<br />

simultaneously <strong>and</strong> instantaneously. It also refers to a convergence <strong>of</strong><br />

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hybrid platforms (e.g. m-Web, mobile devices, games consoles, m­<br />

VoIP, IPTV) students deploy for learning, socializing, entertainment,<br />

<strong>and</strong> gaming purposes. One <strong>of</strong> the products <strong>of</strong> this type <strong>of</strong> learning<br />

scenario is infotainment, edutainment, <strong>and</strong> communitainment (students<br />

simultaneously communicating <strong>and</strong> participating in entertainment).<br />

Moreover, HL relates to a context in which students <strong>and</strong> teachers engage<br />

in revolving multiple roles as peers, mentors, coaches, <strong>and</strong> facilitators.<br />

Future Trends<br />

Key trends likely to be critical drivers <strong>of</strong> the evolutionary process in the<br />

area <strong>of</strong> m-Web 2.0 learning include the following: mainstreaming m­<br />

Web 2.0 learning; ubiquitous mobility <strong>and</strong> connectivity; widgetization;<br />

user interface <strong>and</strong> browser technologies; <strong>and</strong> hybrid applications <strong>and</strong><br />

convergent devices.<br />

Mainstreaming m-Web 2.0 learning entails formalizing this form <strong>of</strong><br />

learning <strong>and</strong> granting it the same status as traditional learning. It also<br />

involves making m-Web 2.0 an interface between conventional e­<br />

learning <strong>and</strong> traditional m-Iearning. In addition, it is about blending<br />

formal <strong>and</strong> informal learning with everyday student lifestyles. This<br />

means that m-Web 2.0 learning marks a meta-trend towards lifestyle<br />

learning or <strong>Learning</strong> Lifestyle 2.0. On the other h<strong>and</strong>, ubiquitous mobility<br />

<strong>and</strong> connectivity refers to alwqys-on <strong>and</strong> pervasive mobility <strong>and</strong><br />

connectivity. This trend is largely dependent on the availability <strong>of</strong> mobile<br />

broadb<strong>and</strong> <strong>and</strong> wireless technologies such as, for example, 3G/4G,<br />

WiFi <strong>and</strong> WiMax technologies.<br />

Widgetization is about making the m-Web function seamlessly like a<br />

desktop by utilizing intelligent <strong>and</strong> smart ready-to-use widgets. It is also<br />

related to enabling m-Web applications to function like operating systems<br />

(OSs). This will result in the m-Web being populated by widgets,<br />

user interfaces (UIs), micro-data, micro-texts, micro-blogs, etc. Closely<br />

related to widgetization are user interface <strong>and</strong> browser technologies.<br />

UIs are part <strong>of</strong> rich Internet applications (RIAs) that users/students<br />

leverage so as to interface with the mobile Internet. Brower technologies<br />

are applications used to browse the m-Web.<br />

Finally are hybrid applications <strong>and</strong> convergent devices. <strong>The</strong> former are<br />

m-Web 2.0 applications that have the functionalities <strong>of</strong> other applications.<br />

<strong>The</strong>y are all-in-one applications. <strong>The</strong> latter are mobile devices<br />

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that combine different platforms. <strong>The</strong>y are one-stop multi-purpose<br />

mobile devices.<br />

Conclusion<br />

This chapter has characterized the evolution <strong>of</strong> both classical m­<br />

learning <strong>and</strong> m-Web 2.0 learning. <strong>The</strong> former represents traditional m­<br />

learning as it is currently practiced. Its prime enablers are mobile devices<br />

such as those delineated earlier on. <strong>The</strong>se devices serve as both its<br />

deployment tools <strong>and</strong> its delivery platforms. <strong>The</strong> latter is a mobile <strong>of</strong>fshoot<br />

<strong>of</strong> Web 2.0 learning. Its critical drivers are MoSoSo technologies<br />

such as discussed in this chapter. As such, these two forms <strong>of</strong> learning<br />

are part <strong>of</strong> the emerging mobile education paradigm which falls within<br />

the broader spectrum <strong>of</strong> e-Iearning.<br />

Key Terms <strong>and</strong> <strong>The</strong>ir Concise Definitions<br />

Generation Y: This is a generation <strong>of</strong> the youth born in the 1980s <strong>and</strong><br />

1990s.<br />

Leamer-created context (LCC): Borrowed from user-created content<br />

(ueC), Lee is a context collaboratively created by learners so as to<br />

leverage learning resources.<br />

<strong>Learning</strong> oijects (LOs): <strong>The</strong>se are digital resources - uniquely metatagged -<br />

that are used or reused to support learning.<br />

IJJcation-based learning. This refers to context-aware <strong>and</strong> locationsensitive<br />

learning as enabled by location-mapping technologies such as<br />

GPS.<br />

Massif-'eIY multi-plqyer online games (MMOGs): <strong>The</strong>se are Internet-based<br />

computer games involving many players simultaneously.<br />

Millennium Generation (the Millennials): <strong>The</strong> Millennials are children born<br />

in the late 1990s <strong>and</strong> early 2000s.<br />

Virtual communities <strong>of</strong> practice (VCOPs): <strong>The</strong>se refer to technologymediated<br />

communities in which people with common interests participate<br />

in activities around a subject, event, problem, etc.<br />

Widgets: Widgets are portable <strong>and</strong> reusable pieces <strong>of</strong> s<strong>of</strong>tware code that<br />

can be embedded in web pages.<br />

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language learning using h<strong>and</strong>helds. Intl J. Cont. Engineering<br />

Education <strong>and</strong> Lifelong <strong>Learning</strong>, 14(4/5),435-449.<br />

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business <strong>and</strong> education. Retrieved April 01, 2008, from<br />

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Thornton, P., & Houser, C. (2005). Using mobile phones in English<br />

education in Japan. Journal <strong>of</strong> Computer Assisted <strong>Learning</strong>, 21, 217-228.<br />

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Author<br />

Dr. Chaka Chaka is a senior lecturer in the Department <strong>of</strong> English at<br />

Walter Sisulu University for Technology <strong>and</strong> Science (Eastern Cape,<br />

South Africa). His research interests include: computer mediated communication<br />

(CMC); electronic learning (e-Iearning); computer assisted<br />

language learning (CALL); mobile learning (m-Iearning); mobile assisted<br />

language learning (MALL); Web 2.0 learning/<strong>Mobile</strong> Web 2.0 learning;<br />

Web 3.0/<strong>Mobile</strong> Web 3.0; Semantic Web/<strong>Mobile</strong> Semantic Web;<br />

knowledge management (KM); <strong>and</strong> learning organization (LO).<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 103-118).<br />

Chapter 5<br />

M-<strong>Learning</strong> Adoption in Brazil<br />

Amarolinda I. C.z. Saccol, Eliane Schlemmer, Jorge L. V.<br />

Barbosa, Nicolau Reinhard, <strong>and</strong> Carolina Sarmento<br />

Introduction<br />

<strong>The</strong> development <strong>and</strong> application <strong>of</strong> <strong>Mobile</strong> <strong>and</strong> Wireless Information<br />

<strong>and</strong> Communication Technologies (MWICT) in Brazil is remarkable.<br />

<strong>The</strong>re are some 102 million mobile phones in the country (ITWEB,<br />

2007), far more than the number <strong>of</strong> personal computers.<br />

This chapter discusses the concept <strong>of</strong> mobile learning (m-Iearning)<br />

(Sharples, 2000; Trifonova, 2003; Koschembahr, 2005; Naismith et aI.,<br />

2004) within Brazil's context. M-Iearning is taken here as meaning those<br />

learning processes that depend on using MWICT <strong>and</strong> that involve the<br />

mobility <strong>of</strong> the learners, who may be physically or geographically distant<br />

from each other or from the physical arenas <strong>of</strong> formal education,<br />

such as classrooms, training rooms, or work places.<br />

<strong>The</strong> growing use <strong>of</strong> MWICTs raises new teaching <strong>and</strong> learning possibilities,<br />

particularly for the pr<strong>of</strong>essional education <strong>of</strong> mobile workers<br />

(Krist<strong>of</strong>fersen & Ljungberg, 2000). Koschembahr (2005) indicates that<br />

the information <strong>and</strong> communication technology currently used in the<br />

automation <strong>of</strong> mobile workers' activities can also be used for on-thejob<br />

learning. Edwards (2005, p. 50) states that m-Iearning contributes to<br />

informal <strong>and</strong> practical learning, as opposed to traditional training activities<br />

in formal educational settings, which are <strong>of</strong>ten inefficient, as they<br />

cannot ensure that "the right person takes the right course at the right<br />

time." With m-Iearning practices, mobile workers can spend more time<br />

where they need to be - in the field, with clients, doing business. According<br />

to Sharples (2000), mobile technologies can help encourage<br />

lifelong learning, <strong>of</strong> an individualized, learner-centered, situated, collaborative,<br />

cooperative <strong>and</strong> ubiquitous nature.<br />

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However, we must also consider the dubious character <strong>of</strong> the technology<br />

(Ciborra, 2002). If, on one h<strong>and</strong>, MWICT makes new learning<br />

practices possible, on the other h<strong>and</strong>, these technologies have their<br />

drawbacks, such as creating an information overload, generating greater<br />

complexity <strong>of</strong> interactions at different places <strong>and</strong> points in time, <strong>and</strong><br />

breaking down the boundaries between personal <strong>and</strong> pr<strong>of</strong>essional life,<br />

with an adverse impact on quality <strong>of</strong> life, etc. (Sorensen & Gibson,<br />

2003). One must also question how much workers can actually learn<br />

through m-Iearning, or whether it should be limited to the informationallevel.<br />

<strong>The</strong>se issues raise many questions that dem<strong>and</strong> an answer.<br />

This chapter covers the first stage <strong>of</strong> research that is currently under<br />

way <strong>and</strong> that is being carried out by Management, Education <strong>and</strong> Computer<br />

Science researchers. Its overall objective is to identify the main<br />

elements <strong>of</strong> the process <strong>of</strong> adopting m-Iearning in organizations in<br />

Brazil. This segment <strong>of</strong> the research consists <strong>of</strong> an exploratory study<br />

designed to identify pioneering m-Iearning initiatives <strong>and</strong> practices in<br />

this country.<br />

<strong>The</strong> method adopted resorted, first, to a web-based documental survey.<br />

<strong>The</strong>n, once m-Iearning applications in Brazil had been identified, the<br />

researchers contacted <strong>and</strong> interviewed people involved in these projects,<br />

to better underst<strong>and</strong> their practices <strong>and</strong> the main challenges facing<br />

m-Iearning in Brazil.<br />

<strong>The</strong> chapter is structured as follows: first, the theoretical references that<br />

were taken into account are presented; second, the methodology <strong>of</strong> the<br />

exploratory study is described; <strong>and</strong> third, research results are presented<br />

<strong>and</strong> discussed. A fmal thoughts section closes the chapter.<br />

M-<strong>Learning</strong><br />

This study's notion <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong> or m-Iearning leans toward the<br />

concept <strong>of</strong> pervasive learning (Siobhan, 2005) as ever-present education,<br />

exp<strong>and</strong>ing the concepts <strong>of</strong> collaborative learning, <strong>of</strong> constructivism,<br />

<strong>of</strong> environments rich in information for learning, <strong>and</strong> <strong>of</strong> selforganized,<br />

adaptive, multimodal learning. We define m-Iearning as a<br />

learning process that takes place with the aid <strong>of</strong> mobile <strong>and</strong> wireless<br />

technology (using mobile devices such as mobile phones, PDAs (personal<br />

Digital Assistants), or laptops connected to a wireless network) in<br />

situations in which people are highly mobile, as a result <strong>of</strong> which they<br />

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may be far from a stationary learning area such as a classroom, a training<br />

center or their workplace.<br />

<strong>The</strong> research project <strong>of</strong> which this exploratory study is a part aims at<br />

testing the proposition that MWICT <strong>of</strong>fers new possibilities for the<br />

development <strong>of</strong> individual competences; these possibilities presumably<br />

extend beyond what current e-Iearning practices <strong>of</strong>fer. This notion is<br />

based on the view that competences, i.e., the capacity to take effective<br />

action under specific circumstances on the basis <strong>of</strong> one's knowledge,<br />

skills, <strong>and</strong> attitudes, are developed in situated action (perrenoud, 1997).<br />

Thus, workers have to activate several cognitive resources while performing<br />

their pr<strong>of</strong>essional activities. This is particularly true <strong>of</strong> mobile<br />

workers. Within a dynamic context, <strong>and</strong> in the face <strong>of</strong> uncertainty, they<br />

must access information, interact, <strong>and</strong> collaborate, in order to learn <strong>and</strong><br />

to solve problems. As a result, their competencies are developed, not<br />

only within formal training environments, but especially in the situated<br />

context in which these skills are needed. This justifies testing the<br />

proposition that MWICT can contribute more to the development <strong>of</strong><br />

individual competences than the currently available e-Iearning tools.<br />

However, to implement m-Iearning effectively, a set <strong>of</strong> complex elements<br />

must be considered. First, the concept <strong>of</strong> learning itself must be<br />

revisited. According to Hardless, Lundin, & Nulden (2001), to develop<br />

the skills <strong>of</strong> nomadic workers one must have an educational model<br />

based on an interactionist epistemological conception. Considering the<br />

design <strong>of</strong> m-Iearning solutions in the technological field, an analysis<br />

must be conducted <strong>of</strong> which type <strong>of</strong> services <strong>and</strong> tools will be <strong>of</strong>fered<br />

to aid learning. <strong>The</strong> criteria <strong>of</strong> usability, accessibility, mobility, collaboration,<br />

cooperation, <strong>and</strong> location awareness must also be considered<br />

(frifonova, 2003; Ogata & Yano, 2004). At the same time, the limitations<br />

<strong>of</strong> currently available MWICT, ranging from the ergonomic limitations<br />

<strong>of</strong> mobile devices to the lack <strong>of</strong> telecom systems st<strong>and</strong>ardization,<br />

must also be taken into account.<br />

As learners use MWICT within a mobility context, a range <strong>of</strong> new issues<br />

arise with regard to several factors other than physical mobility,<br />

such as temporal <strong>and</strong> contextual mobility (Kakihara & Sorensen, 2002).<br />

<strong>The</strong> use <strong>of</strong> MWICT, for instance, can increase polychronicity or multitasking,<br />

i.e., dealing with several tasks simultaneously. <strong>The</strong>re is also<br />

contextual mobility - the use <strong>of</strong> MWICT for m-Iearning can occur<br />

within different contexts, not only physical, but also social. <strong>The</strong> latter<br />

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include different cultural backgrounds, situations <strong>and</strong> moods, degrees<br />

<strong>of</strong> proximity, <strong>and</strong> mutual recognition among people.<br />

Thus, a mobile learner's context is defined dynamically; it emerges from<br />

his/her activities within his/her social context. It also involves motivations,<br />

as well as planned <strong>and</strong> unplanned actions. What is considered<br />

"normal" or appropriate within a given context (including learning) is<br />

socially negotiated (Dourish, 2004).<br />

<strong>The</strong>refore, it is important to underst<strong>and</strong> what are the possibilities <strong>and</strong><br />

the constraints that might apply to m-Iearning within each physical,<br />

social, economic, <strong>and</strong> cultural context, which, in this case, is the Brazilian<br />

context.<br />

Research Methodology<br />

This is an exploratory research study (Collis & Hussey, 2005). <strong>The</strong> first<br />

step <strong>of</strong> the research technique was web-based documental survey<br />

(Bauer & Gaskell, 2000), conducted from January to March 2007, using<br />

the Goggle search engine. A set <strong>of</strong> key words related to m-Iearning was<br />

employed <strong>and</strong> only Brazilian web pages were visited, as the study focused<br />

on m-Iearning only in Brazil.<br />

Based on this wide-ranging search (for example, the expression "mlearning"<br />

alone produced some 900 results, explored one by one),<br />

projects, papers, articles, <strong>and</strong> web sites were found that discussed m­<br />

learning cases, research studies, applications, <strong>and</strong> solutions. All this<br />

material was then analyzed, for selection <strong>of</strong> the most significant instances<br />

<strong>of</strong> m-Iearning <strong>and</strong> identification <strong>of</strong> the key people who might<br />

be able to provide references, discuss their experiences, <strong>and</strong> answer the<br />

study's questions.<br />

Overall, thirty-one relevant m-Iearning references, projects, or initiatives<br />

were identified, mostly in academic settings, very few projects or<br />

applications having been found in the corporate world. <strong>The</strong> criteria for<br />

screening the findings were: (1) concrete cases <strong>of</strong> m-Iearning deployment<br />

or application; (2) projects or references developed by wellknown<br />

institutions; <strong>and</strong> (3) references, projects, or initiatives recognized<br />

externally (quoted by other sources).<br />

After this screening, people involved with the selected initiatives were<br />

contacted (one person from each). Additionally, two academic experts<br />

in e-Iearning <strong>and</strong> MWICT development were asked to respond to the<br />

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study's interview because <strong>of</strong> their broad underst<strong>and</strong>ing <strong>of</strong> the Brazilian<br />

context regarding the technologies <strong>of</strong> interest to this study <strong>and</strong> their<br />

use; this enabled the experts to refer to cases where m-Iearning had<br />

been adopted <strong>and</strong> to analyze the challenges that hinder the dissemination<br />

<strong>of</strong> m-Iearning in this country.<br />

<strong>The</strong>se thirty-three people were first contacted through an e-mail that<br />

presented the project, the team, <strong>and</strong> the objectives, <strong>and</strong> suggested<br />

scheduling phone or personal interviews. As it drew a low level <strong>of</strong> response,<br />

a new message was sent, suggesting the possibility <strong>of</strong> responding<br />

to the study's questionnaire (five open-ended questions) via e-mail.<br />

Fifteen out <strong>of</strong> the thirty-three people contacted answered the questions<br />

(six through phone interviews, one through a personal interview <strong>and</strong><br />

eight bye-mail). <strong>The</strong> interviewees were from different parts <strong>of</strong> Brazil:<br />

most were from the southwest (the country's most industrialized area)<br />

<strong>and</strong> mainly from the cities <strong>of</strong> Rio de Janeiro <strong>and</strong> Sao Paulo; there were<br />

a few from the south <strong>and</strong> one from the northeast.<br />

One <strong>of</strong> the study's limitations was that the e-mail responses were far<br />

more brief than those provided in the personal or telephone interviews.<br />

To <strong>of</strong>fset this limitation, we analyzed the documents about the projects<br />

or initiatives with which the e-mail interviewees were involved. Another<br />

limitation was that there might be m-Iearning references, projects, or<br />

initiatives not yet available on the web at the time, or not listed in such<br />

a way as to surface through this study's key words. <strong>The</strong>refore, the researchers<br />

are open to contact from companies, institutions <strong>and</strong> other<br />

people who may wish to include their projects in the list identified. As<br />

it focuses on emerging technologies <strong>and</strong> practices, this study does not<br />

aim at being conclusive or definitive. To the contrary, it would be ideal<br />

for it to continue exp<strong>and</strong>ing, in keeping with the evolution <strong>of</strong> m­<br />

learning in Brazil.<br />

Research Results<br />

<strong>The</strong> research results are presented in two parts: an overview <strong>of</strong> the<br />

thirty-one references, cases, or projects found via the web-based documental<br />

survey described above (next section), followed by a description<br />

<strong>and</strong> analysis <strong>of</strong> the results <strong>of</strong> the aforementioned interviews.<br />

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Results <strong>of</strong> Documental Web-based Research<br />

Out <strong>of</strong> the thirty-one projects or references on m-Iearning identified<br />

through our documental web-based survey, we found that most (seventeen)<br />

referred to m-Iearning applications in the educational world,<br />

mainly at institutions <strong>of</strong> higher education. <strong>The</strong>y included:<br />

• Proposing a framework for the development <strong>of</strong> educational<br />

applications for m-Iearning (one case);<br />

• Adapting e-Iearning s<strong>of</strong>tware for mobile devices (pDAs <strong>and</strong><br />

mobile phones), with reports <strong>of</strong> practical application experiences<br />

(two cases);<br />

• Using PDAs (one case) <strong>and</strong> a mobile portal (one case) in undergraduate<br />

disciplines;<br />

• Developing M-Iearning s<strong>of</strong>tware to be used by hearing <strong>and</strong><br />

visually impaired individuals (one case each);<br />

• Creating a Virtual <strong>Learning</strong> Environment specific for m­<br />

learning (five cases);<br />

• Discussing the possibilities <strong>of</strong> m-Iearning in the healthcare sector<br />

(one case) <strong>and</strong> m-Iearning scenarios (two cases); <strong>and</strong><br />

• Creating different tools (s<strong>of</strong>tware) for m-Iearning (two cases).<br />

Of the references <strong>and</strong> projects found in academia, eight either concern<br />

models, frameworks, or s<strong>of</strong>tware prototypes with no real applications,<br />

or provide a generic discussion <strong>of</strong> m-Iearning. Among the references<br />

that concerned development <strong>and</strong> testing <strong>of</strong> m-Iearning solutions in real<br />

contexts, the applications generally involve the use <strong>of</strong> few functionalities<br />

<strong>and</strong> resources; none point to the actual incorporation <strong>of</strong> routine m­<br />

learning practices into teaching practices. This indicates that m-Iearning<br />

in the Brazilian academic world is still at an embryonic stage.<br />

Another potential conclusion is that most <strong>of</strong> the references <strong>and</strong> projects<br />

found in academia have a technological perspective. Only a few<br />

focus on pedagogical issues, management issues, or the social aspects <strong>of</strong><br />

adopting m-Iearning technologies <strong>and</strong> practices.<br />

Out <strong>of</strong> the thirty-one projects or references found through our webbased<br />

survey, ten regarded commercial s<strong>of</strong>tware solutions for m­<br />

learning. One <strong>of</strong> the firms <strong>of</strong>fering this type <strong>of</strong> solution was also a user<br />

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<strong>of</strong> m-Iearning in its own corporate training activities (Intel, see case<br />

below). Six <strong>of</strong> the ten s<strong>of</strong>tware providers that <strong>of</strong>fered these solutions<br />

where contacted, but did not answer the research questionnaire.<br />

Regarding the use <strong>of</strong> m-Iearning among companies or non-academic<br />

organizations, only the following cases were found:<br />

• Santos et al. (2002) describe the Brazilian Navy's Marine Corps<br />

use <strong>of</strong> s<strong>of</strong>tware <strong>and</strong> mobile devices in war games <strong>and</strong> field exercises.<br />

A System <strong>of</strong> Exercise Evaluation was adapted 10 a<br />

W AP protocol to be accessed via mobile phones.<br />

• Neves (2005) reports the case <strong>of</strong> Telemig Celular (a regional<br />

wireless telephone services company), which used W AP <strong>and</strong><br />

SMS technology to create a forum for its employees to discuss<br />

problems <strong>and</strong> exchange ideas.<br />

• <strong>The</strong> Bradesco Foundation, which belongs to Bradesco, one <strong>of</strong><br />

Brazil's biggest banks, provides free education at schools attended<br />

by about one hundred thous<strong>and</strong> students across Brazil.<br />

<strong>The</strong> foundation has been using mobile technologies in its education<br />

projects for youths <strong>and</strong> adults, including the use <strong>of</strong><br />

Pocket PCs <strong>and</strong> Wi-Fi networks in the classroom. Although<br />

these m-Iearning initiatives do not target corporate training,<br />

this case is interesting in that it shows a major organization using<br />

m-Iearning in its social welfare activities.<br />

• Intel Brazil, as part <strong>of</strong> its global Intel Corporate University, <strong>of</strong>fers<br />

corporate training to the personnel <strong>of</strong> its Brazilian subsidiary<br />

through mobile devices such as laptops, tablet PCs, PDAs<br />

<strong>and</strong> smartphones. <strong>The</strong> company virtually abolished desktops,<br />

so its employees use laptops or smartphones as their basic<br />

work tools <strong>and</strong> can take m-Iearning courses on various subjects<br />

<strong>and</strong> fields through them. <strong>The</strong> courses are based on multimedia<br />

presentations <strong>and</strong> flash animations. Intel, which has roughly<br />

one hundred thous<strong>and</strong> employees worldwide, considers this an<br />

effective training strategy.<br />

As the data above show, most m-Iearning references <strong>and</strong> projects in<br />

Brazil are in academia, corporate m-Iearning cases being rare. <strong>The</strong> interviews<br />

carried out corroborate this perception (see below).<br />

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Results <strong>of</strong> Interviews with People Involved with M-/earning<br />

As the methodology section mentioned, based on the identification <strong>of</strong><br />

m-Ieaming references, projects, cases, <strong>and</strong> experts, the people involved<br />

in these initiatives were contacted, which led to fifteen interviews.<br />

Out <strong>of</strong> the fifteen respondents, two were executives in large IT companies,<br />

one was an executive in a foundation, <strong>and</strong> the other twelve were<br />

pr<strong>of</strong>essors or researchers, mainly in Computer Sciences or Education,<br />

with nine out <strong>of</strong> twelve academics directly involved in the development<br />

<strong>and</strong> application <strong>of</strong> m-Ieaming technologies.<br />

Below, we analyze each <strong>of</strong> the five interview questions, also discussing<br />

<strong>and</strong> analyzing their answers.<br />

Potential users <strong>of</strong> m-Ieaming in the organizational context<br />

in Brazil<br />

<strong>The</strong> first interview question was: ''In your opinion, what are the sectors, companies,<br />

organizations or rypes <strong>of</strong> pr<strong>of</strong>issionals that can benifit from m-leaming?"<br />

Most interviewees clearly stated that m-Ieaming is particularly useful for<br />

"mobile" or "field" pr<strong>of</strong>essionals in general, i.e., those who are constantly<br />

traveling or on the move outside the organization. Similarly, six<br />

<strong>of</strong> the fifteen respondents felt that any sector, company, or pr<strong>of</strong>essional<br />

can benefit from m-Ieaming in some way.<br />

<strong>The</strong> types <strong>of</strong> pr<strong>of</strong>essionals that the respondents mentioned the most<br />

were: salespeople; health workers; field technicians; pr<strong>of</strong>essionals who<br />

constantly need to update their skills <strong>and</strong> knowledge; executives, managers<br />

<strong>and</strong> supervisors; IT pr<strong>of</strong>essionals; <strong>and</strong> administrative personnel.<br />

<strong>The</strong> following also got one mention each: engineers, lawyers, <strong>and</strong> logistics<br />

workers. Organizations dealing with health or insurance, multinationals<br />

in general <strong>and</strong> the public sector were mentioned as types <strong>of</strong><br />

institutions or sectors with potential for using m-Ieaming, as well as<br />

companies with several branches or subsidiaries.<br />

Corporate or Organizational m-<strong>Learning</strong> Cases in Brazil<br />

<strong>The</strong> second question was: "Do you know or can you mention any successful<br />

cases <strong>of</strong> m-leaming deployed in companies or organizations in Brazjl?"<br />

Five <strong>of</strong> the fifteen respondents were unaware <strong>of</strong> any such applications,<br />

whereas three mentioned cases <strong>of</strong> its being used in courses <strong>and</strong> educa-<br />

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tional activities in higher education institutions. Two respondents mentioned<br />

m-Iearning cases that concerned training health workers in hospitals.<br />

One respondent mentioned one case <strong>of</strong> m-Iearning used in the<br />

training <strong>of</strong> a multinational's sales staff, employing the same mobile<br />

devices that the company's salespeople used in their work (PDAs).<br />

Another respondent mentioned an identical case (sales staff training<br />

based on devices also used in other processes) in a large wholesale<br />

company. One respondent reported being familiar with the use <strong>of</strong><br />

MWICT to access the corporate Intranet to search for information on<br />

procedures <strong>and</strong> products or to interact with colleagues at the company's<br />

headquarters. Three cases <strong>of</strong> m-Iearning applications in large IT<br />

multinationals were also mentioned (including the aforementioned Intel<br />

case), as well as the Bradesco Foundation case.<br />

<strong>The</strong> m-Iearning cases within organizations that the interviewees reported<br />

primarily concerned specific applications within multinationals,<br />

mainly involving content access via mobile devices, to download training<br />

materials <strong>and</strong> read them <strong>of</strong>f-line, for instance. <strong>The</strong> initiatives were<br />

incipient in the Brazilian market as a whole, because, according to two<br />

<strong>of</strong> the interviewees, it is still difficult to measure the return <strong>and</strong> results<br />

<strong>of</strong> m-Iearning implementation.<br />

m-<strong>Learning</strong> Technology (hardware)<br />

<strong>The</strong> third question was: ''In your opinion, what is the most suitable technology<br />

for m-leaming (e.g., mobile phones, PDAs, smartphones, tablet pes, etc.) <strong>and</strong><br />

wf?y?"<br />

<strong>The</strong>re was no consensus among the respondents regarding the most<br />

suitable device for m-Iearning activities. Smartphones <strong>and</strong> laptops were<br />

the devices mentioned most <strong>of</strong>ten.<br />

<strong>The</strong> argument in favor <strong>of</strong> smartphones was the convergence <strong>of</strong> the<br />

different tools available in PDAs <strong>and</strong> mobile phone connectivity.<br />

Three respondents mentioned laptops because they have far bigger<br />

screens than PDAs, smartphones, <strong>and</strong> mobile phones, <strong>and</strong> also because<br />

the personnel <strong>of</strong> many firms has used laptops for a long time. Two<br />

other respondents mentioned light <strong>and</strong> inexpensive computers (along<br />

the lines <strong>of</strong> the "hundred-dollar laptop") as the most appropriate de­<br />

Vices.<br />

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Three respondents mentioned mobile phones because <strong>of</strong> their popularity,<br />

as they are more commonly owned by Brazilians than any <strong>of</strong> the<br />

other devices; they are also the type <strong>of</strong> device with which we are generally<br />

most familiar. On the other h<strong>and</strong>, some respondents argued that<br />

mobile phones are the most limited device for ergonomic reasons.<br />

Three respondents made the additional comment that the ideal device<br />

ought to be light <strong>and</strong> portable like a mobile phone, PDA, or smart<br />

phone, but with the ergonomics <strong>of</strong> a laptop.<br />

Yet another comment was that the tablet PC, though mentioned by two<br />

respondents, is still regarded by the others as a heavy <strong>and</strong> fragile device<br />

with no specific advantages.<br />

Two respondents stated that all available devices could be suitable,<br />

depending on the objectives <strong>of</strong> the training program <strong>and</strong> on the context<br />

in which they would be used.<br />

Another comment was that those tools used routinely by the organization<br />

in other processes (e.g., for sales force automation) should also be<br />

used for m-Ieaming activities.<br />

m-<strong>Learning</strong> Technology (s<strong>of</strong>tware)<br />

<strong>The</strong> fourth interview question was: ''Do you know <strong>of</strong> a'!Y m-leaming s<strong>of</strong>tware<br />

or platforms? In your opinion, which fiatures should thry hat'e?"<br />

Eight <strong>of</strong> the fifteen respondents said that they were unaware <strong>of</strong> any<br />

specific m-Ieaming s<strong>of</strong>tware solution (such as courseware). However,<br />

several solutions were mentioned. Some were adaptations <strong>of</strong> earlier e­<br />

learning solutions, such as Teleduc (http://www.teleduc.org.br/) <strong>and</strong><br />

AulaNet (http://aulanet.les.inf.puc-rio.br/ aulanet/). Others were s<strong>of</strong>tware<br />

created in specific m-Ieaming projects at universities (for example,<br />

a mobile portal).<br />

<strong>The</strong> most frequently mentioned s<strong>of</strong>tware programs for use in m­<br />

learning were fundamentally those that generated presentations for<br />

access through mobile devices, or tutorials based on presentations with<br />

some degree <strong>of</strong> "question-answer" interactivity, applied in short<br />

courses. Other m-Ieaming solutions mentioned were PDA s<strong>of</strong>tware<br />

programs, such as H<strong>and</strong>s® or AvantGo®, as well as collaboration tools<br />

now adapted for mobile devices, such as Lotus Notes® <strong>and</strong> Everyplace®.<br />

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Regarding features that m-Iearning s<strong>of</strong>tware programs ought to have,<br />

answers differed. What respondents mentioned the most was that m­<br />

learning s<strong>of</strong>tware must take into account the ergonomic limitations <strong>of</strong><br />

the current mobile devices (e.g., limited screen <strong>and</strong> keypad size) as well<br />

as connectivity issues (b<strong>and</strong>width <strong>and</strong> connection costs).<br />

Flexibility, simplicity, speed, minimalism (few tools, just those needed<br />

to achieve the goals <strong>of</strong> each educational activity), low purchase <strong>and</strong><br />

maintenance costs, <strong>and</strong> being able to operate both online <strong>and</strong> <strong>of</strong>fline<br />

were associated features. Being a multi-platform device <strong>and</strong> multidevice<br />

(four mentions) was also a valued feature.<br />

Another stream <strong>of</strong> responses concerned usability issues. Some interviewees<br />

recommended using visual <strong>and</strong> audio resources, (minimizing<br />

the manual input <strong>of</strong> data), as well as games <strong>and</strong> simulations (more fun<br />

resources). Interactivity <strong>and</strong> using mobile devices with which users are<br />

already familiar (e.g., MP3 players) were also some <strong>of</strong> the possibilities<br />

for increasing users' acceptance.<br />

One should note that only one respondent directly mentioned the issue<br />

<strong>of</strong> educational methodologies being taken into account by m-Iearning<br />

s<strong>of</strong>tware, <strong>and</strong> also that only one respondent mentioned the importance<br />

<strong>of</strong> systems being sensitive to users' location <strong>and</strong> context (one <strong>of</strong> the<br />

main differences between m-Iearning <strong>and</strong> e-Iearning).<br />

Challenges for the Dissemination <strong>of</strong> m-<strong>Learning</strong> in Brazil<br />

<strong>The</strong> last interview question was: ''In your opinion <strong>and</strong> experience, what are the<br />

main challenges to be ot'ercome in order to disseminate m-learning in Brazil, especialfy<br />

within the corporate context? (Taking into account,for instance, technological,<br />

cultural or pedagogical issues, etc.). "<br />

<strong>The</strong> responses to this question showed that several challenges must be<br />

overcome in order to disseminate m-Iearning in Brazil. We grouped<br />

them as follows (though we must consider that the categories are<br />

closely interwoven):<br />

• Technological <strong>and</strong> economic challenges - According to five respondents,<br />

further progress must be achieved in order to incorporate<br />

a range <strong>of</strong> new technologies (voice, digital TV, etc.) into<br />

m-Iearning, systems should become increasingly user-friendly,<br />

<strong>and</strong> the ergonomic limitations <strong>of</strong> mobile devices (e.g., screen<br />

size, data entering), mentioned by two respondents, must be<br />

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overcome. Three respondents mentioned the technicallimitations<br />

<strong>of</strong> the wireless networks, as well as the lack <strong>of</strong> st<strong>and</strong>ards<br />

in the devices <strong>and</strong> operational systems, not to speak <strong>of</strong> the nationwide<br />

inadequacy <strong>of</strong> the wireless infrastructure. <strong>The</strong> issue <strong>of</strong><br />

mobile devices' connectivity costs was also mentioned by five<br />

interviewees, while two stated that m-Iearning is yet to become<br />

financially viable. Keeping a system permanently up-to-date<br />

(one mention) <strong>and</strong> the fast obsolescence <strong>of</strong> mobile devices<br />

(one mention) are added challenges to be taken into account.<br />

• Challenges regarding deployment <strong>of</strong> new technologies <strong>and</strong> new learning<br />

practices - According to five respondents there is a lack <strong>of</strong> culture,<br />

familiarity, or habit regarding the use <strong>of</strong> mobile devices.<br />

Three respondents stressed that, in general, people only use<br />

mobile phones, <strong>and</strong> mainly for talking, the devices' other functions,<br />

such as SMS or computing resources, being unexplored.<br />

Another two respondents also mentioned that there is still resistance<br />

to e-Iearning, which in turn affects m-Iearning. <strong>The</strong><br />

lack <strong>of</strong> "digital literacy" in Brazil was also mentioned by two<br />

interviewees, while one talked about the lack <strong>of</strong> confidence in<br />

MWICT capacities.<br />

• Pedagogical challenges - An interesting statement voiced by five <strong>of</strong><br />

the fifteen respondents is that, though MWICT has its limitations<br />

(as mentioned above), "teaching practices are lagging behind<br />

technology", i.e., pedagogical practices regarding m­<br />

learning are still incipient as compared to the rate <strong>of</strong> technological<br />

development. <strong>The</strong> following points also concur with<br />

this statement: the need to foster collaboration in the learning<br />

process (five mentions); the idea that we are still learning from<br />

e-Iearning practices (three mentions); <strong>and</strong> the lack <strong>of</strong> a true<br />

learning culture, a culture <strong>of</strong> learning autonomy, etc. It is also<br />

necessary to create interesting courses using MWICT technology<br />

(two mentions), to train pr<strong>of</strong>essionals in the use <strong>of</strong> these<br />

technologies (one mention), to consider different cognitive<br />

styles when developing m-Iearning activities, <strong>and</strong> to develop a<br />

specific pedagogical model for those practices (one mention<br />

each).<br />

• Social <strong>and</strong> contextual challenges - Another stream <strong>of</strong> answers<br />

(though less frequent) concerned the context surrounding m-<br />

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learning which involves broader social issues, such as the limitations<br />

to using mobile devices in public spaces in Brazil due to<br />

fear <strong>of</strong> being robbed (three mentions), <strong>and</strong> the viability <strong>of</strong> onthe-move<br />

learning in the absence <strong>of</strong> comfort <strong>and</strong> <strong>of</strong> the physical<br />

surroundings that might encourage learning. Two respondents<br />

mentioned the need to change the mental <strong>and</strong> working<br />

models (from "fixed" work to "mobile", flexible work). <strong>The</strong><br />

quality <strong>of</strong> life issue <strong>and</strong> the possible invasion <strong>of</strong> privacy resulting<br />

from m-Ieaming were also mentioned by respondents. It is<br />

interesting to note that only one respondent referred to the<br />

challenge <strong>of</strong> using m-Ieaming as a way to promote digital inclusion<br />

in Brazil.<br />

Final Thoughts <strong>and</strong> Future Research<br />

This study allowed us to investigate which m-Ieaming practices were<br />

being deployed in Brazil. We found that the corporate m-Ieaming cases<br />

are rare. In academia, most <strong>of</strong> the projects involve s<strong>of</strong>tware prototypes,<br />

models, <strong>and</strong> frameworks that are yet to be applied. In the cases in<br />

which m-Ieaming practices <strong>and</strong> solutions were tested in real contexts,<br />

we found that few functionalities <strong>and</strong> resources were being used, <strong>and</strong><br />

no routine practices. This indicates that m-Ieaming is at a very early<br />

development stage even in academia. One should also note that most<br />

<strong>of</strong> these references <strong>and</strong> academic projects have a technological slant.<br />

Only a few concern economic or management elements, pedagogical<br />

issues or contextual <strong>and</strong> social factors related to the deployment <strong>of</strong> m­<br />

learning.<br />

We also found, based on the experience <strong>of</strong> people involved with m­<br />

learning in Brazil, that there are several elements to be taken into account<br />

when it comes to disseminating m-Ieaming practices, including<br />

the possibility <strong>of</strong> using it within an educational context, the use <strong>of</strong> suitable<br />

m-Ieaming technologies, <strong>and</strong> the challenges inherent to these practices.<br />

<strong>The</strong>se challenges encompass several different elements <strong>and</strong> fields<br />

<strong>of</strong> knowledge: technological <strong>and</strong> economic barriers, resistance to the<br />

adoption <strong>of</strong> new learning practices <strong>and</strong> technologies, pedagogical difficulties,<br />

<strong>and</strong> contextual <strong>and</strong> social challenges. Considering these results,<br />

the following topics are proposed for future research:<br />

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• A study <strong>of</strong> the few existing cases <strong>of</strong> corporate m-Iearning in<br />

order to underst<strong>and</strong> their dynamics, goals, facilitators <strong>and</strong> hindering<br />

factors, consequences, etc.;<br />

• A study <strong>of</strong> the contextual <strong>and</strong> social issues that surround m­<br />

learning in Brazil;<br />

• <strong>The</strong> development <strong>of</strong> specific educational m-Iearning methodologies,<br />

in line with MWICT idiosyncrasies <strong>and</strong> the Brazilian<br />

context, also taking into account the specific features <strong>of</strong> pedagogic<br />

mediation for this form <strong>of</strong> teaching <strong>and</strong> learning;<br />

• <strong>The</strong> development <strong>of</strong> more sophisticated m-Iearning s<strong>of</strong>tware,<br />

focusing on an interdisciplinary <strong>and</strong> systemic perspective<br />

(views from the areas <strong>of</strong> Education, Management, Computer<br />

Science, Design, etc.), for application to empirical cases;<br />

• <strong>The</strong> development <strong>of</strong> studies concerned with the ftnancial aspects<br />

(cost-benefit) <strong>of</strong> m-Iearning (particularly from an organizational<br />

point <strong>of</strong> view);<br />

• A study <strong>of</strong> the use <strong>of</strong> location-aware services that also consider<br />

the user's pr<strong>of</strong>ile, as applied to m-Iearning (extending beyond<br />

e-Iearning) in Brazil;<br />

• A study <strong>of</strong> the use <strong>of</strong> m-Iearning as a way <strong>of</strong> promoting digital<br />

inclusion in Brazil.<br />

We hope that the results <strong>of</strong> this exploratory study may contribute to the<br />

work <strong>of</strong> researchers from different areas connected with m-Iearning as<br />

well as to the work <strong>of</strong> people in the human resources management area<br />

<strong>and</strong> <strong>of</strong> developers <strong>of</strong> mobile solutions <strong>and</strong> services.<br />

This study shows that there are many challenges, but also many different<br />

possibilities, for the development <strong>of</strong> m-Iearning in Brazil.<br />

Acknowledgements<br />

<strong>The</strong> authors wish to thank CNPq (the Brazilian Council for the Development<br />

<strong>of</strong> Science <strong>and</strong> Technology) for funding the research project<br />

"<strong>Mobile</strong> <strong>Learning</strong> in the Organizational Context", <strong>of</strong> which this study is<br />

a part.<br />

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References<br />

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Bauer, M. & Gaskell, G. (eds.) (2000). Qualitatit'e Researching with text,<br />

image <strong>and</strong> sound: a practical h<strong>and</strong>book. London: Sage.<br />

Ciborra, C. (2002). <strong>The</strong> laf?yrinths <strong>of</strong>information. London: Oxford Press.<br />

Collis, J. & Hussey, R. (2005). Pesquisa em Administrafao: urn guia pratico<br />

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Perrenoud, P. (1999). Construir as competencias desde a escola. Porto Alegre:<br />

Artmed.<br />

Santos, F. M. A., Casanova, M. A. & Seixas, R. B. (2002). Jogos de Guerra<br />

em Platqformas MrJt"eis. Retrieved February 5, 2007, from<br />

http://w3.impa.br/-rbs/pdf/wcsf2002.pdf<br />

Sharples, M. (2000). <strong>The</strong> design <strong>of</strong> personal mobile technologies for<br />

lifelong learning. Computers & Education, 34 (3), 177-193.<br />

Siobhan, T. (2005) Pervasive, persuasive e-Leaming: modeling the<br />

pervasive learning space. In Proceedings <strong>of</strong> the 3rd International<br />

Conference on Pen-asire Computing <strong>and</strong> Communications Workshop, Hawaii.<br />

Sorensen, C. & Gibson, D. (2003). Ubiquitous tisions <strong>and</strong> opaque realities:<br />

pr<strong>of</strong>issionals talking about mobile technologies. Retrieved January 11,<br />

2005, from http://mobility.lse.ac.uk<br />

Authors<br />

Amarolinda I. C. Zane1a Sacco! is Ph. D. in Business Administration<br />

at School <strong>of</strong> Economics, Business Administration <strong>and</strong> Accounting<br />

(FEA-USP), Brazil. Pr<strong>of</strong>essor <strong>and</strong> Researcher <strong>of</strong> Management <strong>and</strong><br />

Information Systems in the University <strong>of</strong> Vale do Rio dos Sinos<br />

(UNISINOS), Brazil. E-mail: aczanela@unisinos.br<br />

Eliane Schlemmer is PhD in Computer Science applied to Education<br />

at Federal University <strong>of</strong> Rio Gr<strong>and</strong>e do SuI (UFRGS), Brazil. Pr<strong>of</strong>essor<br />

<strong>and</strong> researcher <strong>of</strong> Education in the University <strong>of</strong> Vale do Rio dos Sinos<br />

(UNISINOS) - Brazil. E-mail: elianes@unisinos.br<br />

Jorge Luis V. Barbosa is PhD in Computer Science at Federal University<br />

<strong>of</strong> Rio Gr<strong>and</strong>e do SuI (UFRGS), Brazil. Pr<strong>of</strong>essor <strong>and</strong> researcher <strong>of</strong><br />

Computer Science in the University <strong>of</strong> Vale do Rio dos Sinos<br />

(UNISINOS), Brazil. Email: barbosa@unisinos.br<br />

Nicolau Reinhard is Ph. D. in Business Administration at School <strong>of</strong><br />

Economics, Business Administration <strong>and</strong> Accounting (FEA-USP) <strong>and</strong><br />

Post-Doctor at A. P. Sloan School <strong>of</strong> Management from the Massachusetts<br />

Institute <strong>of</strong> Technology (MIT). Pr<strong>of</strong>essor <strong>and</strong> researcher <strong>of</strong> Informatics<br />

<strong>and</strong> Information Systems in the Business Administration Department<br />

at FEA/USP. E-mail: reinhard@usp.br<br />

Carolina Sannento is nearing completion <strong>of</strong> the Bachelor <strong>of</strong> Business<br />

Administration at University <strong>of</strong> Vale do Rio dos Sinos (UNISINOS),<br />

Brazil. E-mail: carolina.sarmento@gmail.com<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 119-139).<br />

Chapter 6<br />

<strong>Mobile</strong> <strong>and</strong> Pervasive Computing in a<br />

Computer Engineering Undergraduate<br />

Course<br />

Jorge Barbosa, Rodrigo Hahn,<br />

Debora Barbosa, <strong>and</strong> William Segato<br />

Introduction<br />

Nowadays, studies about mobility in distributed systems are being<br />

stimulated by the proliferation <strong>of</strong> portable electronic devices (for example,<br />

cell phones, h<strong>and</strong>held computers, tablet pes, <strong>and</strong> notebooks)<br />

<strong>and</strong> the use <strong>of</strong> new interconnection technologies based on wireless<br />

communication (like WiFi <strong>and</strong> Bluetooth). This new mobile <strong>and</strong> distributed<br />

paradigm is called <strong>Mobile</strong> Computing (Augustin, Yamin, Barbosa,<br />

& Geyer, 2002; Satyanarayanan, 1996). Moreover, mobility allied with<br />

the diffusion <strong>of</strong> wireless communication enabled the availability <strong>of</strong><br />

computational services in specific contexts - Context-aware Computing<br />

(Augustin et al., 2004). Adaptation related research brought the possibility<br />

<strong>of</strong> continuous computational support, anytime, anywhere - Pen'asit'e<br />

Computing (defmed <strong>and</strong> well discussed in the works <strong>of</strong> Weiser, 1991,<br />

<strong>and</strong> Satyanarayanan, 2001). In tum, IJJcation Systems (Hightower &<br />

Gaetano, 2001; Hightower, LaMarca, & Smith, 2006) are enabling the<br />

use <strong>of</strong> this kind <strong>of</strong> computing in accordance with the physical location<br />

<strong>of</strong> users. Recently, the application <strong>of</strong> these technologies in the improvement<br />

<strong>of</strong> education strategies created a new research front called<br />

<strong>Mobile</strong> <strong>and</strong> Pen'asit'e <strong>Learning</strong>. This concept is deeply discussed in the<br />

works <strong>of</strong> Barbosa, Geyer, & Barbosa (2005), Barbosa et al. (2006),<br />

Ogata <strong>and</strong> Yano (2003), Rogers, Price, R<strong>and</strong>ell, Fraser, Weal, <strong>and</strong> Fitzpatrick<br />

(2005) <strong>and</strong> Yau, Gupta, Karim, Ahamed, Wang, <strong>and</strong> Wang<br />

(2003).<br />

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In 2002, a southern Brazilian university proposed a new pedagogical<br />

approach to undergraduate courses. This approach is called Undergraduate<br />

Course <strong>of</strong> Riference (nicknamed GRefe). GRefes are based on: (1)<br />

<strong>Learning</strong> Programs: a new kind <strong>of</strong> academic structure aimed at the<br />

integration between the course's knowledge areas; (2) <strong>Learning</strong> Projects:<br />

long duration activities that consolidate the knowledge created in<br />

the different knowledge areas.<br />

Currently, there are six GRefes in our university. In this chapter, we<br />

describe our experiences with the application <strong>of</strong> mobile <strong>and</strong> pervasive<br />

computing technologies to improve our academic practices in a specific<br />

course <strong>of</strong> reference, called Computer Engineering GRefe (nicknamed<br />

ComGRefe) . <strong>The</strong> chapter is organized in six sections. <strong>The</strong> second<br />

section describes the GRefe pedagogical proposal. ComGRefe is used<br />

to illustrate the main ideas behind our approach. <strong>The</strong> third section<br />

presents our experiences applying mobile <strong>and</strong> pervasive computing in<br />

ComGRefe. <strong>The</strong> fourth section presents the specific application <strong>of</strong><br />

mobile computing resources in several areas <strong>of</strong> the Computer<br />

Engineering Grefe, focusing on the use <strong>of</strong> mobile computing to<br />

support a new way <strong>of</strong> teaching. <strong>The</strong> fifth section presents two<br />

educational projects developed in ComGRefe. One <strong>of</strong> them is a<br />

pervasive game called MoBIO Threat. It is an innovative, educative<br />

project. <strong>The</strong> game takes advantage <strong>of</strong> our mobile computing<br />

infrastructure to present a rich learning experience. <strong>The</strong> second project<br />

is related to the construction <strong>of</strong> mobile robots. <strong>The</strong>se robots employ<br />

devices such as pocket PCs <strong>and</strong> wireless cameras. Finally, the sixth<br />

section draws some conclusions <strong>and</strong> presents future work.<br />

Course <strong>of</strong> Reference<br />

Undergraduate Course <strong>of</strong> Riference (nicknamed GRefe) is a new kind <strong>of</strong><br />

academic approach, based on <strong>Learning</strong> Programs. Each <strong>Learning</strong> Program<br />

area has a pr<strong>of</strong>essor <strong>and</strong> is composed <strong>of</strong> a group <strong>of</strong> pedagogical activities.<br />

<strong>The</strong>se activities can be thematic workshops, lectures, lab experiments,<br />

<strong>and</strong> st<strong>and</strong>ard classes. For instance, the aforementioned Computer<br />

Engineering GRife (nicknamed ComGRefe) is one <strong>of</strong> six GRefes created<br />

by our university during the past years. This GRefe is organized in four<br />

<strong>Learning</strong> Programs, namely: (1) Bases; (2) Methods; (3) Challenges;<br />

(4) Solutions.<br />

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Each <strong>Learning</strong> Program has a period <strong>of</strong> one year <strong>and</strong> is divided into six<br />

knowledge areas: (1) Computer Science; (2) Electronics;<br />

(3) Mathematics; (4) Physics; (5) Philosophy; (6) Linguistics (portuguese,<br />

English, etc).<br />

Each <strong>Learning</strong> Program has a special kind <strong>of</strong> activity called a <strong>Learning</strong><br />

Project. <strong>Learning</strong> Projects are the main activities <strong>of</strong> the GRefes because<br />

they integrate all areas in a practical framework, where all pr<strong>of</strong>essors<br />

<strong>and</strong> students participate. For example, two projects currently in development<br />

can be underlined: (1) the construction <strong>of</strong> mobile robots; (2)<br />

the creation <strong>of</strong> pervasive games. Both projects are using h<strong>and</strong>helds <strong>and</strong><br />

wireless technology to monitor <strong>and</strong> control several aspects, such as<br />

location, energy consumption, <strong>and</strong> the robots themselves.<br />

Other interesting characteristics <strong>of</strong> ComGRefe are: (1) there are approximately<br />

20 students <strong>and</strong> 5 pr<strong>of</strong>essors in each <strong>of</strong> the four <strong>Learning</strong><br />

Programs. This gives a total <strong>of</strong> about 80 students <strong>and</strong> 20 pr<strong>of</strong>essors<br />

involved in all the course; (2) each student has an appointed tutor - a<br />

pr<strong>of</strong>essor that advises all <strong>of</strong> his/her pedagogical activities during the<br />

program; (3) each <strong>Learning</strong> Program conducts periodic meetings where<br />

the pr<strong>of</strong>essors <strong>of</strong> each knowledge area share their experiences. In the<br />

same meeting, each <strong>Learning</strong> Project coordinator shares information<br />

about the evolution <strong>of</strong> project activities.<br />

<strong>Mobile</strong> <strong>and</strong> Pervasive Computing in ComGRefe<br />

<strong>The</strong> Computer Engineering GRefe is a pilot project. It is the first<br />

community in our university to use mobile computing in daily academic<br />

practices. After we gather more experience, other GRefes will be integrated.<br />

Currently, our mobile computing infrastructure in ComGrefe is<br />

composed <strong>of</strong> the following devices:<br />

• 45 HP iPAQ hx4700 pocket PCs. This model is powered by an<br />

Intel XScale PXA270 624Mhz CPU. It has 64MB RAM <strong>and</strong><br />

128MB ROM. <strong>The</strong> device also has a VGA display <strong>and</strong> integrated<br />

WLAN, Bluetooth 1.2, <strong>and</strong> IrDA. All pocket PCs come<br />

with SD expansion memory cards. <strong>The</strong> devices weigh very little<br />

<strong>and</strong> are ideal for outdoor lessons;<br />

• 20 HP TCll00 tablet PCs. <strong>The</strong>y are powered by an Intel Pentium<br />

M 1.00Ghz processor <strong>and</strong> have 512MB RAM <strong>and</strong> a<br />

40GB hard drive. <strong>The</strong> screen is a lOA" XGA (1024x768) TFT<br />

display. It has an integrated 32MB n Vidia G-Force4 Go 420<br />

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<strong>The</strong> <strong>Evolution</strong> <strong>of</strong> <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

•<br />

•<br />

<strong>and</strong> HP Wlan 802.11a. <strong>The</strong> device runs Windows XP Tablet<br />

PC Edition. <strong>The</strong> differentiated input method allows the operation<br />

<strong>of</strong> the device with a digital pen, instead <strong>of</strong> the keyboard.<br />

Also, the form factor, battery life (two <strong>and</strong> a half hours), <strong>and</strong><br />

integrated wireless network <strong>of</strong>fer a more mobile way <strong>of</strong> interaction<br />

than st<strong>and</strong>ard notebooks;<br />

14 docking stations for the TC1100 tablet Pc. <strong>The</strong>y have 3 extra<br />

USB ports, 1 externally accessible multi-bay (for plugging a<br />

CD-ROM drive, for example), a VGA connector, <strong>and</strong> wired<br />

network. <strong>The</strong> dock stations are used in order to save the time<br />

<strong>of</strong> having to plug peripheral devices when returning to a more<br />

traditional classroom environment;<br />

4 Cisco Aironet 1100 wireless access points. <strong>The</strong>y have 16 MB<br />

RAM, 8MB flash memory, 54Mbps transmission speed, <strong>and</strong><br />

support both 802.11g <strong>and</strong> 802.11b clients. <strong>The</strong> circa 200 meters<br />

coverage radius enables us to easily deploy mobile devices<br />

all o_v~~ S=.?~~~e_f:, _~i!hout significant loss <strong>of</strong> signal.<br />

lAI<br />

216<br />

I '<br />

206 ~ ~<br />

,<br />

212 213 214<br />

1- ____________ _<br />

Figure 1. ComGRefe (dashed in the pi?"ture)<br />

Our scenario encloses nine rooms, covered by four wireless access<br />

points (see Figure 1). This coverage is needed for our location<br />

technology research, where we use the access points for WiFi signal<br />

triangulation. With the mobile <strong>and</strong> pervasive computing support in<br />

ComGrefe, we are looking for two main pedagogical goals. First <strong>of</strong> all,<br />

we are interested in supporting the specific activities <strong>of</strong> each knowledge<br />

area, leveraging our current technology in order to make learning a<br />

more engaging experience. As for the second goal, we are interested in<br />

applying wireless <strong>and</strong> mobile technology in the improvement <strong>of</strong> our<br />

<strong>Learning</strong> Projects. In order to satisfy the first objective, all teachers<br />

involved into each <strong>of</strong> the four ComGRefe <strong>Learning</strong> Programs are takmg<br />

advantage <strong>of</strong> tablet PCs, iP AQs, wireless network, <strong>and</strong> location<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

technologies in their daily practices, where applicable. With motivated<br />

teachers, this new way <strong>of</strong> learning becomes quicker to accept <strong>and</strong> easier<br />

to adapt to. <strong>The</strong> fourth section deals with the applications <strong>of</strong> computing<br />

in each knowledge area.<br />

--....... -<br />

(aj Creatioll <strong>of</strong> mobile robots<br />

(bj Remote cOlltrol <strong>of</strong> a mobile robot<br />

Figure 2. <strong>Learning</strong> Project - <strong>Mobile</strong> Robots<br />

In order to satisfy our second objective, we have introduced mobile<br />

computing into several <strong>Learning</strong> Projects, for example: (1) creation <strong>of</strong><br />

several kinds <strong>of</strong> mobile robots (see Figure 2); (2) industrial <strong>and</strong> home<br />

automation (controlling doors, video cameras <strong>and</strong> energy consumption);<br />

(3) integration between mobile technology <strong>and</strong> RFIDs to automate<br />

parking control; (4) determination <strong>of</strong> the physical location <strong>of</strong> devices<br />

<strong>and</strong> exploration <strong>of</strong> location based services (LBS); (5) development<br />

<strong>of</strong> multiplayer <strong>and</strong> pervasive games for mobile devices (see Figure 3).<br />

<strong>The</strong> fifth section details two specific learning projects developed in this<br />

context.<br />

(aj Use <strong>of</strong> tllobile devices ill pervasive gattleS<br />

(bj PI,!]ers <strong>of</strong> pervasive games dllrillg a match<br />

Figure 3. <strong>Learning</strong> Proje?t- Pen-asit'e Gaming<br />

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<strong>Mobile</strong> Computing In Knowledge Areas<br />

In this section we aim to present an objective review <strong>of</strong> the impacts <strong>of</strong><br />

using mobile computing technology in ComGRefe. In order to do this,<br />

we have interviewed teachers involved in all <strong>of</strong> the different knowledge<br />

areas. Our main interest is the evaluation <strong>of</strong> mobile computing applications<br />

for teaching in several ComGRefe knowledge areas. <strong>The</strong> results<br />

were the following:<br />

Computing Ana: Students <strong>of</strong> this area are using mobile computing in<br />

several projects. For example, many applications developed in Java <strong>and</strong><br />

Embedded C++ are being deployed to the pocket PCs for testing,<br />

instead <strong>of</strong> using the emulators provided in the SDKs. This provides a<br />

more accurate debugging experience. <strong>The</strong> mobile computing infrastructure<br />

is also used in the creation <strong>of</strong> distributed applications, using several<br />

pocket PCs connected via WiFi <strong>and</strong>/or Bluetooth. Network programming<br />

concepts (such as client/server architectures <strong>and</strong> sockets) are<br />

being explored, <strong>and</strong> different operating systems are being deployed to<br />

the pocket PCs;<br />

Electronics Ana: In this area many applications were found for mobile<br />

devices. In laboratory activities, for example, pocket PCs are being used<br />

to visualize electronic component blueprints <strong>and</strong> circuit schematics, to<br />

update experiment implementation schemes <strong>and</strong> to view photos/movies<br />

<strong>of</strong> prototypes in development. In classroom activities, students<br />

use their pocket PCs for real-time projection <strong>and</strong> discussion <strong>of</strong><br />

solutions (see Figure 4a);<br />

Pf?ysics Ana: This area found a wide range <strong>of</strong> utilities for the mobile<br />

devices. For example, sensors can be connected to a mobile device.<br />

This provides learners with mobile systems adapted to a remote data<br />

collection scheme. <strong>The</strong>se sensors can be used both in <strong>and</strong> out <strong>of</strong> the<br />

classroom. In the classroom, a student lab station usually consists <strong>of</strong> a<br />

tablet or pocket PC, a sensor, <strong>and</strong> a LabPro interface (or other A/D<br />

converter). When outside the classroom, a pocket PC device connected<br />

to a sensor <strong>and</strong> an A/D converter provides the necessary equipment<br />

for collecting sample data anywhere;<br />

Mathematics Ana: In this area, mobile devices are mostly being used to<br />

access mathematics s<strong>of</strong>tware via the web. <strong>The</strong> mobile devices are also<br />

used in a support role - students are introducing computational vision<br />

to the robots used in other learning projects;<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

Linguistic Area: In this area, devices are being used mainly for convenience.<br />

<strong>The</strong> way <strong>of</strong> interaction presented by mobile devices allows taking<br />

quick notes anywhere, be they text or voice recordings. Many tasks<br />

benefit from this added convenience, such as recording oral exercises,<br />

communication in different languages <strong>and</strong> accessing dictionaries, writing<br />

content for personal homepages, practicing English grammar, chatting<br />

with chatbots, such as Alice (http://alicebot.org), <strong>and</strong> playing language<br />

games, such as 20q.net (http://www.20q.net). Figure 4b shows a<br />

Linguistics thematic workshop employing tablet PCs in classroom activities;<br />

Philosopf?y Area: In this area, as in the linguistics area, mobile devices are<br />

being used mostly for convenience. With tablet PCs, learners can use<br />

digital libraries to access online e-books <strong>and</strong> maintain a site created by<br />

the course (C<strong>and</strong>ido, 2008) . <strong>The</strong> ethical <strong>and</strong> <strong>and</strong> social impacts <strong>of</strong> mobile<br />

computing are also being researched. Some aspects <strong>of</strong> these impacts<br />

can be measured in specific social groups, like the users <strong>of</strong> <strong>Learning</strong><br />

Programs in ComGRefe.<br />

(fI) Electrollics 'I'orkshop<br />

(0) Lillgllisfics workshop<br />

Figure 4. <strong>Mobile</strong> equipments being used in thematic workshops<br />

Two ComGRefe <strong>Learning</strong> Projects<br />

<strong>The</strong> following sections present two <strong>Learning</strong> Projects conducted in<br />

ComGRefe. <strong>The</strong> first is an innovative pervasive game, created to teach<br />

notions <strong>of</strong> biology (specifically, epidemics <strong>and</strong> disease control).<br />

It focuses on player interaction in order to achieve a common goal. <strong>The</strong><br />

game employs location tracking <strong>and</strong> was planned to be very forgiving<br />

about the necessary technologies, that is, it can be set up with the<br />

minimum <strong>of</strong> a WiFi network <strong>and</strong> wireless-enabled devices. <strong>The</strong> second<br />

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project describes the creation <strong>of</strong> mobile robots controlled via wireless<br />

cameras <strong>and</strong> computational vision.<br />

moBIO Threat: Pervasive Gaming in Com GRefe<br />

Pervasive games are an emerging genre <strong>of</strong> gaming in which players<br />

must move physically to specific places in order to perform tasks within<br />

the game. Users can interact with each other <strong>and</strong> with the environment<br />

around them. To accomplish such interactions, location technologies<br />

can be used to allow learners to interact with real objects. Pervasive<br />

games are a challenging domain because they deal with networking<br />

protocols, game design, game planning, <strong>and</strong> social interaction <strong>and</strong> collaboration.<br />

<strong>The</strong> most notable aspect <strong>of</strong> a pervasive game is, without<br />

doubt, the social interaction <strong>and</strong> collaboration.<br />

<strong>The</strong>re are a few pervasive games already developed, such as CatchBob!<br />

(Girardin, 2005), Uncle RID' All Around You (Benford et aI., 2003), Human<br />

PacMan (Cheok et al., 2003; Knight, 2004) <strong>and</strong>, most recently,<br />

Plundr (http://plundr.playareacode.com /).<br />

<strong>The</strong> main goal <strong>of</strong> the moBIO Threat <strong>Learning</strong> Project was to create an innovative<br />

game with improved gaming experience on both interaction<br />

<strong>and</strong> location tracking. <strong>The</strong> game is meant to be an educative experience<br />

- its main goal being to teach players about epidemics <strong>and</strong> disease<br />

control. During the game, the players have to work with concepts such<br />

as pathological agents <strong>and</strong> chemical reactions, for example. In other<br />

words, players must gather information about game elements by learning<br />

how domain-specific subjects work. <strong>The</strong> areas <strong>of</strong> chemistry <strong>and</strong><br />

biology are the most related to the game's educational objectives. Mo­<br />

BIO Threat features a different, engaging playstyle, supported by realworld<br />

interaction. Many times during the game players must look for<br />

specific objects or places. <strong>The</strong>y have to walk <strong>and</strong> explore the game area<br />

to gather resources, which are always real objects. This way, users can<br />

interact with the game elements (such as trees <strong>and</strong> rooms) in a concrete<br />

way.<br />

Game Plot <strong>and</strong> Features<br />

<strong>The</strong> game can be played by up to eight players. It takes place right after<br />

a terrorist attack in a university. Most <strong>of</strong> the facilities were destroyed,<br />

<strong>and</strong> the communication with the rest <strong>of</strong> the world has been lost. <strong>The</strong><br />

terrorists (TR) stole ten years <strong>of</strong> research data from the local biology<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

lab. <strong>The</strong>ir goal is to use the research data to develop a deadly toxin <strong>and</strong><br />

launch a missile to disseminate it. A team <strong>of</strong> military scientists - the<br />

counter-terrorists (CT) - remained in the university. <strong>The</strong> CT mission is<br />

to prevent the enemy from utilizing a pathological agent from the stolen<br />

research data. This can be done by either neutralizing the enemy<br />

force or by synthesizing an antidote for the agent being developed.<br />

As players interact with objects or other players, their position on the<br />

game map is updated. This way, others always know the precise location<br />

<strong>of</strong> their team members. <strong>The</strong> game provides automatic virtual feedback<br />

for actions being taken in the real world, such as walking or interacting<br />

with objects. For example, players can see (in the in-game map)<br />

the trees where the needed agents can be collected (either to make an<br />

antidote or to create a pathological agent).<br />

(flj cr flttemptillg fo {Jllfhesize fill fllltid<strong>of</strong>e<br />

(b j A felTorisf seflrches his oppollet/fs<br />

Figure 5. Players at a moBIO Threat matd}<br />

Figure 5 shows players at a moBIO Threat match. During the match,<br />

players can activate the enemy seard) button, which triggers a scan for<br />

players nearby <strong>and</strong> creates a combat opportunity if at least one <strong>of</strong> them<br />

is found. <strong>The</strong> battle is fought based on items the player collects or buys<br />

in a structure named Armory. Since each team's players have the same<br />

goals, they are constantly talking to each other, setting up strategies,<br />

<strong>and</strong> trading information about items <strong>and</strong> enemies, creating a strong<br />

sense <strong>of</strong> collaboration.<br />

Technology Used in moBIO Threat<br />

Location tracking is a very important aspect <strong>of</strong> the pervasive gaming<br />

area. <strong>The</strong>re are a lot <strong>of</strong> tools that can help to improve tracking accuracy,<br />

such as multiple WiFi antennas <strong>and</strong> ultra-sound or ra-<br />

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dio-frequency sensors, to name a few. <strong>The</strong> problem with these tools is<br />

that they dem<strong>and</strong> complex installations <strong>and</strong> location training <strong>and</strong> that<br />

they depend on specific <strong>and</strong> relatively expensive hardware to be installed.<br />

<strong>The</strong> GPS system was also discarded because it does not cover<br />

indoor locations - a possible scenario we wanted to experiment with in<br />

this game. Since the project was designed to be portable, location tracking<br />

in itself was simplified; position changes are detected only when the<br />

user interacts with objects <strong>and</strong> rooms, which are already mapped <strong>and</strong><br />

registered.<br />

(a) Gatlle tlIaili screell<br />

(b) IPiFi coverage alld Access Poillt placetllCllt<br />

Figure 6. moBIO Threat<br />

Each player carries an HP Compaq TCll00 tablet Pc. Players can<br />

detach the tablet PC removable keyboard after typing their names <strong>and</strong><br />

login information, when the match is about to start. To ease input,<br />

players utilize the tablet PC pen to interact with the game s<strong>of</strong>tware. <strong>The</strong><br />

game was developed in Java, conforming to the J2SE vS.O libraries <strong>and</strong><br />

specifications.<br />

Figure 6a shows the game main screen. <strong>The</strong> game interface consists <strong>of</strong><br />

four main sections. <strong>The</strong> left column (Number 1 on the figure 6a) shows<br />

the player rank, the items being carried in the personal bag <strong>and</strong> the wanted<br />

items for the current mission. <strong>The</strong> lower left corner (Number 2) has<br />

information about the player, such as name, team <strong>and</strong> health. <strong>The</strong> health<br />

level is presented in a graphical percentage-based bar. <strong>The</strong> bottom <strong>of</strong><br />

the screen (Number 3) has information about the events <strong>and</strong> warnings<br />

<strong>of</strong> the game <strong>and</strong> gives feedback about the status <strong>of</strong> the connected interaction<br />

devices, such as RFID <strong>and</strong> Bluetooth. It also features a "searchfor-opponents"<br />

button, which scans for opponents in order to initiate<br />

combat between the players. <strong>The</strong> bigger section (Number 4) contains<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

the map <strong>of</strong> the game area, which shows information about the location<br />

<strong>of</strong> friends, places <strong>and</strong> items in general. <strong>The</strong> location <strong>of</strong> each game item<br />

in this map is updated whenever its real-life equivalent changes location.<br />

This is done via a coordinate-based module.<br />

WiFi is the main method <strong>of</strong> communication in the game, because the<br />

users are mostly always within the coverage range (shown in Figure 6b).<br />

Localization <strong>and</strong> messaging events are sent through WiFi connection.<br />

Players communicate with the server via an IEEE 802.11 network. To<br />

provide maximum range <strong>and</strong> coverage, the access point (AP) was<br />

placed in the corner <strong>of</strong> the building marked 'B' - the AP (pointed to in<br />

the Figure 6b) covers an area <strong>of</strong> about 7000 square meters. <strong>The</strong> trees<br />

<strong>and</strong> the walls <strong>of</strong> buildings may cause players to eventually enter a "dead<br />

spot". This may cause the connection to terminate. However, a reconnection<br />

module was developed to guarantee reconnection as soon as<br />

the user leaves the "dead spot". When the signal is lost, the map becomes<br />

unavailable, <strong>and</strong> a "static signal" animation takes its place in the<br />

game client instead. This acts as a visual feedback to the player.<br />

Bluetooth technology is employed to provide interaction between players<br />

when they become physically close to each other. <strong>The</strong> At'etana<br />

(2008) library was used to interact with the built-in Bluetooth card.<br />

<strong>The</strong> game also supports infrared technology - tablet PCs have built-in<br />

IrDA ports, so no additional hardware is necessary.<br />

RFID (Radio Frequency Identification) is another technology present<br />

on moBIO Threat. RFID tags were implanted into game objects such<br />

as trees <strong>and</strong> rooms. To read the tags, players must be carrying a USB<br />

RFID reader <strong>and</strong> place it close to the tag. <strong>The</strong> RFID reader used was<br />

the Texas S4100 MFR (Multi-Function Reader) Evaluation kit. Plastic<br />

tags were used, as shown in Figure 7a. <strong>The</strong> tags are passive, so the<br />

reader must be very close. Figure 7b shows the main goals CT players<br />

should pursue to thwart the terrorists' plans (by synthesizing an antidote<br />

to the biological agent). Each goal is implemented with a RFID<br />

<strong>and</strong> indicated in the main screen with a green T.<br />

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(a) RFID tag 011 a tree<br />

•<br />

(b) Goal map 011 the cliellt sereell<br />

Figure 7. Mapping <strong>of</strong> game elements<br />

A "field item" module with support for all <strong>of</strong> these connection technologies<br />

at once is still under development. Its final form will be a boxshaped<br />

hardware component with a QR Code tag on the outside; a<br />

RFID tag inside it with a indicative marker <strong>of</strong> its position on the outside;<br />

<strong>and</strong> a embedded IrDA module <strong>and</strong> battery with the infrared LED<br />

partially outside <strong>and</strong> a indicative marker <strong>of</strong> the LED position. <strong>The</strong> alphanumeric<br />

code for typing is printed together with the QR Code tag.<br />

~<br />

(a) Readillg all RFID tag vin tablet PC<br />

(b) Close-Itp viell' '!! tablet PC sereell<br />

Figure 8. Interaction with rooms<br />

When an item is detected, its hardware components activate the listeners<br />

on the game s<strong>of</strong>tware. <strong>The</strong> identification numbers are obtained, <strong>and</strong><br />

the event message is transmitted to the server, which queries the database<br />

for the item that corresponds to the unique code sent. <strong>The</strong> item is<br />

then dispatched to the client, <strong>and</strong> a confirmation screen appears, as can<br />

be seen on Figure 8, where the message "Do you want to enter room<br />

202?" is presented to the player.<br />

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<strong>Mobile</strong> Robots in Com GRefe<br />

In ComGRefe, robotics is conducted as a multidisciplinary research<br />

area - the creation <strong>of</strong> mobile robots allows for great interaction opportunities.<br />

For this <strong>Learning</strong> Project, there are two main areas. For mobile<br />

robots, the goal is to develop robots capable <strong>of</strong> sensing the environment<br />

<strong>and</strong> moving through it, avoiding obstacles. This is achieved by<br />

equipping the robots with devices such as sensors, mobile computers<br />

<strong>and</strong> cameras. For manipulative robots, the goal is to create fiXed-base<br />

robots with the capability to manipulate objects - such as robotic arms.<br />

In this section, we chose to name both kinds <strong>of</strong> robots as mobile robots,<br />

for simplicity purposes. <strong>The</strong> following two subsections detail<br />

experiments conducted in the area <strong>of</strong> mobile robots. <strong>The</strong>se experiments<br />

are presented in order to show the pedagogical impact <strong>of</strong> the<br />

application <strong>of</strong> mobile <strong>and</strong> pervasive technology in our <strong>Learning</strong> Programs.<br />

<strong>Mobile</strong> Robot Research<br />

This <strong>Learning</strong> Project aims to integrate several knowledge areas by the<br />

way <strong>of</strong> a common practical project. Depending on the availability <strong>of</strong><br />

resources, the robots can be either built with ready-made kits - such as<br />

Lego Mindstorms (Knudsen, 1999) <strong>and</strong> ROBIX<br />

(http://www.robix.com) - or simulated in virtual environments - such<br />

as SimRob3D (Heinen, 2002).<br />

Figures 9a <strong>and</strong> 9b present examples <strong>of</strong> both mobile <strong>and</strong> manipulative<br />

robots, as developed in ComGRefe. Figure 9a shows a mobile robot<br />

controlled via s<strong>of</strong>tware. Two pocket PCs were used: one <strong>of</strong> them acts<br />

as the "mind" <strong>of</strong> the robot; the other acts as the control interface. <strong>The</strong><br />

two pocket PCs communicate via Bluetooth. Figure 9b shows an example<br />

<strong>of</strong> a robotic arm. <strong>The</strong> arm control is powered by PC s<strong>of</strong>tware.<br />

<strong>The</strong> arm is accessed via parallel port interface.<br />

In this <strong>Learning</strong> Project, the construction <strong>of</strong> mobile robots is divided<br />

into four incremental steps, as follows:<br />

Step 1: Develop/build/model a simple mobile robot capable <strong>of</strong> basic<br />

movement <strong>and</strong> use sensors to detect collisions;<br />

Step 2: Add more advanced sensor equipment to the robot. This presents<br />

exciting new possibilities, such as creating robots that can follow<br />

determined paths or using location technology, via WiFi, Bluetooth,<br />

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RFID, or others. Figure 9c presents an example <strong>of</strong> a line-following<br />

robot (Kwon & Lee, 1995);<br />

Step 3: Add enhanced perception (computational vision) to the robot.<br />

With a wireless camera, the robot can see the environment <strong>and</strong> is capable,<br />

for example, <strong>of</strong> actively avoiding collisions;<br />

Step 4: Equip the robot with tools (either s<strong>of</strong>tware or new hardware<br />

parts) in order to allow it to perform more complex tasks (like finding<br />

heat sources, play soccer, or identify <strong>and</strong> manipulate objects <strong>of</strong> a certain<br />

color). <strong>The</strong>se tasks, in general, should change the environment in some<br />

way. Figure 9d presents examples <strong>of</strong> an experience in this <strong>Learning</strong><br />

Project (in this case, the construction <strong>of</strong> small, battery-powered robotic<br />

forklifts) .<br />

(a) <strong>Mobile</strong> robot<br />

(b) Malliplflative robot (ROBIX)<br />

(c) Sophisticated (Iillefollowillg) tllobile robot<br />

(d) Combillillg the hl'o approaches: Robotic forklifts<br />

Figure 9. Examples <strong>of</strong> robots dmloped in ComGRife<br />

After each step, the new modules are integrated with previously developed<br />

ones. This way, learners build new features on top <strong>of</strong> a wellknown,<br />

familiar structure. <strong>The</strong> incremental approach has been working<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

exceptionally well in this <strong>Learning</strong> Project. After the robots are built,<br />

the learners' teams compete in small tournaments where the robots<br />

built by each are evaluated according to the knowledge areas involved.<br />

For instance, knowledge <strong>of</strong> concepts such as Euclidian geometry, programming<br />

logic, algorithms, <strong>and</strong> matrixes all contribute to the development<br />

<strong>of</strong> electronic sensors. Due to our multidisciplinary approach,<br />

this mixed evaluation method has been giving satisfactory results .<br />

•;j RfODfO · Control<br />

\,..J..Clli<br />

~ IPlDooj fio.;.; 10"" .10=::. .100 ;,:;.;,,<br />

~<br />

I ConecI... I IP RObo (10.10.100.1<br />

Started.<br />

POll.<br />

2 =="...J,~<br />

POll.<br />

22000<br />

(a) Rl0Dl0 ill GlobaTech 2007<br />

(b) Rl0Dl0 cOlltrol illterface<br />

Figure 10. R10D10<br />

Another interesting project regarding mobile robots can be seen in<br />

Figure 10. RI0DI0 is a 1 meter high, 12kg heavy user-controlled robot,<br />

created with the goal <strong>of</strong> housing several types <strong>of</strong> sensors (such as wireless<br />

cameras, sonar, <strong>and</strong> bumpers). Its design was inspired by the ubiquitous<br />

R2D2, <strong>of</strong> Star Wan fame. Its name stems from the fact that the<br />

number 2 is represented as 10 in binary notation.<br />

RI0DI0 is equipped with a graphical LCD (liquid crystal display) <strong>of</strong><br />

128x64 pixels <strong>and</strong> an integrated D-Link DCS-900W wireless camera<br />

(seen at the top <strong>of</strong> the robot, in Figure lOa). <strong>The</strong> camera output is redirected<br />

to a video window in a tablet PC screen via wireless network.<br />

<strong>The</strong> operator can see what the robot sees <strong>and</strong> respond with appropriate<br />

movements.<br />

A preliminary working prototype <strong>of</strong>R10D10 was shown in GlobalTech<br />

2007 (a big southern Brazilian technology event where many organizations<br />

present their recent research projects). It represented our Com-<br />

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<strong>The</strong> E volution <strong>of</strong> <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

puter Engineering course. For this occasion, the robot was equipped<br />

with a 2,4GHz video link. R10D10 walked around, while its output was<br />

directly feed to a video projector. <strong>The</strong> robot can be controlled either via<br />

an adapted videogame joypad or remotely, via wireless network (both<br />

WiFi <strong>and</strong> ad hoc) . Figure lOb shows the robot's control interface, running<br />

on a tablet Pc.<br />

Robot Sumo<br />

<strong>Mobile</strong> robots were also used in another experiment in ComGRefe -<br />

Robot Sumo. In this particular research front, mobile computing devices<br />

were mostly used in supporting roles. For example, the microcontrollers<br />

employed in the robots were programmed in tablet PCs.<br />

Also, the sensors used for movement control, for example, were initially<br />

h<strong>and</strong>led in test environments built around tablet PCs.<br />

In Robot Sumo, two robots are put in a circular arena, comprised <strong>of</strong> a<br />

black central area <strong>and</strong> delimited by a large white border. Figure lla<br />

shows a representation <strong>of</strong> the arena. <strong>The</strong> objective <strong>of</strong> a Robot Sumo<br />

match is to push the opponent away until he is out <strong>of</strong> the circle. <strong>The</strong><br />

robot that remains inside the circle is declared the winner. <strong>The</strong> matches<br />

are usually disputed in best-<strong>of</strong>-three rounds.<br />

(a) Rffpreselltatioll if a Robot SlIHlO arella<br />

(a) A slflllobot<br />

Figure 11. Robot sumo in ComGR¢<br />

<strong>The</strong> main challenges in such an application are the detection <strong>of</strong> the<br />

opponent's position <strong>and</strong> <strong>of</strong> the limits <strong>of</strong> the arena <strong>and</strong> pushing the<br />

adversaries outside <strong>of</strong> the arena. <strong>The</strong> opponents <strong>and</strong> arena limits can<br />

usually be found via infrared sensors. This way, the robot knows which<br />

way to turn <strong>and</strong> when to stop accelerating, in order not to leave the<br />

arena. <strong>The</strong> robots can move straight, in reverse, or turn. Different<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

curved paths are achieved by varying the speed <strong>of</strong> the right or left<br />

wheels.<br />

Figure llb presents a sumo-fighting robot (commonly called sumobo~.<br />

<strong>The</strong> robots are constructed following specific rules regarding maximum<br />

size, maximum weight, structure, <strong>and</strong> control. For example, the robot<br />

must be totally autonomous (it cannot communicate with external systems<br />

at all, be they humans or other machines) <strong>and</strong> must maintain<br />

structural rigidity (it is permitted to drop small pieces, but cannot drop<br />

large parts <strong>of</strong> itself outside the arena).<br />

Another rule enforced at this competition in ComGrefe is that Robot<br />

Sumo is not a war. <strong>The</strong> objective is to simply push the opponent outside<br />

the arena <strong>and</strong> not to destroy it. As such, any weapons <strong>and</strong> projectiles<br />

that can cause damages to the robot systems, the arena, <strong>and</strong> people<br />

are all forbidden.<br />

Conclusion<br />

We can underline several results related to mobile <strong>and</strong> pervasive computing<br />

in ComGRefe. Firstly, <strong>Learning</strong> Programs were improved in the<br />

sense that we are using more interesting methodologies based on mobile<br />

computing. <strong>The</strong> implied application <strong>of</strong> mobile technology itself<br />

gives us an edge in our pedagogical approach - all <strong>of</strong> the knowledge<br />

areas in ComGRefe benefit from mobile technology. Secondly, the<br />

<strong>Learning</strong> Projects themselves were improved too, because we oriented<br />

all activities to use mobile devices. Third, all pr<strong>of</strong>essors are using mobile<br />

equipment to do their activities, stimulating the interaction between<br />

the several knowledge areas, using mobile computing like a tool to<br />

integrate the group.<br />

Another interesting result comes from our experience with the creation<br />

<strong>of</strong> pervasive games. This activity, while usually concentrating on recreational<br />

subjects, creates practical, viable learning opportunities. A byproduct<br />

<strong>of</strong> this activity is that the interaction between learners is also<br />

stimulated. Pervasive games still constitute a relatively new research<br />

area, <strong>and</strong> there's much to explore.<br />

Even if the impact <strong>of</strong> using mobile devices in our <strong>Learning</strong> Programs is<br />

already exciting, its use can still be exp<strong>and</strong>ed. <strong>The</strong> mobile <strong>and</strong> pervasive<br />

computing experiences acquired in activities pertaining to a specific<br />

knowledge area can be applied to all <strong>of</strong> them. Also, hardware is not the<br />

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only way to improve learning aspects; the use <strong>of</strong> specialized s<strong>of</strong>tware<br />

can vastly improve the use <strong>of</strong> mobile devices in several key areas. <strong>The</strong><br />

pedagogical impact <strong>of</strong> such initiatives can be readily measured through<br />

the evolution <strong>of</strong> student's grades. This is an interesting future research<br />

topic.<br />

As it could be seen in the two <strong>Learning</strong> Projects shown, mobile computing<br />

infrastructure can be used to set up reasonably cheap, flexible<br />

<strong>and</strong> easy to use experimentation <strong>and</strong> learning environments. With the<br />

popularization <strong>of</strong> mobile <strong>and</strong> embedded computing devices, the prices<br />

tend to drop. This fact, allied to the innovation aspect <strong>of</strong> such research<br />

topics, guarantees that this field <strong>of</strong> experiment will become more <strong>and</strong><br />

more popular.<br />

Acknowledgements<br />

<strong>The</strong> authors wish to thank CNPq (the Brazjlian National Counsel <strong>of</strong> Technological<br />

<strong>and</strong> Scientific Det'elopmen~ for funding the research project "Ubi­<br />

Campus: urn Modelo para Suporte a Educa


<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

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New York, IEEE Press, 226-230.<br />

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Authors<br />

Jorge Luis Victoria Barbosa received his BS degree<br />

in Electrical Engineering from the Catholic<br />

University <strong>of</strong> Pelotas, Brazil, in 1991. He obtained<br />

his MS <strong>and</strong> PhD degrees in Computer Science from<br />

the Federal University <strong>of</strong> Rio Gr<strong>and</strong>e do SuI<br />

(UFRGS), Brazil, in 1996 <strong>and</strong> 2002, respectively.<br />

Today he is Pr<strong>of</strong>essor at the University <strong>of</strong> Vale do Rio dos Sinos, Sao<br />

Leopoldo, Brazil. His research interests include parallel <strong>and</strong> distributed<br />

computing, grid <strong>and</strong> pervasive computing <strong>and</strong> programming languages.<br />

He is a member <strong>of</strong> the Brazilian Computer Society (SBC).<br />

Rodrigo Machado Hahn is an undergraduate student,<br />

on the way to receiving his BS degree in Information<br />

Systems at UNISINOS, Sao Leopoldo,<br />

Brazil. He collaborates in research projects at Mobilab<br />

Research <strong>and</strong> Development<br />

(www.inf.unisinos.br!~mobilab). His research interests<br />

include pervasive computing, ubiquitous learning<br />

systems, <strong>and</strong> agent-based learning systems.<br />

Debora Nice Ferrari Barbosa received her BS<br />

degree in Information Systems from the Catholic<br />

University <strong>of</strong> Pelotas, Brazil, in 1997. She obtained<br />

her MS <strong>and</strong> PhD degrees in Computer Science from<br />

the Federal University <strong>of</strong> Rio Gr<strong>and</strong>e do SuI, Brazil,<br />

in 2001 <strong>and</strong> 2006, respectively. She is a Pr<strong>of</strong>essor at<br />

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<strong>Mobile</strong> <strong>and</strong> Pervasive Computing<br />

Unilasalle University, Canoas, Brazil. Her research interests include<br />

pervasive learning systems, distributed computing, multi-agent systems<br />

<strong>and</strong> artificial intelligence. She is a member <strong>of</strong> the Brazilian Computer<br />

Society (SBC) .<br />

Wilian Segatto is a student <strong>of</strong> the Computer Engineering<br />

course at UNISIN OS, Sao Leopoldo, Brazil.<br />

His research areas include pervasive games development,<br />

interactive automation systems <strong>and</strong> remote<br />

management, among others.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 141-158).<br />

Chapter 7<br />

A Short-Term Trial Documenting Students'<br />

Perceptions, Attitudes, <strong>and</strong> Experiences with<br />

<strong>Mobile</strong> <strong>Learning</strong><br />

Retta Guy<br />

Introduction<br />

Bound by accrediting agencies, educators <strong>and</strong> researchers seek to integrate<br />

the latest technology, innovation, or strategy to enhance learning.<br />

As information <strong>and</strong> communications technology (lCT) continues to<br />

exp<strong>and</strong> the boundaries <strong>of</strong> higher education into an "anytime/anywhere"<br />

experience, recent advancements have incorporated<br />

mobile wireless technologies into education.<br />

During the current millennium, the development <strong>and</strong> delivery <strong>of</strong> mobile<br />

education has evolved <strong>and</strong> provides students the flexibility to access<br />

classroom information <strong>and</strong> communication with peers <strong>and</strong> faculty.<br />

Traxler (2007) defmes mobile education in terms <strong>of</strong> its technologies<br />

<strong>and</strong> its hardware, "namely that it is learning delivered or supported<br />

solely or mainly by h<strong>and</strong>held <strong>and</strong> mobile technologies such as personal<br />

digital assistants, smartphones or wireless laptop PCs".<br />

Traxler (2006) describes current research projects affiliated with wireless<br />

<strong>and</strong> mobile learning as 'first generation'. He further claims that<br />

these projects serve as enhancements to e-Iearning rather than a new<br />

form <strong>of</strong> pedagogy. In any case, educators <strong>and</strong> practitioners must investigate<br />

to underst<strong>and</strong> student attitudes, new learners, <strong>and</strong> the different<br />

study patterns <strong>of</strong> all learners if we are to achieve successful outcomes<br />

with mobile learning (Kukulska-Hulme, 2006).<br />

<strong>The</strong> adoption <strong>of</strong> mobile teaching <strong>and</strong> learning challenges educators <strong>and</strong><br />

designers with redefming this educational experience to ensure an optimal<br />

mix <strong>of</strong> technology <strong>and</strong> pedagogy is attained. Furthermore, the<br />

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usability <strong>of</strong> mobile devices to support learning must be explored if it is<br />

to be embedded in classroom practice as part <strong>of</strong> a learning experience<br />

outside the classroom.<br />

Emerging technologies linked to mobile learning challenge the wisdom<br />

<strong>of</strong> traditional pedagogic practice. Educators <strong>and</strong> designers must explore<br />

all possibilities in the utilization <strong>of</strong> these resources <strong>and</strong> the development<br />

<strong>of</strong> new pedagogical practices. <strong>The</strong>y must also continue to assess the<br />

usability <strong>and</strong> functionality <strong>of</strong> mobile wireless technologies if we are to<br />

move forward with this paradigm shift; moreover, further research is<br />

needed for new pedagogical approaches in support <strong>of</strong> this technology<br />

for learning (Goh & Kinshuk, 2006).<br />

<strong>The</strong> examples <strong>of</strong> innovative practice cited in this chapter, along with<br />

the current field testing <strong>of</strong> mobile learning applications, demonstrate<br />

the impact mobile wireless technologies have had on education to date.<br />

Specifically, the current study reports on the findings <strong>of</strong> a mobile-based<br />

trial piloted during the 2007-2008 academic school year.<br />

Review <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong> Projects<br />

<strong>Mobile</strong> wireless technologies can be used to present learning materials,<br />

to seek responses from learners, <strong>and</strong> to provide appropriate <strong>and</strong> timely<br />

feedback. Roschelle et al. (2003) maintain that mobile devices can enhance<br />

the learning process when used to gather feedback from learners<br />

during a classroom lecture or demonstration as this process employs a<br />

hybrid model emphasizing the integration <strong>of</strong> mobile devices into existing<br />

teaching methods <strong>and</strong> practices. Roschelle <strong>and</strong> colleagues support<br />

the idea <strong>of</strong> using classroom response systems noting the following as<br />

benefits:<br />

• facilitate whole-class drill <strong>and</strong> feedback activities,<br />

•<br />

•<br />

gather student responses rapidly <strong>and</strong> anonymously, <strong>and</strong><br />

quickly assemble a public, aggregate display to show the variation<br />

in the group's ideas while maintaining individual anonymity.<br />

In the study conducted by Wang et al. (2004) the Wireless Technology<br />

Enhance Classroom (WiTEC) was developed. This system integrated a<br />

wireless LAN, mobile learning devices (MID), an electronic whiteboard,<br />

a resource <strong>and</strong> class management server, <strong>and</strong> an interactive<br />

classroom server to support everyday activities unobtrusively <strong>and</strong> seamlessly<br />

in the classroom. In the WiTEC system, the teacher could display<br />

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questions on an electronic white board <strong>and</strong> the students were able to<br />

use their MLD to vote or to answer questions. <strong>The</strong> students' answers<br />

were sent to a server <strong>and</strong> statistical results were immediately calculated<br />

<strong>and</strong> displayed on the whiteboard. Voting could also be carried out<br />

anonymously.<br />

Similarly, an electronic voting system, Interwrite PRS (Personal Response<br />

System) was adopted at Strathclyde, Department <strong>of</strong> Mechanical<br />

Engineering. <strong>The</strong> PRS was designed to increase interactivity in lectures;<br />

as a result, four large lecture rooms were equipped with infrared voting<br />

devices <strong>and</strong> receivers, <strong>and</strong> seating was modified to enable students to<br />

engage in group discussion while still facing the front <strong>of</strong> the theatre.<br />

Using h<strong>and</strong>sets to answer questions, students could see their responses<br />

immediately collated <strong>and</strong> displayed on a screen via a receiver linked to a<br />

laptop <strong>and</strong> a data projector GISC, 2004 e-Iearning <strong>and</strong> innovative team).<br />

<strong>Mobile</strong> devices provide an opportunity for learners to become entrenched<br />

in a realistic context while simultaneously having access to<br />

supporting tools. Colella et al. (1998) describe a participatory simulation<br />

in which the learners act out key parts in an immersive recreation <strong>of</strong> a<br />

dynamic system. In this simulation, the learners play the role <strong>of</strong> hosts in<br />

the spread <strong>of</strong> a virus <strong>and</strong> become part <strong>of</strong> the system by wearing small<br />

computers that keep track <strong>of</strong> who they meet <strong>and</strong> the transmission <strong>of</strong><br />

the disease. <strong>The</strong> aim <strong>of</strong> this approach is to move the simulation away<br />

from the computer screen <strong>and</strong> more into the tangible world that students<br />

can interact with; thus, by making them part <strong>of</strong> the simulation<br />

itself, they are engaged in the learning process <strong>and</strong> get to immediately<br />

see the effect their actions can have on the system as a whole.<br />

Dufresne et al. (1996) report on the use <strong>of</strong> a classroom response system<br />

called 'Classtalk' with first year physics students at the University <strong>of</strong><br />

Massachusetts. Using palmtop computers as input devices, Classtalk<br />

allowed students to work collaboratively to deepen their underst<strong>and</strong>ing<br />

<strong>of</strong> physics <strong>and</strong> to reflect on their own ideas <strong>and</strong> the ideas <strong>of</strong> others.<br />

Additionally, instructors were able to present a question or problem to<br />

the class <strong>and</strong> students would enter their responses using the palmtop<br />

computers; instantly, aggregates <strong>and</strong> a summary <strong>of</strong> student responses<br />

were displayed as a histogram.<br />

Dawabi et al. (2004) (in Attewell <strong>and</strong> Savill-Smith) present an approach<br />

to integrating mobile devices into face-to-face learning scenarios using<br />

the electronic learning support system ConcertStudeo. This platform<br />

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provides tools that permit the integration <strong>of</strong> course materials as well as<br />

facilitate quizzes, brainstorming, voting, <strong>and</strong> ranking. ConcertStudeo<br />

provides interactivity between students <strong>and</strong> instructors using wirelessly<br />

connected PDAs in combination with an electronic blackboard, also<br />

known as Whiteboards. With ConcertStudeo, students can present their<br />

own ideas <strong>and</strong> anonymously <strong>and</strong> synchronously answer multiple-choice<br />

questions that will be automatically aggregated as well as managed <strong>and</strong><br />

configured by the moderator.<br />

Nguyen et aI. (2006) report on a case study project that used mobile<br />

devices to access integrated activities <strong>and</strong> multimedia content. <strong>The</strong><br />

project, dubbed Co<strong>Mobile</strong>, allowed students to submit questions by<br />

taking pictures <strong>of</strong> their notes, share field trip experiences by taking<br />

videos from mobile phones, <strong>and</strong> access long text information using<br />

voice recognition. <strong>The</strong> Co<strong>Mobile</strong> learning system allowed students to<br />

apply techniques, such as automatic speech recognition, optical character<br />

recognition, <strong>and</strong> text, to speech.<br />

Hyungsung (2008) utilized PDAs to emphasis visual abstract <strong>and</strong> conceptual<br />

information to assess study participants' degree <strong>of</strong> achievement<br />

through the learning <strong>of</strong> non-structured text-only content, structured,<br />

text-only content, <strong>and</strong> visualized content. A comparison <strong>of</strong> the three<br />

different representations <strong>of</strong> content on a PDA system revealed that the<br />

structured text with visuals was more effective in supporting learner<br />

development <strong>and</strong> underst<strong>and</strong>ing.<br />

NESTA Futurelab, BBC, NHU, the Mixed Reality Lab (Nottingham<br />

University) <strong>and</strong> <strong>Mobile</strong> Bristol (Hewlett-Packard <strong>and</strong> University <strong>of</strong><br />

Bristol) conducted a project they referred to as Savannah (Facer et aI.,<br />

2006). This collaboration explored the use <strong>of</strong> mobile devices to enable<br />

an interactive experience that would allow students to role play, modeling<br />

the behavior <strong>of</strong> a lion. During this simulation, students were able to<br />

learn about lions while simultaneously roaming in the wild as a lion<br />

would do. Each student carried a PDA that gave them a window into<br />

the game-world, displaying content <strong>and</strong> actions that were appropriate to<br />

their current location <strong>and</strong> what was going on in the rest <strong>of</strong> the game.<br />

Each PDA could be tracked using GPS <strong>and</strong> allowed the students to see,<br />

hear, <strong>and</strong> smell the virtual savannah they were exploring. <strong>The</strong> PDA<br />

screen displayed visual content <strong>and</strong> indications <strong>of</strong> scents, <strong>and</strong> the students<br />

wore headphones for an auditory experience. <strong>The</strong> PDAs also<br />

displayed informative <strong>and</strong> instructional messages such as "you're hungry",<br />

"you're too hot", "return to the den". Students also had a den<br />

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area, to which they could retreat for more reflective learning after being<br />

out in the field. Students reported favorable opinions regarding the likereal-life<br />

simulation (Facer et aI., 2006).<br />

Field Testing <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong> Applications<br />

This chapter will report on the findings <strong>of</strong> a mobile-based trial identified<br />

as Bronco <strong>Mobile</strong> piloted at a mid-size university located in southern<br />

United States during the 2007-2008 academic school year. Together<br />

with Rave Wireless, the university provided students access to mobilebased<br />

academic, safety, <strong>and</strong> community applications utilizing mobile<br />

phones as an academic <strong>and</strong> community tool. All current students were<br />

eligible to participate in the program; however, the one-year trial initiative<br />

was promoted a great deal in the freshmen orientation courses.<br />

<strong>The</strong>re were 134 students that responded to the survey, <strong>of</strong> which 64.2%<br />

were female while 35.8% were male. In terms <strong>of</strong> ethnicity, 73.9% were<br />

African American, 12.7% African, 4.5% Hispanic, 2.2% Caucasian,<br />

0.7% Asian, <strong>and</strong> 6.0% other. <strong>The</strong> students ranged in age with 91%<br />

between the ages <strong>of</strong> 17-21, 4.5% 22-25, 1.5% 26-30, 0.7% 31-35, <strong>and</strong><br />

2.2% 36 <strong>and</strong> older. <strong>The</strong> majority <strong>of</strong> the participants were classified as<br />

freshmen (90.3%) who lived on campus (68.7%).<br />

To start, the researchers wanted to ftnd out how the study participants<br />

were currently using technology <strong>and</strong> their experiences with e-Iearning.<br />

Participants were asked to rate the their level <strong>of</strong> computer knowledge;<br />

only 9.0% rated themselves as expert computer users, while the majority<br />

felt they were more advanced (40.3%) <strong>and</strong> intermediate (49.3%)<br />

users. A small percentage felt that they were beginners (1.5%).<br />

<strong>The</strong> survey also asked questions relating to technology ownership.<br />

Nearly 45% reported owning a desktop computer; 70% own a laptop;<br />

53% own a cell phone; 32% own an IPOD; 47% own a MP3; only 5%<br />

own a palm pilot; <strong>and</strong> less than 2% own an iPhone.<br />

When asked how much time they spend on the Internet each week, less<br />

than 1% reported 0 hours, 11.9% spend 1-3 hours, 17.9% spend 4-6<br />

hours, 31.3% spend 7-9 hours, 14.2% spend 10-12 hours, 9.0% spend<br />

13-15 hours, 3.0% spend 16-19 hours, <strong>and</strong> 11.9% spend 20+ hours.<br />

With respect to e-Iearning, 84% <strong>of</strong> the students reported that they had<br />

never taken a fully online course <strong>and</strong> 66.7% reported not having any<br />

plans to enroll in the same. Nearly 64% reported they had never read a<br />

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textbook electronically. However, 79% report using the cell phone to<br />

access the Internet while 77% reported never using the cell phone to<br />

take notes for class.<br />

Students were also asked to determine the likelihood <strong>of</strong> going online<br />

for various activities such as blogging, surfing, or e-mail. <strong>The</strong> results, as<br />

presented in Table 1, show that an overwhelming 61.2% are almost<br />

certain to participate in online social networking, while only half that<br />

percentage (34.3%) were equally as likely to participate in academic<br />

related activities. As expected, nearly half <strong>of</strong> the sample population<br />

reported that they almost certainly go online for e-mail activities.<br />

Table 1: Students Reported Online Activities<br />

Activity N ot at all N ot velY Somewhat Likely Almost<br />

likely likely likely Certain<br />

Academics 3.0% 5.2% 23.1% 34.3% 34.3%<br />

Blogging 40.3% 27.6% 13.4% 1l.9% 6.7%<br />

Burning CD s 19.4% 13.4% 23. 1% 25.4% 18.7%<br />

D ownloading Music 14.2% 8.2% 20.1% 30.6% 26 .9%<br />

D ownloading Movies 40.3% 17.2% 14.2% 14.2% 14.2%<br />

E-mail 2.2% 3.0% 14.9% 34.3% 45 .5%<br />

Instant Messaging 22.4% 17.2% 13.4% 2l.6% 25.4%<br />

Gaming 3l.3% 22.4% 18.7% 13.4% 14.2%<br />

Shopping 32.8% 17.9% 20.9% 16.4% 1l.9%<br />

Reading N ewsp apers 17.2% 23 .9% 27.6% 19.4% 1l.9%<br />

Social Networking 7.5% 6.0% 9.0% 16.4% 6l.2%<br />

Web Surflng 10.7% 6.9% 21.4% 20.6% 40.5%<br />

Wiki Coilaboration 45.5% 19.7% 13.6% 12.1% 9.1%<br />

Visiting Libraries 19.7% 15.9% 27.3% 18.9% 18.2%<br />

Visiting Gossip 39.4% 17.4% 17.4% 15.2% 10.6%<br />

/ Celebrity Websites<br />

Vi s itin~ News Websites 18.9% 18.2% 24.2% 18.2% 20.5%<br />

<strong>The</strong> survey solicited questions that focused on students' perceptions,<br />

attitudes, <strong>and</strong> experiences with Bronco <strong>Mobile</strong>. Using as-point likert<br />

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scale, where 1 =not at all likely, 2=not very likely, 3=somewhat likely,<br />

4= likely, <strong>and</strong> 5=almost certain, students were asked to rate the quality<br />

<strong>and</strong> convenience <strong>of</strong> mobile learning. <strong>The</strong> results indicate that less than<br />

10% <strong>of</strong> the students reported a high degree <strong>of</strong> certainty with regard to<br />

relevance (3.9%), quality (5.2%), meeting learning objectives (2.6%),<br />

convenience (9.1 %), <strong>and</strong> ease (5.2%) <strong>of</strong> mobile learning (see Table 2) .<br />

Table 2: Students Reported Experiences with Bronco <strong>Mobile</strong><br />

Statement Not at N ot velY Somewhat Likely Almost<br />

all likely likely likely Certain<br />

TI,e Bronco <strong>Mobile</strong><br />

experience was fun.<br />

31.2% 6.5% 35.1% 18.2% 9.1%<br />

According to my experience,<br />

I would take a<br />

mobile learning course<br />

if relevan t to my learn- 36.4% 11.7% 33.8% 14.3% 3.9%<br />

ing needs.<br />

I would recolll1nend<br />

mobile learning as a<br />

medlod <strong>of</strong> study to<br />

odlers.<br />

<strong>Mobile</strong> learning 111-<br />

creases d,e quality <strong>of</strong> e-<br />

learning.<br />

Course learning objectives<br />

can be met by<br />

mobile learning.<br />

<strong>Mobile</strong> learning 1S<br />

convenient for COllllnU1llca<br />

tion widl students.<br />

Navigation duough d,e<br />

mobile leanllng platfonn<br />

was easy.<br />

38.2% 9.2% 35.5% 13.2% 3.9%<br />

31.2% 15.6% 29.9% 18.2% 5.2%<br />

34.2% 11.8% 38.2% 13.2% 2.6%<br />

29 .9% 14.3% 29.9% 16.9% 9.1%<br />

28.6% 7.8% 44.2% 14.3% 5.2%<br />

Using the same 5-point likert scale, students were asked to determine<br />

the suitability <strong>of</strong> a mobile learning course based on their experiences<br />

with Bronco <strong>Mobile</strong>. As revealed in Table 3, a large percentage <strong>of</strong> students<br />

reported the suitability <strong>of</strong> mobile learning to be "somewhat<br />

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likely" for downloading course content (38.2%), communicating with<br />

the instructor (39.5%), communicating with other course students<br />

(36%), using graphics <strong>and</strong> illustrations (34.7%), evaluating <strong>and</strong> questioning<br />

(31.5%), increasing access to education <strong>and</strong> training (34.7%),<br />

<strong>and</strong> downloading course material (28.4%).<br />

Table 3: Students Reported Perceptions <strong>of</strong> the Suitability for a <strong>Mobile</strong> Leaming<br />

Course<br />

Statement<br />

N ot at<br />

all likely<br />

Not very Somewhat Likely<br />

likely likely<br />

Almost<br />

Certain<br />

Downloading course content<br />

would be easy.<br />

26.3%<br />

17.1% 38.2% 13.2%<br />

5.3%<br />

Communication widl d,e<br />

instructor <strong>of</strong> a mobile<br />

learning course would be<br />

easy.<br />

23.7%<br />

18.4% 39.5% 13.2%<br />

5.3%<br />

<strong>Mobile</strong> leaming is convenient<br />

for cOlIllnunica tion<br />

widl odler course students.<br />

22.7%<br />

18.7% 36.0% 16.0%<br />

6.7%<br />

For mobile leanung to be<br />

effective, it is n ecessary to<br />

use graphics & illu strations.<br />

24.0%<br />

20.0% 34.7% 14.7%<br />

6.7%<br />

Evalu ation <strong>and</strong> questioning<br />

in a mo bile leaming course<br />

would be effective.<br />

26 .0%<br />

17.8% 31.5% 20.5%<br />

4.1%<br />

<strong>Mobile</strong> leaming would<br />

increase access to education<br />

<strong>and</strong> training.<br />

29 .3%<br />

16.0% 34.7% 17.3%<br />

2.7%<br />

TIle cost <strong>of</strong> downloading<br />

the mobile course materials<br />

would be acceptable.<br />

28.4%<br />

23.0% 28.4% 17.6%<br />

2.7%<br />

TI,e cost <strong>of</strong> communicating<br />

111 d,e mobile leaming<br />

course widl dle instmctor<br />

<strong>and</strong> od,er students would<br />

be acceptable.<br />

32.0%<br />

18.7% 29.3% 13.3%<br />

6.7%<br />

<strong>The</strong> Bronco <strong>Mobile</strong> applications powered by Rave consisted <strong>of</strong><br />

RaveGuardian, RaveAlert, RaveTransit, Rave Email, RaveAcademics,<br />

RaveGroups, RavePolling, <strong>and</strong> Rave FlashCard. Participation was voluntary<br />

on the part <strong>of</strong> students; thus, there was no indication that faculty<br />

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utilized or incoroporated the mobile applications into the course. At<br />

the end <strong>of</strong> the academic year, a survey was administered to study participants<br />

asking for students to rate their frequency use for each <strong>of</strong> the<br />

components <strong>of</strong> Bronco <strong>Mobile</strong>. A description <strong>of</strong> each application <strong>and</strong><br />

study results are presented herein.<br />

RaveGuardian served as a security feature for students by allowing<br />

them to share their GPS location with family, friends, <strong>and</strong> more importantly<br />

with campus police. <strong>The</strong> survey results, as presented in Figure 1,<br />

show that a large percentage <strong>of</strong> the students (78.8) never used this<br />

component <strong>of</strong> Bronco <strong>Mobile</strong>. Additionally, only 13.8% reported using<br />

components very rarely, 5.0% reported occasional use, <strong>and</strong> 1.2% reported<br />

use as very frequently <strong>and</strong> always.<br />

Figure 1: Survey Results for Rave Guardian<br />

o 10 20 30 40 50 60 70 80 90<br />

RaveAlert provided faculty <strong>and</strong> administrators with the ability to send<br />

broadcast text alerts to students. Faculty could use this application to<br />

notify students <strong>of</strong> class assignment changes, while administrators could<br />

alert students to school cancellations due to inclement weather or extenuating<br />

circumstances. As presented in Figure 2, a large percentage <strong>of</strong><br />

students (68.3) reported never using this application, 17.1% reported<br />

using very rarely, 8.5% reported occasional use while only 3.7% <strong>and</strong><br />

2.4% reported using RaveAlert very frequently <strong>and</strong> always, respectively.<br />

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Figure 2: Survey Results for RawAlert<br />

o 10 20 30 40 50 60 70 80<br />

RaveTransit served as a tracking device for campus transportation.<br />

Students were able to identify the GPS location <strong>of</strong> campus shuttle<br />

buses as well as information regarding schedules <strong>and</strong> cancellations. <strong>The</strong><br />

survey results <strong>of</strong> this application mirrored that <strong>of</strong> RaveGuardian<br />

whereby a large percentage <strong>of</strong> students (78.0) reported that they never<br />

used the RaveTransit application, 14.6% reported using very rarely,<br />

3.7% reported occasional use, 1.2% reported very frequent use, <strong>and</strong><br />

2.4% reported that they always used RaveTransit (see Figure 3) .<br />

Always =<br />

Figure 3: Survey Results for Rave Transit<br />

Frequently ~<br />

Occasionally I!!!!I<br />

-<br />

---<br />

---------- -<br />

o 10 20 30 40 50 60 70 80 90<br />

RaveEmail allowed students to access a course forum archive to send e­<br />

mail messages to fellow students, instructors, <strong>and</strong> administrators; to<br />

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receive e-mail messages from the same; <strong>and</strong> to submit assignments by<br />

e-mail attachments, either as text-based e-mail or as Word or text assignments.<br />

As reported in Figure 4, a larger percentage <strong>of</strong> students<br />

(75.0) never used the RaveEmail application, 15.0% reported very<br />

rarely, 2.5% reported occasional use, 3.8% reported use as very frequently<br />

<strong>and</strong> always.<br />

Figure 4: Survey Results for RaveEmail<br />

o 10 20 30 40 50 60 70 80<br />

RaveAcademics provided mobile access to the school's learning management<br />

platform, Blackboard. Students were able to access their<br />

courses <strong>and</strong> view course assignments <strong>and</strong> announcements. Additionally,<br />

students were able to download learning content from Blackboard to<br />

include all course materials (eg. study unit, resources, content page).<br />

Similarly, a large percentage <strong>of</strong> students never used RaveAcademics<br />

(73.2), 12.2% reported using it very rarely, 8.5% reported occasional<br />

use, 2.4% reported very frequent use, <strong>and</strong> 3.7 reported that they always<br />

used this component (see Figure 5).<br />

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Always ==<br />

Frequently =<br />

-<br />

-<br />

Figure 5: Survey Results for RaveAcademics<br />

'b~.<br />

o 10 20 30 40 50 60 70 80<br />

Using RaveGroups, students were able to interact with friends, clubs,<br />

organizations, <strong>and</strong> teams by creating group contacts. This component<br />

allowed students to send <strong>and</strong> receive e-mails under group messaging.<br />

Figure 6 illustrates that a large percentage <strong>of</strong> students never utilized this<br />

component (78.0), 13.4% reported using it very rarely, 3.7% reported<br />

occasional use, while 2.4% reported using very frequently <strong>and</strong> always.<br />

Figure 6: Survey Results for RaveGroups<br />

o 10 20 30 40 50 60 70 80 90<br />

In an attempt to cultivate increased student involvement <strong>and</strong> on-the-go<br />

decision making, RavePolling enabled students to participate in polls as<br />

well as classroom quizzes by voting <strong>and</strong> answering questions. Students<br />

could also create their own surveys. Figure 7 shows that 76.8% reported<br />

never used RavePolling, 15.9% reported using it very rarely,<br />

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4.9% reported occasional use, while only 1.2% reported using very<br />

frequently <strong>and</strong> always.<br />

Figure 7: Survey Results for RavePolling<br />

Always ~<br />

Frequently ~<br />

-<br />

Never<br />

--- --<br />

10 20 30 40 50 60 70 80 90<br />

With the RaveFlashcard application, instructors <strong>and</strong> students have the<br />

resources to create mobile flashcard sets through Web interface. <strong>The</strong><br />

flashcards can include text <strong>and</strong>/or images using material imported from<br />

Publisher or Excel. <strong>The</strong> results as expressed in Figure 8 show that<br />

80.2% reported never using the RaveFlashcard application, 13.6% reported<br />

very rarely use, 3.7% reported occasional use, while only 1.2%<br />

reported use as very frequently <strong>and</strong> always.<br />

Figure 8: Survey Results for Rave Flashcard<br />

A variety <strong>of</strong> cell phones were certified to run the Rave mobile applications<br />

which included the following:<br />

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(a) Samsung M520, which features a large screen <strong>and</strong> slider<br />

functionality for reading text messages <strong>and</strong> e-mails, a builtin<br />

mega pixel camera for pictures <strong>and</strong> video, <strong>and</strong> Bluetooth<br />

compatibility.<br />

(b) LG LX570 (Fusic II), a basic device for downloading <strong>and</strong><br />

playing music.<br />

(c) Motorola Q9c, a smartphone designed to access games, e­<br />

mail, <strong>and</strong> application documents such as Word, Excel, <strong>and</strong><br />

PowerPoint. It features a full keyboard, large screen, <strong>and</strong><br />

speakerphone <strong>and</strong> is Bluetooth compatible.<br />

(d) HTC Mogul is designed with the same features as the Motorola<br />

Q9c with an additional built-in 2 mega pixel camera<br />

for taking pictures <strong>and</strong> viewing videos.<br />

(e) HTC touch, a PDA device with a touch screen navigation<br />

designed to access games, e-mail, <strong>and</strong> computer applications<br />

documents. It also includes a built-in 2 mega pixel<br />

camera for taking pictures <strong>and</strong> viewing videos.<br />

Students were asked to rate the level <strong>of</strong> ease <strong>and</strong> use <strong>of</strong> the equipment<br />

on a scale from 1 to 5 with 1 being among the worst <strong>and</strong> 5 being<br />

among the best. <strong>The</strong> results as indicated in Figure 9 illustrate mixed<br />

reviews with 23.4% reporting among the worst <strong>and</strong> adequate, 10.4%<br />

reported less than most, while nearly 30% reported better than most<br />

<strong>and</strong> only 13% reported among the best.<br />

Amon!! tho Be.t ========<br />

Better than Most ==================<br />

Figure 9: Survey Results for Bronco <strong>Mobile</strong> Equipment<br />

<strong>The</strong> costs associated with the Bronco initiative included the price <strong>of</strong> the<br />

cell phones, which ranged from $49.99 to $249.99, <strong>and</strong> the price <strong>of</strong><br />

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service plans, which included a variation <strong>of</strong> anytime minutes for cell<br />

phone usage (see Table 4), nationwide calling, unlimited free nights <strong>and</strong><br />

weekends, unlimited text messaging, <strong>and</strong> unlimited mobile-to-mobile.<br />

Table 4: Bronco <strong>Mobile</strong> Monthly Phone Plans<br />

0 400 1000 1400 2000<br />

Anytime Anytime Anytime Anytime Anytime<br />

Minutes Minutes Minutes minutes minutes<br />

$39.99 $51.99 $67.99 $82.99 $99.99<br />

Students were also asked to rate the cost associated with Bronco <strong>Mobile</strong>.<br />

<strong>The</strong> findings, as presented in Figure 10, point out that a large percentage<br />

<strong>of</strong> the students (39.5) felt that the cost was adequate; however,<br />

many also felt that the cost was among the worst (30.3) while 7.9% felt<br />

it was less than most, 17.1 % felt it was better than most, <strong>and</strong> only 5.3%<br />

felt the cost was among the best.<br />

Amonll the B •• t =<br />

Betterthan Most ========<br />

Adequate<br />

Figure 10: Survey Results ror Bronco <strong>Mobile</strong> Cost<br />

--------------------------------------<br />

--- --- ----------------------<br />

Amonll the Wont<br />

o 5 10 15 20 25 30 35 40 45<br />

In summary, nearly 70% <strong>of</strong> the study participants reported never using<br />

any <strong>of</strong> the Rave applications developed specifically for the Bronco <strong>Mobile</strong><br />

initiative. An estimated 30% reported that the ease <strong>and</strong> use <strong>of</strong><br />

equipment employed in this study was better than most while nearly<br />

40% felt as though the cost <strong>of</strong> the equipment <strong>and</strong> calling plans was<br />

adequate.<br />

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Final Thoughts <strong>and</strong> Comments<br />

Emerging from e-Iearning, mobile learning is going to be a significant<br />

next wave <strong>of</strong> learning environments. This is an evolving research area<br />

<strong>and</strong> many issues regarding mobile learning have not yet been exhaustively<br />

covered (Goh & Kinshuk, 2006).<br />

Current study results indicate that less than 10% <strong>of</strong> the students reported<br />

a high degree <strong>of</strong> certainty with regard to relevance, quality,<br />

meeting learning objectives, convenience, <strong>and</strong> ease <strong>of</strong> mobile learning.<br />

Across the board, students were neutral regarding the suitability <strong>of</strong><br />

mobile learning in mainstream education with an overwhelming onethird<br />

<strong>of</strong> the sampled population reporting "somewhat likely". Additional<br />

study analysis suggests that the majority <strong>of</strong> the participants found<br />

the mobile-based applications to be insignificant, with a large percentage<br />

reporting having never used the applications: Guardian (78.8), Alert<br />

(68.3), Transit (78.0), E-mail (75.0), Academics (73.2), Groups (78.0),<br />

Polling (76.8), <strong>and</strong> Flashcard (80.2). Despite the minimal usage <strong>of</strong> the<br />

customized mobile components, the majority <strong>of</strong> the participants found<br />

the equipment certified to run the Rave mobile applications to be easy<br />

to use <strong>and</strong> priced adequately.<br />

As we move forward with mobile education, it is important to identify<br />

<strong>and</strong> assess those strategies that will undoubtedly enhance learning. A<br />

recommendation from Traxler (2006) points to innovative lectures,<br />

exemplar content, access to a variety <strong>of</strong> wireless <strong>and</strong> mobile devices,<br />

<strong>and</strong> reliable <strong>and</strong> robust technical support as key factors that will provide<br />

continued improvement in performance <strong>and</strong> usability relating to<br />

mobile learning. If we are to continue to engage students in the field <strong>of</strong><br />

mobile learning, we must persist in identifying flexible models <strong>of</strong> teaching<br />

that allow students to study <strong>and</strong> learn at any time <strong>and</strong> any place. As<br />

Peters (2007) states, "m-<strong>Learning</strong> lends itself to new methods <strong>of</strong> delivery<br />

... that are highly suited to the 'just enough, just in time, <strong>and</strong> just for<br />

me' dem<strong>and</strong>s <strong>of</strong> 21 st century learners."<br />

References<br />

Colella, v., Borovay, R. & Resnick, M. (1998). Participatory<br />

Simulations: Using Computational Objects to Learn About<br />

Dynamic Systems. Proceedings <strong>of</strong>CHI1998.<br />

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Dufresne, R, Gerace, W., Leonard, W., Mestre,]., & Wenk, L. (1996).<br />

"Classtalk: A Classroom Communication System for Active<br />

<strong>Learning</strong>", Journal <strong>of</strong> Computing in Higher Education 7,3-47.<br />

Dawabi, P., Wessner, M. & Erich, N. (2004). Using <strong>Mobile</strong> Devices for<br />

the Classroom <strong>of</strong> the Future. (In ed. Attewell,]. & Savill-Smith, C.<br />

<strong>Learning</strong> with <strong>Mobile</strong> devices: Research <strong>and</strong> Development.<br />

Published by the <strong>Learning</strong> <strong>and</strong> Skills Development Agency.<br />

Facer, K., Stanton, D., Joiner, R, Reid,]., Hull, R, & Kirk, D. (2004).<br />

Savannah: A <strong>Mobile</strong> Gaming Experience to Support the<br />

Development <strong>of</strong> Children's Underst<strong>and</strong>ing <strong>of</strong> Animal Behavior.<br />

Journal <strong>of</strong> Computer Assisted <strong>Learning</strong>, 20(6),399-409.<br />

Goh, T. & Kinshuk. (2006). Getting Ready for <strong>Mobile</strong> <strong>Learning</strong>­<br />

Adaptation Perspective. Journal <strong>of</strong> Educational Multimedia <strong>and</strong><br />

Hypermedia, 15(2), 175-198.<br />

Hyungsung, P. (2008). <strong>The</strong> Effect <strong>of</strong>Information Visualization <strong>and</strong><br />

Structure on <strong>Mobile</strong> <strong>Learning</strong>. Journal <strong>of</strong> the Research Center for<br />

Educational Technology, 4(1), 1-8.<br />

JISC (2005). Innovative Practice with e-<strong>Learning</strong>: A good Practice<br />

guide to Embedding <strong>Mobile</strong> <strong>and</strong> Wireless technologies into<br />

Everyday Practice. Higher Education Funding Council for Engl<strong>and</strong><br />

(HEFCE).<br />

Kukulska-Hulme, A. (2006). Current Uses <strong>of</strong> Wireless <strong>and</strong> <strong>Mobile</strong><br />

<strong>Learning</strong>. L<strong>and</strong>scape Study in Wireless <strong>and</strong> <strong>Mobile</strong> <strong>Learning</strong> in the<br />

post-16 sector-JISC e-<strong>Learning</strong> Programme.<br />

Nguyen, D., & Guggisberg, M., & Burkhard, H. (2006). Multimedia<br />

Information <strong>and</strong> <strong>Mobile</strong>-<strong>Learning</strong>, Eighth IEEE International<br />

Symposium on Multimedia, 938-946.<br />

Peters, K. (2007). M-<strong>Learning</strong>: Positioning Educators for a <strong>Mobile</strong>,<br />

<strong>Connected</strong> Future. International Retiew <strong>of</strong> Research in Open <strong>and</strong><br />

Distance <strong>Learning</strong>, 8(2), 1-17.<br />

Roschelle,]., Vahey, P., Tatar, D., Kaput,]. & Hegedus, S]. (2003).<br />

Five Key Considerations for Networking in a H<strong>and</strong>held-Based<br />

Mathematics Classroom. Paper Presented at the International<br />

Conference <strong>of</strong> Psychology in Mathematics Education, Honolulu,<br />

Hawaii.<br />

Traxler,]. (2007). Defining, Discussing, <strong>and</strong> Evaluating <strong>Mobile</strong><br />

<strong>Learning</strong>: <strong>The</strong> Moving Finger Writes <strong>and</strong> Having Writ ...<br />

International Retiew <strong>of</strong> Research in Open <strong>and</strong> Distance learning, 8(2), 1-12.<br />

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Traxler, J. (2006) . Strategic Aspects <strong>of</strong> Wireless <strong>and</strong> <strong>Mobile</strong> <strong>Learning</strong>.<br />

L<strong>and</strong>scape Study in Wireless <strong>and</strong> <strong>Mobile</strong> <strong>Learning</strong> in the post-16<br />

sector--:JISC e-<strong>Learning</strong> Programme.<br />

Wang. H ., Liu, T., Chou, c., Liang,J., Chan, T ., & Yang, S. (2004) . A<br />

Framework <strong>of</strong> Three <strong>Learning</strong> Activity Levels for Enhancing the<br />

Usability <strong>and</strong> Feasibility <strong>of</strong> Wireless <strong>Learning</strong> Environments.<br />

Journal <strong>of</strong> Educational Computing Research, 30(4), 331-351.<br />

Note & Acknowledgement<br />

<strong>The</strong> original version <strong>of</strong> the Bronco <strong>Mobile</strong> research results were previously<br />

published in the Proceedings <strong>of</strong> the 2008 International Conference<br />

on Global Issues in Business & Technology, National Institute <strong>of</strong><br />

Financial Management, Ministry <strong>of</strong> Finance, India, Faridabad.<br />

<strong>The</strong> author would also like to acknowledge Daniel Okunbor for his<br />

support, guidance, <strong>and</strong> valued research contribution on the Bronco<br />

<strong>Mobile</strong> Pilot Initiaive.<br />

Author<br />

Dr. Retta Guy has an Ed.D. in Curriculum <strong>and</strong><br />

Instruction with emphasis in Instructional Systems<br />

Design from the University <strong>of</strong> Kentucky. She received<br />

her masters in Public Administration from<br />

Kentucky State University <strong>and</strong> a Bachelor <strong>of</strong> Arts<br />

degree in Business Education from the University <strong>of</strong><br />

Kentucky. Currently, she is an Associate Pr<strong>of</strong>essor<br />

in the Department <strong>of</strong> Business Information Sytems<br />

at Tennessee State University in Nashville, Tennessee. Online teaching<br />

<strong>and</strong> mobile learning serves as the basis for her current research for<br />

which she has presented at conferences <strong>and</strong> published in refereed journals<br />

<strong>and</strong> book chapters. She has <strong>and</strong> continues to conduct workshops<br />

<strong>and</strong> training sessions on the use <strong>of</strong> web-based course management<br />

tools as well as mobile learning technologies.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 159-175).<br />

Chapter 8<br />

Design <strong>and</strong> Assessment <strong>of</strong> E-<strong>Learning</strong> <strong>and</strong><br />

M-<strong>Learning</strong> Tools for the Degree in<br />

Actuarial Sciences<br />

Marfa Cruz Mayorga-Toledano <strong>and</strong><br />

Antonio Fern<strong>and</strong>ez-Morales<br />

Introduction<br />

During the last six years, a multidisciplinary team <strong>of</strong> teachers has been<br />

developing e-Ieaming <strong>and</strong> m-Ieaming tools for several courses in the<br />

degree in Actuarial Sciences at the University <strong>of</strong> Malaga (Spain). Our<br />

aim is the efficient integration <strong>of</strong> e-Ieaming <strong>and</strong> m-Ieaming instruments<br />

into a blended learning strategy, combining traditional <strong>and</strong> digital contents.<br />

Although the University <strong>of</strong> Malaga has made important efforts in<br />

developing its on-line campus, it is not a distance-learning centre <strong>and</strong><br />

requires a significant 'face to face' component in the curricular design<br />

<strong>of</strong> all the main <strong>and</strong> compulsory courses.<br />

<strong>The</strong> degree in Actuarial Sciences is quite recent in our University (It<br />

started in 1997.) <strong>and</strong> shows some peculiarities that encourage the use <strong>of</strong><br />

e-Ieaming <strong>and</strong> m-Ieaming techniques to improve the efficiency <strong>of</strong> the<br />

learning process. We have many students with a finished degree in<br />

Economics, Business Administration, Law, or Statistics <strong>and</strong> who are<br />

currently working. In addition, the 'face to face' sessions are attended<br />

regularly only by 30% <strong>of</strong> the students, <strong>and</strong> there is also a significant<br />

group <strong>of</strong> students with an irregular attendance, conditioned by their<br />

working conditions <strong>and</strong> status.<br />

In this paper, we use the term 'e-Ieaming tool' to describe those learning<br />

tools typically used in a web based learning process, identifying e­<br />

learning with distance learning in which the main technological tool is a<br />

personal computer <strong>and</strong> an Internet server is the principal communica-<br />

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tion <strong>and</strong> distribution channel (puustjarv <strong>and</strong> Poyry, 2006). In contrast,<br />

the term 'm-Ieaming tool' is applied to those learning tools specifically<br />

designed for wireless phones <strong>and</strong> h<strong>and</strong>held devices, i.e., considering m­<br />

learning as the intersection between e-Ieaming <strong>and</strong> mobile computing<br />

with wireless phones <strong>and</strong> h<strong>and</strong>held devices (11otiwalla, 2007).<br />

This chapter describes the design, the development, <strong>and</strong> the assessment<br />

<strong>of</strong> the blended learning strategy that we use in the degree in Actuarial<br />

Sciences at the University <strong>of</strong> Malaga. It first discusses the general<br />

scheme <strong>of</strong> the strategy. Next, it describes the e-Ieaming <strong>and</strong> m-Ieaming<br />

tools that we have developed, <strong>and</strong> then presents the main results <strong>of</strong> the<br />

assessment, carried out by means <strong>of</strong> surveys about the students' opinions<br />

<strong>and</strong> satisfaction. Finally, the last section includes the main conclusions<br />

<strong>of</strong> our study.<br />

A Blended <strong>Learning</strong> Strategy for the Degree in<br />

Actuarial Sciences at the University <strong>of</strong> Malaga<br />

<strong>The</strong> original use <strong>of</strong> the term 'blended learning' was <strong>of</strong>ten associated<br />

with simply linking traditional classroom training to e-Ieaming activities,<br />

such as asynchronous work (typically accessed by learners outside the<br />

class at their own time <strong>and</strong> pace). However, the term has evolved to<br />

encompass a much richer set <strong>of</strong> learning strategies or dimensions:<br />

blending online <strong>and</strong> <strong>of</strong>fline learning, blending self-paced <strong>and</strong> collaborative<br />

learning, blending structured <strong>and</strong> unstructured learning, blending<br />

learning <strong>and</strong> practice (Singh, 2003).<br />

<strong>The</strong> learning strategy that we have developed can be included under the<br />

broad category <strong>of</strong> blended learning (b-Ieaming) due to the coexistence<br />

<strong>of</strong> distance learning <strong>and</strong> 'face to face' components in our courses design.<br />

Our learning strategy combines 'face to face' classroom activities<br />

in the traditional classroom <strong>and</strong> the Faculty's computer lab with synchronous<br />

<strong>and</strong> asynchronous web-based learning activities. But it also<br />

combines structured with self-paced activities <strong>and</strong> e-Ieaming tools with<br />

m-Ieaming tools.<br />

<strong>The</strong> general scheme <strong>of</strong> the learning strategy that we have been using<br />

during the last six years is shown in Figure 1. <strong>The</strong> interaction between<br />

teacher <strong>and</strong> students takes place (i) on a 'face to face' basis in the traditional<br />

classroom <strong>and</strong> the computers lab <strong>of</strong> the Faculty, <strong>and</strong> (ii) via a<br />

content server. This server centralizes, by means <strong>of</strong> a MoodIe platform,<br />

all the courses at the on line campus <strong>of</strong> our University, distributes sev-<br />

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TEACHERIS<br />

,--n1l4<br />

\ lJJf r---oD>E> SERVER<br />

)<br />

~) ~ •. ~<br />

I " - -' I -- \<br />

CLASSROOM<br />

STUDENTS<br />

Figure 1: Framework <strong>of</strong> the blended learning strategy.<br />

eral kinds <strong>of</strong> course materials, depending on the receptor devices, <strong>and</strong><br />

manages several communication tools like course e-mail, chat, <strong>and</strong><br />

forum. At the computers lab, equipped with pes, our students can<br />

attend scheduled sessions with or without teacher, as well as benefit<br />

from a free access regime. But we have also designed many activities<br />

<strong>and</strong> resources for the students, managed <strong>and</strong> distributed through the<br />

MoodIe platform, which allows them to complete the activities at any<br />

place with a laptop, <strong>and</strong> some <strong>of</strong> them with small electronic devices<br />

with wireless capacity, like mobile phones or PDAs.<br />

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Usually, students accept pedagogical models only if they bring positive<br />

outcomes <strong>and</strong> if students gain some kind <strong>of</strong> credits for their extra work.<br />

Since continuous learning during a whole course is vital for manifest<br />

learning, we introduced the compulsory feature in some <strong>of</strong> the web<br />

based activities. With this strategy almost 100% <strong>of</strong> the students complete<br />

their compulsory activities, <strong>and</strong> we observe better study habits<br />

<strong>and</strong> motivation, in a similar way as Karlsson et aI. (2007) or Chen et aI.<br />

(2006). <strong>The</strong> composition <strong>of</strong> the compulsory activities varies slightly<br />

from year to year, but we always maintain a second group <strong>of</strong> optional<br />

activities, in order to increase the flexibility <strong>of</strong> the learning process <strong>and</strong><br />

allow the possibility <strong>of</strong> a self-assessment process. All the m-Iearning<br />

tools are included, at present, in this group <strong>of</strong> optional activities.<br />

In addition, we also consider that higher education is highly enriched<br />

with the direct <strong>and</strong> personal contact between teacher <strong>and</strong> student that<br />

take place in the traditional 'face to face' sessions, which also serve as<br />

the main guide to follow every course. In a recent study, Dabbagh <strong>and</strong><br />

Kitsantas (2005) also found that the majority <strong>of</strong> the students in their<br />

survey reported that blended interactions were more beneficial to their<br />

learning.<br />

<strong>The</strong>refore, we are basing our strategy on the idea that learning is not<br />

just a one-time event, but a continuous process, <strong>and</strong> so blending provides<br />

various benefits over using any single learning delivery medium<br />

alone, like extending the reach, optimizing development cost <strong>and</strong> time,<br />

<strong>and</strong> increasing effectiveness (Singh, 2003).<br />

E-<strong>Learning</strong> <strong>and</strong> M-<strong>Learning</strong> Tools<br />

Didactic materials in electronic support are the essential part <strong>of</strong> an e­<br />

learning <strong>and</strong>/or m-Iearning environment. <strong>The</strong>y should not be just<br />

transpositions <strong>of</strong> traditional learning materials into electronic formats;<br />

they should be enriched with interactive tools (e.g. interactive questions,<br />

online tasks, online assessments, hyperlinks, <strong>and</strong> interactive multimedia<br />

elements such as simulations <strong>and</strong> interactive video) <strong>and</strong> appropriately<br />

designed multimedia (Lapuh Bele <strong>and</strong> Rugelj, 2007; Shen et aI.,<br />

2007).<br />

First generation e-Iearning (digitally delivered learning) programs<br />

tended to be a repetition or compilation <strong>of</strong> online versions <strong>of</strong> classroom-based<br />

courses. In the next wave <strong>of</strong> e-Iearning programs, an increasing<br />

number <strong>of</strong> learning designers are experimenting with blended<br />

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learning models that combine various delivery modes. <strong>The</strong>re is some<br />

evidence supporting that blended learning not only <strong>of</strong>fers more choices<br />

but also is more effective (Singh, 2003).<br />

<strong>The</strong> didactic tools that we developed are based on a flexible design.<br />

Our intention is that the students may adapt as necessary their learning<br />

processes to the digital media more beneficial for them, depending on<br />

their resources availability or their position in the learning curves <strong>of</strong> the<br />

new technologies. Accordingly, we <strong>of</strong>fer some <strong>of</strong> the didactic resources<br />

through several channels or media. We also try to exploit the reusability<br />

<strong>of</strong> the developed learning objects, using the structures or the contents<br />

<strong>of</strong> the learning objects <strong>of</strong> a course in the developing <strong>of</strong> objects for<br />

other courses. As a consequence, the students are familiar with some<br />

learning tools because they previously used any other one with a similar<br />

structure, <strong>and</strong> the time <strong>and</strong> effort <strong>of</strong> producing didactic tools is reduced.<br />

We have designed a wide variety <strong>of</strong> e-Ieaming <strong>and</strong> m-Ieaming digital<br />

contents in different formats, some interactive <strong>and</strong> some noninteractive.<br />

Our strategy integrates several <strong>of</strong> the elements present in<br />

the Sharples (2000) framework <strong>of</strong> five approaches for using technology<br />

in learning (simulation <strong>and</strong> modelling tools, system tools <strong>and</strong> resources,<br />

<strong>and</strong> communication aids). Our learning tools also fit into almost all <strong>of</strong><br />

the learning object types <strong>of</strong> Churchill (2007): presentation, practice,<br />

simulation, conceptual models, information, <strong>and</strong> contextual representation<br />

objects.<br />

<strong>The</strong>se learning tools have been designed considering the strengths, but<br />

also the weakness, <strong>of</strong> each platform <strong>and</strong> technology used, especially in<br />

the case <strong>of</strong> the m-Ieaming resources (Motiwalla, 2007; Virvou <strong>and</strong> Alepis,<br />

2005), as well as the adequate integration into the general pedagogical<br />

strategy <strong>of</strong> every course.<br />

Within the e-Ieaming resources that we developed, the most interesting<br />

are:<br />

1. Interactive tests. All the courses in our project <strong>of</strong>fer a series <strong>of</strong><br />

interactive tests that allow the students to self assess their level <strong>of</strong><br />

competency by courses <strong>and</strong> thematic blocks in every moment<br />

<strong>and</strong> place. <strong>The</strong> interactive format generates a real time response<br />

that also permits repeating the tests in order to get better results.<br />

<strong>The</strong>se tests are available as activities in the MoodIe platform, but<br />

also as Flash based interactive clips. <strong>The</strong> first format is integrated<br />

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in the assessment system <strong>of</strong> the Moodle platform <strong>and</strong> every attempt<br />

is registered as well as its grade. However, the tests in<br />

Flash clips are not connected with the assessment system, <strong>and</strong><br />

therefore the student can do them as may times as he or she likes<br />

without the sensation <strong>of</strong> being 'observed' by the teacher.<br />

11. Interactive modules. For every course we developed some interactive<br />

modules available on line to complement the course materials,<br />

which include tutorials <strong>and</strong> simulators. <strong>The</strong> tutorials are designed<br />

as Flash clips <strong>and</strong> the simulators are compiled into Java<br />

applets. We have already used Java applets with good results in<br />

other courses, like Statistics for Tourism (Fern<strong>and</strong>ez Morales,<br />

2002). <strong>The</strong> choice <strong>of</strong> Flash format gave us good results for its<br />

simplicity in design, many interactive possibilities <strong>and</strong> easy online<br />

delivering through the MoodIe platform.<br />

An example <strong>of</strong> a simulator is shown in Figure 2. This simulator contains<br />

interactive graphics <strong>of</strong> the main biometric functions <strong>of</strong> the Makeham<br />

model for the human life duration. <strong>The</strong> student can modify the<br />

parameters values, obtaining a real time response <strong>of</strong> the functions in<br />

the graphics. <strong>The</strong>se simulators are integrated into a series <strong>of</strong> activities<br />

(three or four for every model) in which the student must experiment<br />

with the models in order to realize the main features <strong>of</strong> each model <strong>and</strong><br />

their possibilities to fit several data sets.<br />

We have also developed some m-Iearning resources, which we call<br />

micro modules, specifically designed for Java enabled mobile phones<br />

(they are suitable for PDAs, too, but currently the presence <strong>of</strong> this kind<br />

<strong>of</strong> electronic devices within our students is almost inexistent). Based on<br />

a survey concerning our student's attitudes towards the didactic use <strong>of</strong><br />

mobile phones, we decided to compile the micro modules as Java<br />

midlets. Java midlets are small applications developed in Java programming<br />

language that can be executed in mobile phones <strong>and</strong> PDAs.<br />

<strong>The</strong>se midlets can be downloaded to the device <strong>and</strong> be used <strong>of</strong>f-line<br />

later, that is, the connection to the telephone network is only needed<br />

for the downloading <strong>and</strong> not for the execution <strong>of</strong> the midlet, thus<br />

minimizing the economic communication costs. In a previous work we<br />

developed some didactic resources for mobile phones using W AP platforms<br />

(Mayorga Toledano, 2002) that need a continuous connection to<br />

the telephone network, but the experience was not fully satisfactory.<br />

<strong>The</strong> fmal survey <strong>of</strong> that project revealed that our students did not want<br />

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MODHO ll[ MAKEIiAM Ac" ..... dad 2<br />

En la venlans de graticos se incluyen cuatro funciones del modele biometri co de Makeham . siguiendo la especificacion<br />

#~= A+ &~, A2. - B,B>O.~>I,x:o:.O<br />

Elmod elosepresentainicialmentecon losparametros:<br />

A=0.0001 8=0.0001 c=1.1<br />

En el gratico dela funci6n I~se ha representado en rojo los puntos correspondien1es a algunosvalores de la fundan desuper.i\'encia estimada porellnsiluto<br />

Nacional de Estadistica para Is poblacidn espaliola l'emenina en 1998-99. Busque una combination de valores de los parametros A. Bye cuyo modelo describa<br />

adecuadamentela mortalidadeslimadaporeII N .E.<br />

\PI ... ,.,..- ...... vtl ..... U'O"O.0004 y S-G.OOOIlO' )<br />

Modifying the parameter values<br />

<strong>and</strong> pressing 'actualizar ' button<br />

a real time response <strong>of</strong> the model<br />

functions is obtained<br />

--<br />

scombinacionesposibles . Entreotras<br />

A=O ,0004<br />

8=0,000001<br />

c=1 .1435<br />

Figure 2: An example <strong>of</strong> <strong>of</strong> an interactit'e simulator (Makeham model).<br />

to assume the costs <strong>of</strong> connection, <strong>and</strong> therefore we turned into the<br />

developing <strong>of</strong> applications that can be executed <strong>of</strong>f-line,<br />

Being conscious <strong>of</strong> the technical limitations <strong>of</strong> mobile phones, we designed<br />

deliberately small modules that can be used <strong>of</strong>f-line (Mayorga­<br />

Toledano <strong>and</strong> Fern<strong>and</strong>ez-Morales, 2003), <strong>The</strong> availability <strong>of</strong> Java enabled<br />

devices within our studentbody has evolved in a clear increasing<br />

tendency, according with the general market in Spain, <strong>The</strong> last initial<br />

survey, carried out in 2008, showed that only 16% <strong>of</strong> our students had<br />

a mobile phone without Java capabilities, This survey also revealed that<br />

the most wanted modules for this device were a) pedagogical assistants,<br />

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like exams calendar or tutor hours, <strong>and</strong> b) small tests <strong>and</strong> frequent errors.<br />

Taking into account these results, we designed two basic types <strong>of</strong><br />

midlets: one containing an interactive micro test <strong>and</strong> the other containing<br />

an interactive module <strong>of</strong> frequent errors, which includes the correct<br />

answers. In addition to the test questions or the frequent errors, both<br />

midlets have a small menu with information about the course, tutoring<br />

hours, <strong>and</strong> exams calendar. <strong>The</strong>refore, the m-Iearning objects that we<br />

have designed belong to Sharples categories (2) <strong>and</strong> (3) : simulation <strong>and</strong><br />

modelling tools, <strong>and</strong> system tools <strong>and</strong> resources.<br />

Figure 3 shows an example <strong>of</strong> the menu <strong>of</strong> a middlet containing an<br />

interactive micro test. As mentioned above, the initial menu includes<br />

entries with general information about the course, name, teacher, web<br />

page, etc. (Info), calendar (Fechas), <strong>and</strong> tutor hours (Tutorias) . <strong>The</strong> content<br />

<strong>of</strong> the tests was designed with the limitations <strong>of</strong> the size screen <strong>and</strong><br />

memory limitations <strong>of</strong> this kind <strong>of</strong> devices as restrictions. <strong>The</strong>refore,<br />

we included in each micro test only five very short questions concerning<br />

the most important concepts in every lesson. Once selected a question,<br />

the user must choose an answer <strong>and</strong> press the check (Comp) but-<br />

Figure 3: An example oj a micromodule.<br />

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ton, this action results in a new screen that shows during several seconds<br />

whether the answer is correct 0 incorrect <strong>and</strong> returns to the initial<br />

menu, in the first case, or to the choice <strong>of</strong> answers screen to select<br />

another one, in the second case.<br />

<strong>The</strong> midlet that contains the micro module <strong>of</strong> frequent errors has a<br />

similar design <strong>and</strong> functioning as the described for the interactive test.<br />

This type <strong>of</strong> midlet also includes an initial menu, with entries for general<br />

info, calendar, tutor hours <strong>and</strong> frequent errors. In the frequent<br />

errors section, the user can choose between five frequent errors. Once<br />

one is selected, the screen displays a concise sentence that is incorrect<br />

<strong>and</strong> a button, which activates a new screen with the correct version <strong>and</strong><br />

a short explanation.<br />

Assessment <strong>of</strong> the Proposed Strategy<br />

We assess the efficiency <strong>of</strong> our pedagogical strategy by means <strong>of</strong> several<br />

surveys regarding the students' satisfaction <strong>and</strong> opinions. At the beginning<br />

<strong>of</strong> the first semester, students are asked to fill out an initial questionnaire.<br />

In the questionnaire, learners were asked to express their<br />

opinion about: traditional learning materials <strong>and</strong> web based learning<br />

materials, experience in web based <strong>and</strong> blended courses, as well as their<br />

availability <strong>of</strong> electronic (laptop or PC, mobile phone, PDA) <strong>and</strong> Internet<br />

resources (Internet connection at home). In the last two weeks <strong>of</strong><br />

the semester, all the students that participate in the project are asked to<br />

complete a final questionnaire about the perceived usefulness <strong>of</strong> the<br />

pedagogical tools, the general pedagogical strategy, <strong>and</strong> their general<br />

satisfaction about the learning process <strong>of</strong> the course. With these final<br />

surveys we evaluate the most important features <strong>of</strong> the design <strong>and</strong> quality<br />

<strong>of</strong> our course materials <strong>and</strong> the blended learning strategy in which<br />

they are integrated. In a recent study about the factors influencing<br />

learner satisfaction in e-Iearning, Sun et al. (2007) found that within the<br />

13 identified factors, only seven were significant (learner's computer<br />

anxiety, instructor attitude toward e-Iearning, e-Iearning course flexibility,<br />

e-Iearning course quality, perceived usefulness, perceived ease <strong>of</strong><br />

use, <strong>and</strong> diversity in assessment). Our final surveys are related to five <strong>of</strong><br />

these factors, <strong>and</strong> we are planning to exp<strong>and</strong> our questionnaires to<br />

include all <strong>of</strong> them in the next courses. Table 1 summarizes the surveys<br />

that were done since the beginning <strong>of</strong> the project in 2003.<br />

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Table 1: SUrt'rys<br />

Type Contents Date Academic<br />

year<br />

Initial survey Electronic <strong>and</strong> Internet resources First two 2003-2004<br />

availability, technology attitudes weeks <strong>of</strong> the 2004-2005<br />

<strong>and</strong> experience, preferences about first semester 2005-2006<br />

digital vs. traditional didactic re- 2006-2007<br />

sources<br />

2007-2008<br />

Final survey Electronic <strong>and</strong> Internet resources Last two 2003-2004<br />

availability, usefulness <strong>and</strong> variety weeks <strong>of</strong> the 2004-2005<br />

<strong>of</strong> the didactic tools, satisfaction course<br />

with the course organization <strong>and</strong><br />

the assessment method, satisfaction<br />

2005-2006<br />

2006-2007<br />

2007-2008<br />

with the overall<br />

experience<br />

Our initial surveys always contain an exploratory analysis <strong>of</strong> electronic<br />

resources <strong>and</strong> Internet availability. Figure 4 shows the evolution <strong>of</strong> the<br />

main variables obtained from this part <strong>of</strong> the surveys (including the last<br />

available data from the 2007-2008 final survey). It is important to notice<br />

that 2008 is the first year in which 100% <strong>of</strong> our students have a<br />

computer (laptop or PC) at their homes. <strong>The</strong> surveys <strong>of</strong> the last two<br />

academic years yielded values <strong>of</strong> 78% <strong>and</strong> 87%, respectively. Regarding<br />

Internet access, this year we found that 93% <strong>of</strong> our students are connected<br />

at home via broadb<strong>and</strong>. This is the result <strong>of</strong> a significant increment<br />

over the last years, noting that in 2003 this figure was 76%, but<br />

only two years ago, only the 67% <strong>of</strong> our students had an Internet connection<br />

at home.<br />

In addition, the access to the digital contents is mostly carried out from<br />

their homes, with a scarce access from the Faculty's labs: only 8% <strong>of</strong><br />

the registered accesses this year. This fact supports the great interest <strong>of</strong><br />

asynchronous delivering <strong>of</strong> contents <strong>and</strong> the importance <strong>of</strong> increasing<br />

the flexibility <strong>of</strong> the learning calendars <strong>and</strong> locations.<br />

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100<br />

80 -<br />

60 .<br />

f. 40'<br />

"?2Y<br />

' --_ ..<br />

, , ,----<br />

,<br />

~ , ,,<br />

"<br />

, "<br />

--- ---<br />

,<br />

--"<br />

20 -<br />

o .<br />

2003 2004<br />

2005<br />

2006<br />

2007 2008<br />

-Computer at home<br />

-Intenet at home<br />

--- Course access: Faculty Lab<br />

-Course access: Home<br />

- - Previous use <strong>of</strong> Moodie - - Java enabled phone<br />

Figure 4: Technological em.ironment <strong>of</strong> our students.<br />

<strong>The</strong> main part <strong>of</strong> our final surveys explore the opinions <strong>of</strong> the students<br />

about the effect <strong>of</strong> the learning objects over their learning process. For<br />

the whole project, in the last academic year (2007-2008), 44% <strong>of</strong> the<br />

students answered "very much" (five in a scale 1-5) to the question<br />

''Does the use <strong>of</strong> these e-Ieaming <strong>and</strong> m-Ieaming materials help you in<br />

the learning process <strong>of</strong> the course?" <strong>and</strong> 31% answered "quite much"<br />

(four in the scale). Only 7% answered "little" <strong>and</strong> 3% answered "nothing"<br />

(one <strong>and</strong> two in the scale). <strong>The</strong>re is certain variation between subjects<br />

that we attribute to the different volume <strong>of</strong> electronic resources<br />

delivered, since the course with the smallest values (67% <strong>of</strong> answers<br />

"'very much" <strong>and</strong> "quite much" combined) is the one with less e- <strong>and</strong><br />

m-Ieaming tools.<br />

Table 2 shows the means <strong>and</strong> st<strong>and</strong>ard errors <strong>of</strong> the responses by type<br />

<strong>of</strong> didactic resource, corresponding to the last academic year (2007-<br />

2008). From the results shown in the table it is clear that our students<br />

value e-Ieaming tools more highly than m-Ieaming ones. In addition,<br />

the resources with the highest means are tests (4.29) <strong>and</strong> cases (4.32).<br />

<strong>The</strong>se two types <strong>of</strong> e-Ieaming tools are also the ones with the highest<br />

Pearson's correlations with the variable that measure the overall satisfaction<br />

with the learning experience.<br />

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Variable<br />

Table 2: Main statistical results <strong>of</strong> the 2007-2008 final SUrt'ry<br />

Usefulness in the learning process <strong>of</strong>:<br />

Mean" St<strong>and</strong>ard Correlation<br />

error with O.S.<br />

E-Iearning tools: Tests 4.29 0.14 0.52<br />

Tutorials 4.00 0.17 0.43<br />

Simulators 4.09 0.19 0.38<br />

Cases 4.32 0.11 0.53<br />

M-Iearning tools: Calendar 3.56 0.12 0.48<br />

Tutor hours 3.12 0.14 0.36<br />

Micro tests 3.59 0.17 0.52<br />

Frequent errors 3.24 0.16 0.45<br />

Satisfaction with the Moodle platform 4.00 0.15 0.30<br />

Usefulness <strong>of</strong> e-mail 3.74 0.20 0.24<br />

Satisfaction with the assessment method 2.96 0.12 0.32<br />

Overall satisfaction (O.S.) with the aca- 4.09 0.13 1.00<br />

demic experience<br />

'All the variables in the table are measured in a five point scale 1-5.<br />

<strong>The</strong> m-Ieaming resources evaluated in our survey are those included in<br />

the micro modules for mobile phones: calendars, tutor hours, frequent<br />

errors <strong>and</strong> micro tests. In general, these tools show lower means (in the<br />

range 3.12-3.59) than those corresponding to our e-Ieaming resources<br />

(in the range 4.00-4.32), but the correlations with the overall satisfaction<br />

variable are <strong>of</strong> a similar magnitude. <strong>The</strong> m-Ieaming resources with<br />

higher means are the micro tests <strong>and</strong> the calendar tool - a pedagogical<br />

assistant that is included in all the micro modules - that show mean<br />

values <strong>of</strong> 3.59 <strong>and</strong> 3.56, respectively. In addition, the micro test tool has<br />

also been better valued than the frequent errors one (with a mean <strong>of</strong><br />

3.29), revealing again the preference <strong>of</strong> our students for interactive<br />

tests.<br />

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<strong>The</strong> University <strong>of</strong> Malaga adopted a MoodIe platform for all the<br />

courses in its virtual campus in 2004. Since then, our project is based in<br />

this platform to deliver digital contents, as well as to organize the activities<br />

<strong>and</strong> as a communication channel between teachers <strong>and</strong> students. In<br />

our surveys we also check the opinions about the platform <strong>and</strong> its utility.<br />

Currently, our students are well familiarized with the MoodIe platform.<br />

<strong>The</strong> last survey reveals that 89% <strong>of</strong> our students had taken at<br />

least one course through the platform before enrolling in the Actuarial<br />

Sciences degree (Figure 4). <strong>The</strong> level <strong>of</strong> satisfaction with the platform is<br />

notable, with a mean <strong>of</strong> 4.0 in the last survey (Table 2). Within the<br />

communication tools <strong>of</strong> the platform, we favoured the use <strong>of</strong> the internal<br />

courses e-mail. <strong>The</strong> use <strong>of</strong> this tool is increasing in the last years,<br />

although the 'face to face' component <strong>of</strong> our courses is still preferred<br />

by our students. <strong>The</strong> MoodIe e-mail system was used in the last course<br />

at least once by 57% <strong>of</strong> the students, who valued its utility with a mean<br />

<strong>of</strong>3.74 in the last survey (Table 2).<br />

Finally, the main results obtained in our surveys suggest that the majority<br />

<strong>of</strong> the students are satisfied with the experience <strong>and</strong> the blended<br />

learning strategy that we adopted, considering that it helps them in the<br />

learning process. <strong>The</strong> number <strong>of</strong> students declaring their academic<br />

experience as "satisfactory" or "very satisfactory" is always above the<br />

70%, with a mean <strong>of</strong> 4.09 in the last survey (Table 2), although there is<br />

some variability by subject <strong>and</strong> course.<br />

Conclusions<br />

Blended learning combines e-Ieaming <strong>and</strong> m-Ieaming with traditional<br />

classroom training. <strong>The</strong> combination <strong>of</strong> web based <strong>and</strong> mobile oriented<br />

activities with instruction in the classroom achieves a flexible course<br />

design that can be very useful to reach <strong>and</strong> educate a heterogeneous<br />

group <strong>of</strong> students, as the one in our study, with a variable degree <strong>of</strong><br />

attendance <strong>and</strong> learning styles.<br />

We have designed a wide variety <strong>of</strong> digital contents in different formats,<br />

some interactive: tests (html-javascript, Flash, <strong>and</strong> Java Me), tutorials<br />

(Flash), simulators Qava applets), <strong>and</strong> some non interactive: case studies<br />

(pdf <strong>and</strong> Micros<strong>of</strong>t Excel), assignments (pdf). We classify these resources<br />

into two broad categories: e-Ieaming tools <strong>and</strong> m-Ieaming<br />

tools, distinguishing by the type <strong>of</strong> device in which they are used (PCs<br />

or laptops in the first group <strong>and</strong> Java enabled phones in the second<br />

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one). <strong>The</strong> learning materials have been integrated into a blended pedagogical<br />

strategy for the courses in the first year <strong>of</strong> the Degree in Actuarial<br />

Sciences at the University <strong>of</strong> Malaga, which we are using during the<br />

last six years.<br />

In order to assess the efficiency <strong>of</strong> our learning strategies we carried out<br />

several surveys concerning the students' satisfaction <strong>and</strong> opinions. <strong>The</strong><br />

main results suggest that the majority <strong>of</strong> our students are satisfied with<br />

the experience <strong>and</strong> with the blended learning strategy, considering that<br />

it helps them in their learning process. In addition, the access to the<br />

digital contents is mostly carried out from their homes (with a scarce<br />

access from the Faculty's labs). This fact supports the great interest <strong>of</strong><br />

asynchronous delivering <strong>of</strong> contents <strong>and</strong> the importance <strong>of</strong> increasing<br />

the flexibility <strong>of</strong> the learning calendars <strong>and</strong> locations.<br />

<strong>The</strong> results <strong>of</strong> the surveys indicate that interactive tests <strong>and</strong> cases are<br />

the e-Iearning tools best valued by our students, who consider them the<br />

most useful ones in their learning process. <strong>The</strong> valuations <strong>of</strong> these two<br />

resources are also the most correlated ones with the variable that measures<br />

the overall satisfaction <strong>of</strong> the course.<br />

<strong>The</strong> results <strong>of</strong> the students' perception <strong>of</strong> the usefulness <strong>of</strong> our m­<br />

learning tools are also satisfactory, with mean values that range from<br />

3.12 (tutor hours) to 3.59 (micro tests) in a scale 1-5, although, in general,<br />

e-Iearning tools are better valued than m-Iearning ones. This can<br />

be explained by some facts like (i) our m-Iearning tools have a more<br />

limited nature <strong>and</strong> features than our e-Iearning tools, <strong>and</strong> (ii) almost all<br />

students have positives experiences in previous courses with the use <strong>of</strong><br />

e-Iearning tools, but the m-Iearning ones were new for them.<br />

Within the four assessed m-Iearning tools - two interactive tools (micro<br />

tests <strong>and</strong> frequent errors) <strong>and</strong> two 'pedagogical assistants' (calendar <strong>and</strong><br />

tutor hours) - the micro tests <strong>and</strong> the calendar are the most preferred<br />

ones by the students. <strong>The</strong> preference for micro tests over the other m­<br />

learning interactive tool, the frequent errors micro module, seems to<br />

reinforce the favourable response obtained by interactive tests also<br />

observed in the evaluation <strong>of</strong> the e-Iearning tools. In addition, the calendar<br />

tool obtained almost the same average than the micro test tool in<br />

our last survey, supporting the fact that students can perceive a pedagogical<br />

assistant in an m-Iearning environment as useful as any other<br />

didactic resource.<br />

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To conclude, it is important to note that final academic results <strong>of</strong> the<br />

courses included in this project are very good. <strong>The</strong> number <strong>of</strong> participants<br />

who finished the courses successfully has never been below 70%,<br />

reaching 85% in some cases. <strong>The</strong>se figures are generally above the average<br />

<strong>of</strong> the whole Degree in Actuarial Sciences that is usually around<br />

70%.<br />

Acknowledgements<br />

<strong>The</strong> fmancial support <strong>of</strong> the Services <strong>of</strong> Educative Innovation, Virtual<br />

<strong>Learning</strong> <strong>and</strong> Technological Laboratories <strong>of</strong> the University <strong>of</strong> Malaga<br />

(project PIE07-10) is gratefully acknowledged. <strong>The</strong> authors extend their<br />

thanks to the two anonymous referees for their valuable advice <strong>and</strong><br />

helpful comments.<br />

References<br />

Chen, e.e., Shang, R. <strong>and</strong> Harris, A. (2006). <strong>The</strong> Efficacy <strong>of</strong> Case<br />

Method <strong>Teaching</strong> in an Online Asynchronous <strong>Learning</strong><br />

Environment. International Journal <strong>of</strong> Distance Education Technologies, 4<br />

(2), pp. 72-86.<br />

Churchill, D. (2007). "Towards a useful classification <strong>of</strong> learning<br />

objects. Educational Technology Research Det'elopment': 55, pp. 479-497.<br />

Dabbagh, N. <strong>and</strong> Kitsantas, A. (2005) 'Using web-based pedagogical<br />

tools as scaffolds for self-regulated learning' Instructional Science, 33<br />

513-540.<br />

Fern<strong>and</strong>ez Morales, A. (2002). "<strong>Teaching</strong> seasonality with SISMO: an<br />

on-line interactive seasonal simulator", in Mesa Gonzalez,]., Solo<br />

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Technology. Vol II. Consejeda de Educaci6n, Ciencia y Tecnologia,<br />

Badajoz, Spain, 928-932.<br />

Karlsson, G., J ohannesson, e., Thorbiornson, J. <strong>and</strong> Hellstrom, M.<br />

(2007). Net Based Examination: Small Group Tutoring, Home<br />

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Opportunity to Take the Best <strong>of</strong> Both Worlds' International Journal <strong>of</strong><br />

Emerging Technologies in <strong>Learning</strong>, Lapuh Bele, J. <strong>and</strong> Ruge!J, Vol 2 (3).<br />

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Educational Technology. Vol II. Consejeria de Educaci6n, Ciencia y<br />

Tecnologia, Badajoz, Spain.<br />

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tools for java enabled phones. An application for actuarial studies",<br />

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detices, Ed. <strong>Learning</strong> <strong>and</strong> Skills Development Agency, London.<br />

Motiwalla, L.F. (2005): "<strong>Mobile</strong> learning: A framework <strong>and</strong> evaluation",<br />

Computers <strong>and</strong> Education, 49 (3), pp. 581-596.<br />

Puustjarv, J. <strong>and</strong> Poyry, P. (2006) "Information Retrieval in Virtual<br />

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lifelong learning', Computers <strong>and</strong> Education, 34, 177-193.<br />

Shen, R., Wang, M. <strong>and</strong> Pan, X. (2007). Increasing interactivity in<br />

blended classrooms through a cutting-edge mobile learning system.<br />

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10.1111 /j.1467 -8535.2007.00778.x.<br />

Singh, H. (2003): "Building Effective Blended <strong>Learning</strong> Programs",<br />

Educational Technology, 43 (6), 51-54.<br />

Sun, P.e., Tsai, R.J., Finger, G., Chen, Y.Y. <strong>and</strong> Yeh, D. (2007): "What<br />

drives a successful e-<strong>Learning</strong>? An empirical investigation <strong>of</strong> the<br />

critical factors influencing learner satisfaction", Computers <strong>and</strong><br />

Education, in press.<br />

Virvou, M. y Alepis, E. (2005) "<strong>Mobile</strong> educational features in<br />

authoring tools for personalized tutoring", Computers <strong>and</strong> Education,<br />

44,53-68.<br />

Authors<br />

Maria Cruz Mayorga-T oledano is Pr<strong>of</strong>esor Contratado Doctor in the Department<br />

<strong>of</strong> Private Law <strong>of</strong> the University <strong>of</strong> Malaga (Spain) <strong>and</strong> teaches<br />

at the Faculty <strong>of</strong> Economics <strong>of</strong> the Malaga University, since 1994. She has<br />

special interests in the teaching <strong>and</strong> learning <strong>of</strong> private Law, bank <strong>and</strong><br />

insurance regulation. Maria Cruz has coordinated several innovative projects<br />

in new technologies in higher education <strong>and</strong> its adaptation to the new<br />

European Space for Higher Education in the University <strong>of</strong> Malaga. Email:<br />

mcmayorga@uma.es<br />

Antonio Fern<strong>and</strong>ez-Morales is Pr<strong>of</strong>tssor Titular de Unitmidad at the<br />

Department <strong>of</strong> Applied Economics <strong>of</strong> the University <strong>of</strong> Malaga (Spain)<br />

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<strong>and</strong> teaches at the Faculty <strong>of</strong> Economics <strong>and</strong> the School <strong>of</strong> Tourism <strong>of</strong><br />

the Malaga University, since 1988. He has been involved in several projects<br />

<strong>of</strong> new learning tools in e-Ieaming. He has special interests in the<br />

teaching <strong>and</strong> learning <strong>of</strong> Statistics. Email: afdez@uma.es<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 177-210).<br />

Chapter 9<br />

Underst<strong>and</strong>ing User Experience to Support<br />

<strong>Learning</strong> for <strong>Mobile</strong> Journalist's Work<br />

Heli Vaataja, Anssi Mannisto,<br />

Teija Vainio <strong>and</strong> Tero Jokela<br />

Introduction<br />

This paper presents a case study <strong>of</strong> mobile learning related to journalism<br />

education. <strong>The</strong> goal <strong>of</strong> our study was to explore the factors affecting<br />

user experience in the case <strong>of</strong> mobile journalism, which was set in<br />

an educational context. User experience is <strong>of</strong>ten defmed to be a consequence<br />

<strong>of</strong> the interaction between a user <strong>and</strong> a product, system, or<br />

service. It is affected, e.g., by the characteristics <strong>of</strong> the user <strong>and</strong> the<br />

system as well as by contextual factors. In this paper we concentrate<br />

especially on the temporal nature <strong>of</strong> user experience, namely the relationship<br />

<strong>of</strong> prior experiences <strong>and</strong> expectations <strong>and</strong> user experience as<br />

well as the motivational aspects related to user experience.<br />

We present a case study, the MappiE 24h project, on university-level<br />

teaching <strong>and</strong> learning. <strong>The</strong> MappiE 24h project was part <strong>of</strong> a project<br />

work course for graduate students in journalism. <strong>The</strong> objective <strong>of</strong> the<br />

project was to experiment <strong>and</strong> learn how to produce a real-time web<br />

publication with mobile tools. Based on this case study, we present<br />

factors which affect user experience in the formal, situated learning<br />

context <strong>and</strong> discuss the implications <strong>of</strong> the findings for educators as<br />

well as for producers <strong>of</strong> mobile devices, applications <strong>and</strong> services,<br />

whose systems are aimed to be used this type <strong>of</strong> learning context.<br />

<strong>Learning</strong> in <strong>Mobile</strong> Context<br />

<strong>Mobile</strong> learning is gaining increasing attention both in the field <strong>of</strong>learning<br />

in general <strong>and</strong> in the field <strong>of</strong> designing mobile systems <strong>and</strong> services<br />

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for learners. This development is also evidenced by the growing interest<br />

to study these phenomena scientifically. However, the variety <strong>of</strong> deftnitions<br />

<strong>and</strong> approaches that are related to learning with h<strong>and</strong>held devices<br />

or to mobile learning or to m-learning is extensive. Sharples (2000),<br />

Robertson, Calder, Fung, Jones, <strong>and</strong> O'Shea (1997), <strong>and</strong> Nyiri (2002)<br />

were the first ones to emphasize the need to underst<strong>and</strong> the use <strong>and</strong><br />

effectiveness as well as the design issues in addition to the philosophical<br />

issues <strong>of</strong> mobile learning.<br />

When exploring mobile services for learners, it is important to underst<strong>and</strong><br />

the phenomena <strong>of</strong> mobile learning itself, as well as how to design<br />

<strong>and</strong> evaluate services <strong>and</strong> tools to support learning in varying mobile<br />

contexts to be able to develop better services <strong>and</strong> tools. O'Malley et al.<br />

(2003) developed guidelines for teaching <strong>and</strong> learning in mobile environments,<br />

whereas Thomas, Scott, <strong>and</strong> Kambouri (2003) present usability<br />

guidelines for educational games in the mobile learning context.<br />

Guidelines for system designers for underst<strong>and</strong>ing the adoption <strong>of</strong><br />

mobile learning are described by Vavoula, Lefrere, O'Malley, Sharples,<br />

<strong>and</strong> Taylor (2004), encompassing the recognition <strong>of</strong> key stakeholder<br />

needs.<br />

With respect to development <strong>of</strong> mobile learning from a humancomputer<br />

interaction (HCI) perspective <strong>and</strong> when focusing on technical<br />

capabilities <strong>of</strong> mobile devices <strong>and</strong> applications, we are lacking<br />

deeper underst<strong>and</strong>ing <strong>of</strong> the impacts that using mobile technology has<br />

in varying contexts <strong>and</strong> which factors affect the user experience <strong>of</strong><br />

learners. <strong>The</strong>refore, when developing mobile learning tools, we should<br />

gain a broader view <strong>of</strong> the impacts <strong>of</strong> user experience <strong>and</strong> evaluate<br />

impacts <strong>of</strong> usability related factors as we develop better tools for mobile<br />

learners. McGovern <strong>and</strong> Gray (2005) stated that implications for<br />

the learning experience should be explored. By the learning experience<br />

they refer to, e.g., the usefulness <strong>of</strong> learning resources <strong>and</strong> activities, or<br />

whether mobile learning can be m<strong>and</strong>atory or optional.<br />

According to Livingstone (1999), learning can be classified into a) external<br />

or b) internal structure <strong>and</strong> into c) external or d) internal initiation.<br />

If learning is externally initiated <strong>and</strong> structured, it is formal learning.<br />

In our case study, we explore formal learning among university<br />

students who in their future work as a journalist are increasingly utilizing<br />

mobile systems <strong>and</strong> services at their work. Furthermore, when exploring<br />

the learning theories in relation to the usage <strong>of</strong> mobile technology,<br />

Naismith, Lonsdale, Vavoula, <strong>and</strong> Sharples (2004) found the fol-<br />

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lowing six categories <strong>of</strong> theories: 1) behatiourist, 2) constructitist, 3) situated,<br />

4) collaboratit'e, 5) informal <strong>and</strong> lifelong <strong>and</strong> 6) learning <strong>and</strong> teaching support. We<br />

find that the situated learning paradigm, introduced by Brown, Collins,<br />

<strong>and</strong> Duguid (1989) <strong>and</strong> Lave (1991) referring to learning within an<br />

authentic context <strong>and</strong> culture, is most salient to our case study with<br />

journalist students. In situated learning, knowledge is presented in authentic<br />

context <strong>and</strong> learners are participating in community in practice<br />

(see Naismith et aI., 2004).<br />

Trends in <strong>Mobile</strong> Journalism<br />

<strong>The</strong> selection <strong>of</strong> devices a journalist uses in his or her work is changing<br />

rapidly. Sophisticated mobile multimedia computers or camera phones<br />

are at the core <strong>of</strong> this development. <strong>The</strong>se devices (e.g. the Nokia Nseries)<br />

can be used in a way where one single device is employed in multiple<br />

purposes within the journalistic work process. In making an article,<br />

an all-in-one device can be utilized, for example, in the following tasks:<br />

as a phone (making arrangements), as a recorder (making audio or<br />

video recordings <strong>of</strong> the interview), as a camera (stills or video for the<br />

article), as a computer (writing <strong>and</strong> storing the text with the help <strong>of</strong> an<br />

external Bluetooth keyboard), as an internet-tool (for gathering information)<br />

<strong>and</strong> as a mailing tool (sending the material to the editor or<br />

straight to the web/blog).<br />

Based on this, we define mobile journalism to be journalism characterized<br />

by the usage <strong>of</strong> h<strong>and</strong>held mobile multimedia devices in mobile<br />

context to retrieve, gather, capture, produce, <strong>and</strong>/or edit as well as to<br />

wirelessly send <strong>and</strong>/or publish journalistic material, like text, photos,<br />

audio, video or their combinations. Ideally all the tasks would be performed<br />

with a single device.<br />

Adoption <strong>of</strong> this type <strong>of</strong> device in the media organizations has just<br />

begun. It was only in spring 2005 when the first pr<strong>of</strong>essional-level camera<br />

phones with computer capabilities were introduced to the market.<br />

Since then the picture quality <strong>of</strong> these devices has increased considerably<br />

<strong>and</strong> it is currently good enough for use in newspapers - not to mention<br />

publishing on the Internet. Better lenses <strong>and</strong> digital sensors <strong>and</strong>,<br />

most recently, the effective Xenon-flashes, which can now be found in<br />

the flag-ship-models <strong>of</strong> camera phones, are features that are at an increasing<br />

speed closing the gap between them <strong>and</strong> consumer-level digital<br />

cameras.<br />

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All together camera phones are at the moment the most significant<br />

single issue forming the future <strong>of</strong> photojournalism. <strong>The</strong>y are pr<strong>of</strong>oundly<br />

changing the way <strong>and</strong> speed with which the media companies<br />

are getting their news photos <strong>and</strong> videos. During the year 2007 all major<br />

international media companies began to publish web sites, which<br />

focus on current issues <strong>and</strong> rely extensively on multimedia <strong>and</strong> video<br />

content. <strong>The</strong> changing nature <strong>of</strong> journalistic work is an important<br />

theme among the pr<strong>of</strong>essionals. One <strong>of</strong> the pioneers <strong>of</strong> multimediajournalism,<br />

Brian Storm claims, "You are not print photographers. You<br />

are multi-platform visual journalists" (Bolt, 2007).<br />

Bolt (2007) strongly encourages young photographers to gather audio<br />

records in the form <strong>of</strong> interviews from subjects <strong>and</strong> their images in<br />

order to be used on the web, from flipbook-style sequences to combinations<br />

<strong>of</strong> maps, graphics, sound, <strong>and</strong> images. Pr<strong>of</strong>essional-level camera<br />

phones seem to fulfil the tasks Storm is describing. While job opportunities<br />

in nearly every other newsroom category are shrinking, jobs for<br />

videographers are opening up. Many photographers are especially eager<br />

to master the new field. Video <strong>of</strong>fers them the prospect <strong>of</strong> deliverance<br />

from print-centric thinking <strong>and</strong> perhaps a more prominent role to play<br />

in newsrooms (Layton, 2008).<br />

In the forthcoming years this will cause a tremendous need for educating<br />

journalists to use <strong>and</strong> exploit these devices fruitfully <strong>and</strong> purposefully<br />

in their pr<strong>of</strong>ession. As the number <strong>of</strong> devices necessary to carry is<br />

decreasing, the journalistic work truly becomes mobile. New forms <strong>of</strong><br />

journalism <strong>and</strong> new ways <strong>and</strong> situations in which to use these devices<br />

are also emerging. <strong>The</strong> most visible forms <strong>of</strong> new journalism have so<br />

far been seen during some major news-events <strong>and</strong> accidents. In those<br />

situations the recording eye <strong>of</strong> a camera phone is nowadays always<br />

present because <strong>of</strong> witnesses who happened to be on the spot with<br />

their phones. This is one example why news journalism has become<br />

faster, more present <strong>and</strong> even more intruding by nature. At the same<br />

time the audiences are brought into the process <strong>of</strong> making journalism<br />

tighter than ever before.<br />

<strong>The</strong> field <strong>of</strong> journalism <strong>and</strong> particularly the newspaper industry is currently<br />

living through an era <strong>of</strong> considerable changes. Newspapers are<br />

trying to find successful concepts to cope with the Web. No one really<br />

knows what the newsroom <strong>of</strong> tomorrow will look like (Stepp, 2007).<br />

Some see that the key to the future <strong>of</strong> newspapers is the effort to build<br />

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multiplatform portfolios <strong>of</strong> products around the core product, the traditional<br />

newspaper (Smolkin, 2006).<br />

In hopeful scenarios newspapers stay alive as hybrids. <strong>The</strong>y use the<br />

Web to enrich traditional journalistic forms <strong>and</strong> retain its pr<strong>of</strong>essionalism<br />

- along with a readership that is part print, part Web (Kuttner,<br />

2007). In those conditions tomorrow's journalists will more likely be<br />

identified by their function than by their medium. As newsrooms tum<br />

into diversified information retailers, the biggest distinction may be<br />

between those who develop the content <strong>and</strong> those who distribute it, via<br />

print, broadcast, the Internet, or other channels (Stepp, 2006). One<br />

example <strong>of</strong> a successful transition is made by British daily newspaper<br />

<strong>The</strong> Telegraph in October 2006. <strong>The</strong> paper underwent a thoroughgoing<br />

adaptation into the age <strong>of</strong> internet - something that is called in the<br />

industry the Telegraph revolution. <strong>The</strong> Telegraph was newly<br />

constructed around a multi-platform approach with integrated<br />

newsroom. Part <strong>of</strong> the move was making staff realize that they all<br />

worked for the digital element <strong>of</strong> the newspaper (Luft, 2008; Wilby,<br />

2006).<br />

Purpose <strong>of</strong> the Study<br />

<strong>The</strong> aim <strong>of</strong> our study is to provide a broader view to the design, development,<br />

<strong>and</strong> utilization <strong>of</strong> mobile learning systems by exploring what<br />

affects users' experiences with technology in the context <strong>of</strong> formal,<br />

situated learning in the case <strong>of</strong> learning for mobile journalist's work.<br />

<strong>The</strong> research questions that we aim to answer in this paper are 1) what is<br />

the relationship between pretious experiences, expectations, motif-'ation <strong>and</strong> user<br />

experience in formal situated learning context when a mobile [Ystem is utilized <strong>and</strong><br />

2) what kind <strong>of</strong> implications the findings hat'e for producers <strong>of</strong> mobile s<strong>of</strong>tware,<br />

hardware <strong>and</strong> smices as well as for educators?<br />

Following this Introduction section, we start by reviewing related work,<br />

<strong>and</strong> then present our study. Finally, we present our ffidings based on<br />

the mobile journalism case study in mobile learning context. Furthermore,<br />

we discuss the results <strong>and</strong> present practical implications for those<br />

involved in designing mobile learning tools as well as for educators<br />

planning to use mobile systems in formal, situated learning context.<br />

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Related Work<br />

Next, we will present recent studies <strong>and</strong> key issues concerning mobile<br />

learning <strong>and</strong> journalism education in university context. We will also<br />

discuss the characteristics <strong>of</strong> mobile journalism, which was our research<br />

context in the study presented in this chapter.<br />

<strong>Mobile</strong> <strong>Learning</strong>, Journalism Education <strong>and</strong> Earlier<br />

Journalism Related Studies in Hel<br />

According to Elgort (2005), adoption <strong>of</strong> mobile learning in the university<br />

context will be influenced by organisational, socio-cultural, <strong>and</strong><br />

intra- <strong>and</strong> interpersonal factors. When examining the critical factors<br />

determining the successful adoption <strong>of</strong> mobile learning, Zurita, Nussbaum<br />

<strong>and</strong> Sharples (2003) stated that interactivity, coordination, negotiation<br />

<strong>and</strong> communication, organisation <strong>of</strong> material <strong>and</strong> mobility are<br />

such factors.<br />

In the field <strong>of</strong> journalism, Steel, Carmichael, Holmes, Kinse <strong>and</strong> S<strong>and</strong>ers<br />

(2007) have reported lessons learned on a case study <strong>of</strong> experiential<br />

learning in the context <strong>of</strong> journalistic studies. <strong>The</strong>y found that experientiallearning<br />

programmes within journalism education provide for students<br />

valuable experiences that simulate the real world <strong>of</strong> journalism<br />

practice. Furthermore, according to Deuze (2005), journalism is facing<br />

one <strong>of</strong> the biggest challenges in journalism studies <strong>and</strong> education due to<br />

the 1) radical changes in the integrations <strong>of</strong> digital network technologies,<br />

2) need for the mastering <strong>of</strong> the multi-skilling requirements for<br />

different media formats, <strong>and</strong> 3) rethinking <strong>of</strong> the news producerconsumer<br />

relationship. <strong>The</strong>refore, it is important that education prepares<br />

the students for working with various new types <strong>of</strong> tools including<br />

mobile tools for multi-skilling, to various types <strong>of</strong> media like the<br />

Internet or even mobile Internet <strong>and</strong> in contexts as close to real-life as<br />

possible.<br />

Some researchers have also studied the journalistic work from the point<br />

<strong>of</strong> view <strong>of</strong> human-computer interaction <strong>and</strong> computer supported cooperative<br />

work. In their early study, Bellotti <strong>and</strong> Rogers (1997) identify<br />

mobility as one <strong>of</strong> the notable characteristics <strong>of</strong> the journalist work as<br />

the journalists needed to travel over a wide area to gather the news.<br />

<strong>The</strong>y propose a h<strong>and</strong>held device (e.g., a PDA) as a potential tool to<br />

support various tasks in the journalist work, e.g., taking notes while<br />

interviewing. Moreover, Fagrell (2000) <strong>and</strong> Forsberg (2001) focus their<br />

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research on the early phases <strong>of</strong> news making when the journalists transform<br />

everyday events into newsworthy stories, do background research,<br />

<strong>and</strong> frame news stories. <strong>The</strong>ir work results in a PDA-based knowledge<br />

management system (Fagrell, Forsberg & Sanneblad, 2000) intending to<br />

provide journalists with contextual information relevant for news tasks<br />

in mobile situations.<br />

User Experience <strong>and</strong> Hel<br />

When learning is aimed at preparing the students for using interactive<br />

mobile systems in their future work, it is important to underst<strong>and</strong> the<br />

factors that affect their user experience. Students are like any users <strong>of</strong><br />

systems - the ways that users use, perceive, <strong>and</strong> experience using a system<br />

affects their future expectations <strong>and</strong> attitudes towards mobile systems<br />

<strong>and</strong> mobile work, as well as acceptance <strong>of</strong> the systems (see, e.g.,<br />

Davis 1989; Venkatesh & Davis, 2000; Zhang & Li, 2003). In fact, it<br />

could be argued that in the case <strong>of</strong> learning by doing, user experience<br />

has an even more important role, since learners' perceptions <strong>of</strong> mobile<br />

systems are formed through h<strong>and</strong>s-on experience <strong>of</strong> the systems <strong>and</strong><br />

will have an impact on their attitudes, expectations <strong>and</strong>, therefore, future<br />

use in their working life in a causal manner.<br />

One <strong>of</strong> the early frameworks for user experience in the field <strong>of</strong> HeI<br />

was presented by Forlizzi <strong>and</strong> Ford (2000). <strong>The</strong>y approach userproduct<br />

interaction by breaking it down to three main components,<br />

namely, user (e.g. their prior experiences, emotions, values <strong>and</strong> feelings),<br />

product (e.g. form language, features <strong>and</strong> aesthetic qualities), <strong>and</strong><br />

other things surrounding interaction. In the more recent deftnition by<br />

Hassenzahl <strong>and</strong> Tractinsky (2006), user experience is defined as a consequence<br />

<strong>of</strong> a user's internal state, the characteristics <strong>of</strong> the designed<br />

system, <strong>and</strong> the context or the environment within which the interaction<br />

occurs.<br />

<strong>The</strong> temporal aspect <strong>of</strong> user experience has been approached, for example,<br />

by Makela <strong>and</strong> Fulton Suri (2001). According to their deftnition,<br />

user experience is a result <strong>of</strong> motivated action in a certain context. Furthermore,<br />

they propose that the previous experiences <strong>and</strong> expectations<br />

<strong>of</strong> the user influence the present experience, which in tum leads to<br />

more experiences <strong>and</strong> modified expectations. <strong>The</strong>ir model is illustrated<br />

in Figure 1. This model is used in this case study for exploring the factors<br />

affecting user experience from the point <strong>of</strong> view <strong>of</strong> mobile learn-<br />

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ing. It is also used in the discussion <strong>of</strong> the results <strong>of</strong> this study on temporal<br />

aspects <strong>of</strong> user experience.<br />

revious experiences<br />

xpectations<br />

Current<br />

experience<br />

Context<br />

Figure 1. Model <strong>of</strong> user experience<br />

(Makeli:i & Fulton S uri, 2001,. Kankainen, 2003).<br />

<strong>The</strong>re are a few studies available that report user experience related<br />

findings in the context <strong>of</strong> mobile learning, e.g., on use <strong>of</strong> PDAs (see,<br />

e.g., Bradley, Haynes, & Boyle, 2005), however, we are not aware <strong>of</strong><br />

studies which are aimed towards theory building on the user experience<br />

in the context <strong>of</strong> mobile learning. Current research on user experience<br />

is focusing mainly on consumer products <strong>and</strong> applications. Since mobile<br />

learning is extending rapidly, there is an urgent need to underst<strong>and</strong><br />

the phenomenon in the context <strong>of</strong> mobile learning.<br />

Methods<br />

<strong>The</strong> mobile journalism case study (Yin, 2003) was conducted as part <strong>of</strong><br />

a larger research project on user experience <strong>of</strong> mobile systems <strong>and</strong><br />

services. <strong>The</strong> aim <strong>of</strong> the research project was to contribute to the theory<br />

building <strong>of</strong> user experience <strong>and</strong> to provide practical user experience<br />

related implications <strong>and</strong> tools for HCI -specialists <strong>and</strong> designers as well<br />

as for developers <strong>of</strong> mobile systems <strong>and</strong> services. We were interested in<br />

studying cases in which new types <strong>of</strong> mobile systems <strong>and</strong> services are<br />

taken into use. <strong>The</strong> case study on mobile journalism provided multiple<br />

views to studying the factors affecting the user experience, for example,<br />

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from the point <strong>of</strong> view <strong>of</strong> learning, system's properties, <strong>and</strong> functionalities,<br />

as well as taking new systems with multiple components into use.<br />

Multiple data collection methods (Yin, 2003) were used to gain a<br />

broader view <strong>of</strong> the factors affecting the user experience. <strong>The</strong> data<br />

collection methods used are presented in chronological order <strong>of</strong> conducting<br />

the study. Data triangulation (Yin, 2003) utilizing multiple<br />

sources <strong>of</strong> data was used to validate the results. In this paper, also the<br />

user experience framework by Makela <strong>and</strong> Fulton Suri (2001) is used to<br />

explore <strong>and</strong> discuss the factors affecting the user experience. We were<br />

specifically interested in the relationship <strong>of</strong> previous experiences <strong>and</strong><br />

expectations to present experience <strong>and</strong> on a general level how motivation<br />

is related to user experience. This case study <strong>of</strong>fered a possibility to<br />

study this, since some <strong>of</strong> the participants had past experiences in using<br />

a mobile multimedia device in their prior studies <strong>and</strong> others did not<br />

have prior experiences.<br />

Participants<br />

In our study, there were nineteen participants who were graduate students<br />

at the university (12 female, 7 male). <strong>The</strong> median age among the<br />

participant was 25 years (min age=22, max age=41). Ten students <strong>of</strong><br />

journalism were participants in a course called "Development project<br />

<strong>of</strong> journalistic publishing" <strong>and</strong> nine students were studying in the<br />

graduate program for visual journalism. Students <strong>of</strong> visual journalism<br />

participated in the project day in the role <strong>of</strong> photographers, taking also<br />

video clips if needed.<br />

All nineteen participants were familiar with mobile devices. All <strong>of</strong> them<br />

had experience using their own mobile phones for making phone calls<br />

<strong>and</strong> most <strong>of</strong> them (18) typed <strong>and</strong> received text messages daily. One <strong>of</strong><br />

the students did not type text messages since the space key on her<br />

phone had fallen <strong>of</strong>f <strong>and</strong> made it impossible for her to write messages.<br />

Five <strong>of</strong> the students used a multimedia feature, like listening to music<br />

or taking photos, on their mobile phone on a weekly basis. None <strong>of</strong> the<br />

students used regularly, for example, mobile Internet on their mobile<br />

phone. Students <strong>of</strong> visual journalism (nine) had been using mobile<br />

phones in their curriculum in the previous semester. Students <strong>of</strong> journalism<br />

(ten), however, had not used mobile phones previously in their<br />

journalism studies, but three <strong>of</strong> them mentioned that they had used<br />

mobile phones for taking stills or video clips as summer trainees when<br />

working for newspapers.<br />

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Prior to the study, the students <strong>of</strong> journalism had some knowledge <strong>of</strong><br />

the plans for the project day, namely, about using a new mobile system<br />

with a separate keyboard for direct publishing on the web <strong>and</strong> they had<br />

made some plans on the what kind <strong>of</strong> articles they would be doing.<br />

Students <strong>of</strong> visual journalism had less or no prior knowledge <strong>of</strong> the<br />

system or the setup <strong>of</strong> the project day.<br />

<strong>Mobile</strong> Journalist Toolkit<br />

<strong>The</strong> <strong>Mobile</strong> Journalist Toolkit is a research prototype <strong>of</strong> a lightweight<br />

set <strong>of</strong> tools for mobile journalist's work. <strong>The</strong> toolkit prototype has been<br />

developed by Nokia Research Center in a close collaboration with pr<strong>of</strong>essional<br />

journalists at Reuters. <strong>The</strong> toolkit provides a compact set <strong>of</strong><br />

tools for producing news stories <strong>and</strong> publishing them directly from the<br />

field.<br />

Figure 2. Components <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit (photo: Tero Hakala).<br />

Figure 2 shows the components <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit. <strong>The</strong><br />

toolkit consists <strong>of</strong>:<br />

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• Nokia N82 mobile device. <strong>The</strong> N82 is a state-<strong>of</strong>-the-art camera<br />

phone with a 5-megapixel camera <strong>and</strong> a Xenon-flash for capturing<br />

still images <strong>and</strong> video. It can also be used as a voice recorder.<br />

<strong>The</strong> N82 provides wireless broadb<strong>and</strong> Internet connectivity<br />

via 3G cellular <strong>and</strong> WLAN networks.<br />

• Wireless Bluetooth keyboard. An almost full-size QWERTY<br />

keyboard for typing text. <strong>The</strong> keyboard can be folded for easier<br />

transport.<br />

• Microphone adapter. Enables an external microphone to be<br />

connected to the N82. Using an external microphone improves<br />

the sound quality when recording video or audio clips.<br />

• Camera tripod. Can be used to hold <strong>and</strong> stabilize the N82<br />

when capturing still images or video.<br />

• <strong>Mobile</strong> Journalist Toolkit s<strong>of</strong>tware application running on the<br />

N82. Combines all key functions needed by a mobile journalist<br />

in a single well-integrated user interface. <strong>The</strong> application provides<br />

a quick access to camera <strong>and</strong> audio recorder for recording<br />

still images, video, <strong>and</strong> audio. It also allows the user to<br />

create new articles, type in text, attach images, video <strong>and</strong> audio<br />

clips, as well as related metadata, <strong>and</strong> enables to submit the<br />

completed article to the news production system.<br />

<strong>The</strong> <strong>Mobile</strong> Journalist Toolkit was used by the students in their project<br />

MappiE 24h, which is described in the next section.<br />

MappiE 24h Project<br />

<strong>The</strong> MappiE 24h project was part <strong>of</strong> a project work course for graduate<br />

students <strong>of</strong> journalism. <strong>The</strong> objective <strong>of</strong> the project was to learn how to<br />

produce a real-time web publication in the mobile environment <strong>and</strong><br />

experiment with the new possibilities <strong>of</strong>fered by mobile technology.<br />

During the project day in February 2008, the students produced a realtime<br />

blog <strong>of</strong> events (http://mappie.uta.fi/24/) taking place at the university<br />

campus for a period <strong>of</strong> 24 hours. All the stories were produced<br />

with the <strong>Mobile</strong> Journalist Toolkit. <strong>The</strong>re was also special emphasis on<br />

producing <strong>and</strong> publishing stories instantly from the location <strong>of</strong> the<br />

event or interview or from nearby for simulating the real-life field work<br />

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<strong>of</strong> pr<strong>of</strong>essionals with mobile reporting <strong>and</strong> content creation systems<br />

(see Figure 3) .<br />

Figure 3. Using the <strong>Mobile</strong> Journalist Toolkit in mobile context<br />

(photo: Heli Viiiitiijii).<br />

<strong>The</strong> role <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit system in the course was to<br />

provide the students with the possibility to use it in the project for a<br />

new type <strong>of</strong> real-time publishing in form <strong>of</strong> a blog as well as to experiment<br />

with it in their publishing assignments. <strong>The</strong> main target was, however,<br />

to make the publication in whatever way <strong>and</strong> with suitable tools to<br />

achieve the goals present in journalism <strong>and</strong> in their assignments, namely<br />

the meaningfulness <strong>of</strong> the content <strong>of</strong> the publication to the target<br />

group, conforming to publishing schedules <strong>and</strong> predefined length <strong>of</strong><br />

the articles <strong>and</strong> the journalistic quality <strong>of</strong> the publication.<br />

Well in advance <strong>of</strong> the project day, a support person had set up a blog<br />

with the W ordPress web blog publishing system for enabling instant<br />

publishing on the Internet. A week before the MappiE 24h project day<br />

a planning day was held, where all the students were present as well as<br />

the course lecturers. <strong>The</strong> day included a brief introduction to the mo-<br />

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bile system to be used <strong>and</strong> also the direct blog type publishing setup <strong>of</strong><br />

the project day, <strong>and</strong> its goals were briefed to the students. This was<br />

followed by an ideation session, where the students ideated in pairs<br />

topics for the articles to the blog publication.<br />

Some examples <strong>of</strong> the assignments <strong>and</strong> articles ideated by the students<br />

were:<br />

• Interview <strong>of</strong> the first customer in the student cafe including<br />

two photos made by a solo journalist as one entry to the blog.<br />

• "An hour with the cleaning lady" including interview <strong>and</strong> photos<br />

made in several entries to the blog by a solo journalist.<br />

• An interview with information specialist made by a journalist<br />

<strong>and</strong> a photographer together as one entry to the blog.<br />

After the ideation session for the articles <strong>and</strong> deciding the assignments,<br />

the students were given a half an hour briefing on the usage <strong>of</strong> the<br />

mobile phone's camera for still <strong>and</strong> video capture. This was followed by<br />

signing out the mobile phones, SIM cards, <strong>and</strong> Bluetooth QWERTY<br />

keyboards. Twelve students received the mobile device at this point,<br />

<strong>and</strong> seven <strong>of</strong> them received the Bluetooth -keyboard. <strong>The</strong> rest <strong>of</strong> the<br />

students could pick up the phones <strong>and</strong> keyboards from the lecturers<br />

later during the week. A one hour -long training was given to the students<br />

on use <strong>of</strong> the mobile journalism application, including making<br />

adjustments to the application settings. Students tried out the application<br />

<strong>and</strong> devices in the training session. <strong>The</strong>y also had a possibility to<br />

experiment with <strong>and</strong> use the mobile phones during the week before the<br />

project day.<br />

Journalism is a field <strong>of</strong> work which is always more or less mobile by<br />

nature. A typical article is usually made out <strong>of</strong> the <strong>of</strong>fice or newsroom.<br />

Traditionally a journalist does not need much technology in the field to<br />

make an interview, <strong>and</strong> writing an article is done at the newsroom with<br />

a Pc. Pen <strong>and</strong> paper are still the basic tools for making notes. When<br />

recording devices are needed, digital voice recorders have become more<br />

<strong>and</strong> more common. But still the hassle-free audio-cassette recorders are<br />

widely used for recording. Also the education <strong>of</strong> journalists is still<br />

mainly based on the traditional approach, <strong>and</strong> the use <strong>of</strong> mobile multimedia<br />

phones is rare or non-existent in it, although the need to master<br />

them in pr<strong>of</strong>essional work is increasing.<br />

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Compared to this, the work <strong>of</strong> a visual journalist is heavily loaded with<br />

high tech devices <strong>and</strong> applications. His/her work is at all times mobile<br />

(except when the photo-session is done in a studio). Pr<strong>of</strong>essional pressphotographers<br />

have always used the best state-<strong>of</strong>-the-art cameras,<br />

lenses, flashes, <strong>and</strong> other enhancements. Up till the late 1990's they had<br />

to know how to develop the films <strong>and</strong> make prints from the negatives.<br />

In those days, when a photographer went abroad to shoot, e.g., in a<br />

major sports event, he/she had to carry a load <strong>of</strong> 30 kg's in addition to<br />

the camera bag. This extra load was due to developing chemicals, portable<br />

scanner, <strong>and</strong> telephoto devices. In the era <strong>of</strong> digital cameras, laptop<br />

computers, <strong>and</strong> high speed mobile networks all the equipment a photographer<br />

needs fits into an ordinary camera bag. <strong>The</strong> load to carry is<br />

nowadays dramatically lighter than just a decade ago. <strong>The</strong> question <strong>of</strong><br />

the technological aspects <strong>of</strong> photographers' or visual journalists' work<br />

is now how to master the multiple applications <strong>and</strong> programs needed<br />

during the workflow. This includes the use <strong>of</strong> mobile multimedia<br />

phones in capturing, editing <strong>and</strong> sending the material to the newsroom<br />

directly from the field.<br />

From educational point <strong>of</strong> view the MappiE 24h project therefore<br />

aimed to enable the students <strong>of</strong> journalism <strong>and</strong> visual journalism to<br />

become familiar with <strong>and</strong> gain experience on new mobile tools <strong>and</strong><br />

mobile work processes for their future working life.<br />

Procedure<br />

Three members <strong>of</strong> the research staff participated in conducting the<br />

study. <strong>The</strong> main sources <strong>of</strong> data were semi-structured interviews, two<br />

questionnaire studies, <strong>and</strong> observations.<br />

Semi-structured interviews were conducted before <strong>and</strong> after the usage<br />

<strong>of</strong> the system. In addition, questionnaire studies were also conducted<br />

before <strong>and</strong> after the usage <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit. <strong>The</strong> use <strong>of</strong><br />

the system was observed in real-life usage situations when students<br />

were doing their assignments <strong>of</strong> the project day in mobile context. In<br />

addition, a week before the project day we observed the preparation<br />

day for the project <strong>and</strong> training for use <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit.<br />

Also the review meeting <strong>of</strong> the project day, which took place a week<br />

after the project day, was observed.<br />

Interviews were recorded <strong>and</strong> transcribed along with h<strong>and</strong>-written<br />

notes from observations. Also, photos <strong>and</strong> video were captured during<br />

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the observations. In addition, the data from the real-time blog was<br />

recorded <strong>and</strong> the written plans for the project day <strong>and</strong> email instructions<br />

given to students were gathered as background material.<br />

Data Collection<br />

Pre-usage interviews were used to familiarize us with the topic, to get<br />

background information, e.g., on participants' prior experiences <strong>of</strong> <strong>and</strong><br />

expectations for using <strong>of</strong> mobile multimedia devices <strong>and</strong> mobile services<br />

in their personal, university <strong>and</strong> working life as well as in relation<br />

to mobile journalism. Pre-usage interviews were conducted as two<br />

separate group interviews, separately with journalists (three subjects)<br />

<strong>and</strong> with visual journalists (two subjects).<br />

<strong>The</strong> pre-usage questionnaire was prepared after the pre-usage interviews,<br />

partly based on the findings from it. <strong>The</strong> aim was to get data<br />

from topics covered in the pre-usage interviews from the whole set <strong>of</strong><br />

participants. <strong>The</strong> selected themes on user experience were related to<br />

fears, attitudes, expectations <strong>and</strong> opinions on mobile journalism systems<br />

<strong>and</strong> on use <strong>of</strong> mobile multimedia devices in journalism. Also relevant<br />

background information, for example, on their mobile phone<br />

usage in their everyday life, was covered. A questionnaire was conducted<br />

on the preparation day before the users were given further information<br />

<strong>and</strong> training on the use <strong>of</strong> the system. All nineteen students<br />

answered the paper version <strong>of</strong> the questionnaire.<br />

Observations <strong>of</strong> the users were made on the preparation day, which<br />

was held a week before the project day, <strong>and</strong> during the actual project<br />

day as well as in the review meeting a week after the project day. <strong>The</strong><br />

preparation day was observed in the classroom ("newsroom''). All nineteen<br />

students were present <strong>and</strong> also three lecturers, as well as two persons<br />

for technical support, one for the <strong>Mobile</strong> Journalist Toolkit <strong>and</strong><br />

one for the blog publishing system.<br />

Prior to the project day, researchers had made arrangements with some<br />

<strong>of</strong> the students <strong>and</strong> agreed with them to observe their assignments for<br />

making the publication. Four assignments were observed by the researchers<br />

during the day <strong>and</strong> also some observations were made at the<br />

newsroom. Part <strong>of</strong> the assignments covered a set <strong>of</strong> shorter articles <strong>and</strong><br />

they lasted for the whole day whereas some were only one-time stories.<br />

Different types <strong>of</strong> assignments were observed. One photographing<br />

journalist working solo was observed <strong>and</strong> three pairs, consisting <strong>of</strong> a<br />

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writing journalist <strong>and</strong> a photographer, amounting to seven participants,<br />

were observed during the project day. A week after the project day the<br />

review meeting was also observed in the classroom.<br />

Semi-structured interviews were conducted with eleven participants<br />

within three days <strong>of</strong> the project day. Six were students <strong>of</strong> journalism<br />

<strong>and</strong> five were students <strong>of</strong> visual journalism. Three <strong>of</strong> the interviews<br />

were conducted with pairs who had worked together on the project day<br />

<strong>and</strong> five students were interviewed alone. Among other things, the<br />

interview covered their prior usage <strong>of</strong> mobile systems <strong>and</strong> services,<br />

expectations they had had for the <strong>Mobile</strong> Journalist Toolkit, experiences<br />

with taking the system into use <strong>and</strong> using it, going through one<br />

example <strong>of</strong> their assignments, <strong>and</strong> their opinions <strong>of</strong> the system <strong>and</strong><br />

what it is suitable for.<br />

<strong>The</strong> post-usage questionnaire was conducted as a web survey. All <strong>of</strong> the<br />

participants (nineteen) were sent an email with the link to the survey. A<br />

reminder was sent by email three days after the initial email. <strong>The</strong> answering<br />

time was limited to a week. Fifteen respondents participated in<br />

the survey. <strong>The</strong> questionnaire covered topics such as their perception<br />

<strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit, their usage <strong>of</strong> different functionalities<br />

<strong>of</strong> the system, their perception on how well the project went <strong>and</strong> certain<br />

aspects <strong>of</strong> their experience <strong>of</strong> using the system in learning, how<br />

well their goals were satisfied, <strong>and</strong> relevant background information.<br />

<strong>The</strong> common theme in all data collection was gaining information on<br />

factors related to user experience. This was based on prior earlier studies<br />

<strong>and</strong> literature on user experience as well as by utilizing the information<br />

gathered during this study for the next phases <strong>of</strong> the study.<br />

Analysis <strong>of</strong> the Collected Data<br />

We used qualitative methods to analyze the collected data. <strong>The</strong> first<br />

phase <strong>of</strong> the analysis was done on transcribed pre- <strong>and</strong> post interview<br />

notes as well as observation notes by utilizing the so-called Afftnity<br />

Wall method from Contextual design (Beyer & Holzblatt, 1998). Figure<br />

4 illustrates the making <strong>of</strong> the Affinity Wall in this study. For it the<br />

transcribed notes were arranged by the three researchers in cooperation<br />

under themes as they emerged in the processing <strong>of</strong> the notes.<br />

<strong>The</strong> transcribed interviews <strong>and</strong> observation notes were later also analyzed<br />

by using the user experience framework by Makela & Fulton Suri<br />

(2001) as one way to categorize the ftndings in the data. Data from the<br />

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pre- <strong>and</strong> post-usage questionnaires were analyzed using descriptive<br />

statistics, namely frequencies, which were appropriate for small sample<br />

Sizes.<br />

Figure 4. Making the Affinity Wall from inteniew <strong>and</strong> obsen·ation notes<br />

(photo: Heli Viiiitiijii).<br />

Results<br />

In the following, we present results from different phases <strong>of</strong> the research,<br />

which are related to the learning context. First we present results<br />

from pre-usage interviews <strong>and</strong> pre-usage questionnaire, continuing<br />

with the observations, <strong>and</strong> concluding with the results form post-usage<br />

interviews <strong>and</strong> post-usage questionnaire.<br />

Pre-Usage Interviews <strong>and</strong> Questionnaire<br />

In the group interview <strong>of</strong> the students <strong>of</strong> journalism, they expressed<br />

their expectations to be two-fold for the project, namely, a bit reserved<br />

but on the other h<strong>and</strong> they were somewhat enthusiastic about the project.<br />

<strong>The</strong>y were interested in trying out direct publishing to the Internet<br />

as well as to see what the system was capable <strong>of</strong>. Concerns were ex-<br />

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pressed towards writing articles with the mobile system, specifically<br />

naming the usage <strong>of</strong> external keyboard <strong>and</strong> the small size <strong>of</strong> the display<br />

<strong>of</strong> mobile phones as examples for their concern. <strong>The</strong>y also questioned<br />

that ''Is it possible to combine et'erything in one det-ice without the usability <strong>and</strong> the<br />

pleasantness <strong>of</strong> working to be sacrificetP."<br />

<strong>The</strong> students <strong>of</strong> visual journalism, who were interviewed before the<br />

usage <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit, had used another commercial<br />

<strong>of</strong>f-the-shelf mobile system in their prior studies. <strong>The</strong>y described their<br />

prior experiences as 'Jrustrating': since the mobile system they had used<br />

had many bugs, which, for example, made them lose their work suddenly.<br />

According to them, this was especially frustrating in situations<br />

when they were editing their video material on the mobile phone <strong>and</strong> a<br />

call came in simultaneously causing their editing to crash <strong>and</strong> all their<br />

work to be lost. <strong>The</strong>y also stated that the system they had used previously<br />

was not appropriate for some <strong>of</strong> the assignments they had been<br />

given <strong>and</strong> that the quality <strong>of</strong> the generated material was not good<br />

enough for the intended purpose. <strong>The</strong>y also expressed that they were<br />

not especially enthusiastic to work with mobile multimedia devices in<br />

the forthcoming project, since they had had so bad previous experiences.<br />

On the other h<strong>and</strong>, they were interested to see if the new system<br />

would function better than the one they had tried out previously. <strong>The</strong>ir<br />

major concerns were related to technology, quality <strong>of</strong> generated material,<br />

<strong>and</strong> functioning <strong>of</strong> the mobile system.<br />

Results from the pre-usage questionnaire related to learning as well as<br />

related to selected findings from the pre-usage interviews are shown in<br />

Table 1. All nineteen students answered the questionnaire, namely ten<br />

students <strong>of</strong> journalism <strong>and</strong> nine students <strong>of</strong> visual journalism. We can<br />

see that the students <strong>of</strong> journalism were more enthusiastic about the<br />

project than students <strong>of</strong> visual journalism. Students <strong>of</strong> journalism were<br />

more concerned that learning to use the new system would distract<br />

them from concentrating on doing their work. Students <strong>of</strong> visual journalism<br />

clearly show frustration by the use <strong>of</strong> the mobile journalism<br />

system, whereas students <strong>of</strong> journalism do not express the same feeling.<br />

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Table 1. Results from the pre-usage questionnaire.<br />

I'm expecting enthusiastically to try out the new<br />

system.<br />

Strongfy ModeratelY Neither ModeratelY Strongfy Not<br />

disagree disagree agree nor agree agree able to<br />

disagree<br />

sqy<br />

J OUl:nalists 0 0 4 6 0 0<br />

Visual 0 4 4 1 0 0<br />

jou=alists<br />

I'm afraid, that learning to use the new system<br />

will distract me from my work.<br />

Strongfy ModeratelY Neither ModeratelY Strongfy Not<br />

disagree Disagree agree nor agree agree able to<br />

disaJ'.ree<br />

say<br />

Jou=alists 1 3 1 4 1 0<br />

Visual 1 2 4 0 0 2<br />

jou=alists<br />

Using the new mobile system frustrates me<br />

pr<strong>of</strong>essionall .<br />

Strongfy ModeratelY Neither ModeratelY Strongfy Not<br />

disagree disagree agree nor agree agree able to<br />

disagree<br />

sqy<br />

Jou=alists 1 5 2 2 0 0<br />

Visual 0 1 1 4 3 0<br />

jou=alists<br />

Observations<br />

One <strong>of</strong> the key findings based on the observations <strong>of</strong> the preparation<br />

day were the problems encountered in taking the mobile system into<br />

use. <strong>Mobile</strong> Journalist Toolkit is a multi-part product <strong>and</strong> to be able to<br />

use the external Bluetooth -keyboard a special application needs to be<br />

installed on the mobile multimedia device. <strong>The</strong> wireless keyboard application<br />

had been installed on two <strong>of</strong> the mobile devices in advance, <strong>and</strong><br />

the rest <strong>of</strong> the devices did not have it installed in them. This caused<br />

some confusion, since the participants did not at first get instructions in<br />

the training given on use <strong>of</strong> the keyboard how to connect it with the<br />

device or how to install the required application. Students assumed that<br />

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the keyboard would work when they had the Bluetooth (BT) connection<br />

on. Students also had a lot <strong>of</strong> trouble in making the BT connection,<br />

even in the cases where the keyboard application had been installed<br />

on the device. As many <strong>of</strong> the students were making the pairing<br />

<strong>of</strong> the mobile device <strong>and</strong> keyboard simultaneously close to each other,<br />

they could not identify the right keyboard on the listing <strong>of</strong> the BT devices<br />

nearby. Technical support personnel needed to give help to the<br />

students to solve the problems. It took about a half an hour to fix the<br />

problems <strong>and</strong> to continue experimenting with the mobile system.<br />

In the observations during the project day we noticed that some students<br />

were motivated <strong>and</strong> enthusiastic about trying out various possibilities<br />

<strong>of</strong> using the mobile device in their assignments. For example,<br />

they realized that the mobile device could be used as a voice recorder<br />

<strong>and</strong> that they could make written notes with the device while interviewing.<br />

Also, one <strong>of</strong> the students realized that the mobile phone enables a<br />

new type <strong>of</strong> storytelling with video. He was taking part as a visual journalist<br />

in making an article in the university library about the automatic<br />

returning machine used by the students to return books to the library.<br />

He tied the mobile phone onto a book to be returned to the library<br />

with the machine. As the book was returned with the machine, the<br />

mobile phone was on <strong>and</strong> making simultaneously a video <strong>of</strong> the book's<br />

journey through the machine (see Figure 5).<br />

Figure 5. A tideo made ttith a mobile phone <strong>of</strong> book's journry through an<br />

automatic book returning madJine at the uniu!rSity library<br />

(figures capturedfrom the tideo made fry Juuso Haarala).<br />

During the project day students also noticed that using the mobile system<br />

<strong>and</strong> working in public spaces writing the articles made their work<br />

more visible to the audience <strong>and</strong> enabled the audience to interact with<br />

them more easily. <strong>The</strong>y also recognized that the reactions <strong>of</strong> their interviewees<br />

varied from admiration to disbelief <strong>and</strong> amusement when they<br />

used the mobile system for writing or taking photos or video clips. <strong>The</strong><br />

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latter was also mentioned in the pre-usage interviews by the students <strong>of</strong><br />

visual journalism. In their earlier project visual journalists had noticed<br />

that especially pr<strong>of</strong>essionals, who, like actors, are used to being interviewed<br />

<strong>and</strong> photographed in their work, found it hard to take it seriously<br />

when mobile phones were used for taking photos or video.<br />

One <strong>of</strong> the most common problems observed during the project day in<br />

using the <strong>Mobile</strong> Journalist Toolkit was related to using the Bluetooth<br />

keyboard, namely connecting it with the mobile device <strong>and</strong> not knowing<br />

if it was turned on. Some mobile devices were also still missing the<br />

keyboard s<strong>of</strong>tware <strong>and</strong> it was not discovered until the students were<br />

starting to write the article. If the keyboard s<strong>of</strong>tware was missing, the<br />

students needed to return to the newsroom to solve the problem either<br />

by installing the s<strong>of</strong>tware on the device or by switching their device to<br />

another one.<br />

Post-Usage Interviews<br />

In the interviews after the project day, the interviewed students <strong>of</strong><br />

journalism expressed their experiences with the <strong>Mobile</strong> Journalist Toolkit<br />

as fun, interesting, useful, <strong>and</strong> suitable for the purpose, referring to<br />

postings to a blog. <strong>The</strong> most enthusiastic student expressed his/her<br />

feeling <strong>of</strong> the usage as "captivating". However, participants expressed<br />

that they were not as serious about the project as they would have been<br />

if the project had been published in some other form than a blog <strong>and</strong><br />

with, in their words, "serious" tools.<br />

<strong>The</strong> students <strong>of</strong> visual journalism were more reserved in their comments.<br />

All <strong>of</strong> them were positively surprised that the mobile device<br />

itself had less bugs, for example, in editing video clips. Also the quality<br />

<strong>of</strong> the images <strong>and</strong> video were better than in the mobile devices that<br />

they had previously used. However, all <strong>of</strong> the interviewed visual journalists<br />

said that they would have preferred to choose the tools that<br />

would have suited the purpose <strong>of</strong> their assignment, since they were not<br />

in real fieldwork a in mobile context but mainly within a few hundred<br />

meters <strong>of</strong> the editorial <strong>of</strong>fice. <strong>The</strong>y did not find the project especially<br />

motivating for them. Also one <strong>of</strong> them stated that she or he did not<br />

take the project seriously, but still it was an interesting trial.<br />

Most <strong>of</strong> the students stated that using the mobile journalism application<br />

was easy <strong>and</strong> the training they had received was sufficient. Especially<br />

the students <strong>of</strong> visual journalism were confident in use <strong>of</strong> the system<br />

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<strong>and</strong> satisfied with the training they received. Two <strong>of</strong> them commented<br />

that the system should have been ready to use, without students needing<br />

to do adjustments. One <strong>of</strong> the students <strong>of</strong> journalism stated that the<br />

training had been incoherent <strong>and</strong> too many students were present.<br />

Some participants stated that using a mobile system in learning context<br />

will be beneficial for them when applying for a job as well as in their<br />

future work, since this type <strong>of</strong> system will be used in the future. One<br />

student also stated, ironically, that students get the credit points for<br />

their studies, so it is useful for the students. Some <strong>of</strong> them also expressed<br />

that h<strong>and</strong>s-on experience gives underst<strong>and</strong>ing on the possibilities<br />

<strong>and</strong> limitations <strong>of</strong> current mobile journalism systems.<br />

Post-Usage Questionnaire<br />

<strong>The</strong>re were fifteen responses to the questionnaire, seven from the students<br />

<strong>of</strong> visual journalism <strong>and</strong> eight from the students <strong>of</strong> journalism.<br />

According the responses (see Table 2), the students <strong>of</strong> journalism<br />

found experimenting with the <strong>Mobile</strong> Journalist Toolkit useful, whereas<br />

visual journalists mainly neither agreed nor disagreed. Most <strong>of</strong> the students<br />

stated that they learned new things. Especially visual journalists<br />

did not find the project motivating <strong>and</strong> they also felt the project was<br />

frustrating. Students <strong>of</strong> journalism found the project more motivating<br />

than visual journalists. Visual journalists also expressed more clearly<br />

that the project frustrated them.<br />

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Table 2. Results from post-usage questionnaire <strong>of</strong> students' opinions on<br />

experimenting with the <strong>Mobile</strong> Journalist Toolkit.<br />

How would you characterize experimenting<br />

with the <strong>Mobile</strong> Journalist Toolkit?<br />

Useful<br />

Strongfy ModeratelY Neither agree ModeratelY Strongfy Not<br />

agree agree nor disagree disagree disagree able to<br />

sqy<br />

Jou=alists 3 4 1 0 0 0<br />

Visual 0 0 5 1 1 0<br />

jou=alists<br />

Learned new things<br />

Strongfy ModeratelY Neither agree ModeratelY Strongfy Not<br />

agree agree nor disagree disagree disagree able to<br />

sqy<br />

Jou=alists 4 3 0 1 0 0<br />

Visual 0 5 2 0 0 0<br />

jou=alists<br />

Motivating<br />

Strongfy ModeratelY Neither agree ModeratelY Strongfy Not<br />

agree agree nor disagree disagree disagree able to<br />

say<br />

Jou=alists 0 3 1 3 1 0<br />

Visual 0 0 1 3 3 0<br />

jou=alists<br />

Frustrating<br />

Strongfy ModeratelY Neither agree ModeratelY Strongfy Not<br />

agree agree nor disagree disagree disagree able to<br />

sqy<br />

Jou=alists 1 4 1 1 1 0<br />

Visual 3 3 0 1 0 0<br />

jou=alists<br />

Students were also asked for their satisfaction in the project. <strong>The</strong> results<br />

are presented in Table 3. Both student groups were satisfied in trying<br />

out new ways <strong>of</strong> working as well as trying out mobile journalism systems<br />

- students <strong>of</strong> journalism being slightly more positive in the responses.<br />

<strong>The</strong> majority <strong>of</strong> students <strong>of</strong> journalism were satisfied with<br />

learning to use the system, whereas visual journalists neither were satisfied<br />

nor dissatisfied.<br />

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Table 3. Results from post-usage questionnaire on satisfaction in the project.<br />

How satisfied are you to trying out new ways <strong>of</strong><br />

working in the project?<br />

Very Somewhat Neither Somewhat Very Not<br />

satis- satisfied satisfied nor dissatisfied dissatis- able to<br />

fied dissatisfied fied sqy<br />

J oUl:nalists 2 5 0 1 0 0<br />

Visual 0 5 2 0 0 0<br />

jou=alists<br />

How satisfied are you to trying out<br />

the mobile journalism systems in the pro·ect?<br />

Very Somewhat Neither Somewhat Very Not<br />

satis- satisfied satisfied nor dissatisfied dissatis- able to<br />

fied dissatisfied fied say<br />

Jou=alists 2 6 0 0 0 0<br />

Visual 0 5 2 0 0 0<br />

jou=alists<br />

How satisfied are you to learning to use<br />

mobile journalism s stems?<br />

Very Somewhat Neither Somewhat Very Not<br />

satis- satisfied satisfied nor dissatisfied dissatis- able to<br />

fied dissatisfied fied say<br />

Jou=alists 1 4 2 1 0 0<br />

Visual 1 1 5 0 0 0<br />

jou=alists<br />

In the open-ended questions <strong>of</strong> the questionnaire, one partiCipant<br />

stated that she/he does not like to be a ''guinea pit' for new types <strong>of</strong><br />

mobile systems in the university. She/he felt that the students did not<br />

learn much new after a few trials <strong>of</strong> experimenting with the mobile<br />

systems they had used in their studies. <strong>The</strong> latter was also supported by<br />

the comments expressed by some <strong>of</strong> the students <strong>of</strong> visual journalism<br />

in the post-usage interviews.<br />

Discussion<br />

In the following we will discuss the presented results <strong>of</strong> the mobile<br />

journalism case study on factors affecting user experience in the case <strong>of</strong><br />

formal, situated learning. We will also reflect the results against the user<br />

experience framework presented by Makela <strong>and</strong> Fulton Suri (2001). In<br />

addition, we will present implications based on our findings for educa-<br />

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tors <strong>and</strong> producers <strong>of</strong> mobile systems <strong>and</strong> services for mobile system<br />

usage in education. A discussion <strong>of</strong> the limitations <strong>of</strong> the study, generalizability<br />

<strong>of</strong> the results, rival explanations as well as directions <strong>and</strong><br />

needs for future work will be presented.<br />

<strong>The</strong>re were nineteen (19) participants in the study, <strong>of</strong> which ten (10)<br />

were students <strong>of</strong> journalism <strong>and</strong> nine (9) were students <strong>of</strong> visual journalism.<br />

<strong>The</strong> students <strong>of</strong> visual journalism had prior experiences in using<br />

a commercial <strong>of</strong>f-the-shelf mobile multimedia device in their studies,<br />

whereas the students <strong>of</strong> journalism had no prior experiences <strong>of</strong> mobile<br />

devices in their earlier education.<br />

Before the experimentation with the <strong>Mobile</strong> Journalist Toolkit in the<br />

MappiE 24h project, the students <strong>of</strong> visual journalism were not as enthusiastic<br />

as the students <strong>of</strong> journalism to try out the new system. <strong>The</strong><br />

students <strong>of</strong> journalism found experimenting with the mobile system in<br />

the project more useful to them than visual journalists. <strong>The</strong>se results<br />

can be explained by the fact that this was the journalists' first experience<br />

<strong>of</strong> using mobile systems in their education, whereas visual journalists<br />

had made an extensive trial earlier in their study. Journalists also<br />

expressed more clearly than visual journalists that they learned new<br />

things in the experimentation, which can be explained by the same fact.<br />

In addition, mobile systems also provide new possibilities, especially for<br />

journalists since they can extend their work from writing the text for an<br />

article to making the entire story, including taking the photos <strong>and</strong> videos<br />

for it.<br />

Visual journalists showed not only less enthusiasm for system usage<br />

prior to the project, but also more frustration both before <strong>and</strong> after the<br />

usage <strong>of</strong> the system in the project. <strong>The</strong>y also expressed that they were<br />

less motivated by the experiment than journalists. On the contrary,<br />

journalists did not express frustration for using the system before the<br />

project <strong>and</strong> system usage. However, after the project they expressed<br />

more frustration than before it, but not to the same extent as the visual<br />

journalists did. Visual journalists not only had prior frustrating experiences<br />

with using mobile systems in their studies, but they also already<br />

had gained experience <strong>and</strong> knowledge on using mobile multimedia<br />

devices for their work before this experiment. Visual journalists are also<br />

used to using high-quality devices in their studies as well as work, <strong>and</strong><br />

this may cause frustration as they cannot achieve the quality with mobile<br />

phones that they would like to achieve. It seems that they were also<br />

not expecting to learn much new in this project, but, nevertheless, the<br />

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results also show that in fact they were somewhat satisfied both with<br />

trying out the <strong>Mobile</strong> Journalist Toolkit as well as trying out new ways<br />

<strong>of</strong> working enabled by it. <strong>The</strong> used system provided them new possibilities<br />

in sending the material to a real-time online publication as well<br />

as tyring out a new work process, either alone or in co-operation with a<br />

journalist.<br />

<strong>The</strong> framework for user experience by Makela <strong>and</strong> Fulton Suri (2001)<br />

states that the previous experiences <strong>and</strong> expectations <strong>of</strong> the user influence<br />

the present experience, leading to more experiences <strong>and</strong> modified<br />

expectations. <strong>The</strong> results from the pre-usage questionnaire <strong>and</strong> preusage<br />

interviews imply that the previous negative experiences with<br />

mobile multimedia devices in learning context have influence on the<br />

expectations for use as illustrated by the students <strong>of</strong> journalism. In our<br />

case study the expectations <strong>of</strong> students <strong>of</strong> journalism, who had no prior<br />

experiences in learning context, were more positive <strong>and</strong> even enthusiastic<br />

compared to the students <strong>of</strong> visual journalism. However, as discussed<br />

previously, there may also be other explanations for this <strong>and</strong><br />

further <strong>and</strong> more extensive studies are needed to gain more knowledge<br />

on this. Also further studies on underst<strong>and</strong>ing the relationship between<br />

the level <strong>of</strong> expectations, prior experiences, <strong>and</strong> the actual user experience<br />

are needed.<br />

Our findings also imply that prior experiences may also have a connection<br />

to motivation. Prior experiences, expectations, <strong>and</strong> motivation<br />

seem to have a connection to user experience in the learning context.<br />

However, further studies are needed to show the relationships <strong>and</strong> to<br />

draw more pr<strong>of</strong>ound conclusions from them. Also it needs to be taken<br />

into account that the personal goals in learning, more pr<strong>of</strong>essionally<br />

oriented goals, new challenges, or all <strong>of</strong> these together may contribute<br />

to the motivation to use the mobile system. <strong>The</strong> framework proposed<br />

by Makela <strong>and</strong> Fulton Suri (2001) for user experience could be elaborated<br />

to take into account the relationship between prior experiences<br />

<strong>and</strong> expectations as well as motivation. Also other factors that affect<br />

the expectations <strong>and</strong> motivation need more in-depth studies <strong>and</strong> to be<br />

incorporated into the model.<br />

How to make the use <strong>of</strong> the system motivating in the mobile context<br />

when formal, situated learning is in question? Our results indicate that<br />

it is important for motivation that the system should be suitable for the<br />

tasks at h<strong>and</strong>, that the goals <strong>of</strong> the assignments should be meaningful<br />

<strong>and</strong> in balance with the capabilities <strong>of</strong> the system, <strong>and</strong> that using the<br />

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mobile systems should be set in as realistic mobile situations as possible.<br />

<strong>The</strong> goals <strong>and</strong> reasons for experimenting with new systems <strong>and</strong><br />

work processes should also be clear for the students. In fact, when<br />

using new systems, the new work processes are forming <strong>and</strong> the learners<br />

can through their h<strong>and</strong>s-on experiences be involved in developing<br />

<strong>and</strong> ideating them. <strong>The</strong>re exist also other factors that affect the user<br />

experience <strong>and</strong> that are not covered in this paper. Examples <strong>of</strong> these<br />

are usability, personal preferences, utility, <strong>and</strong> suitability for the tasks<br />

<strong>and</strong> processes.<br />

It is also important that the mobile systems that are used in situated<br />

learning are reliable, usable, <strong>and</strong> technologically mature for the intended<br />

use. In our case the students had a real publication to be made <strong>and</strong><br />

educational goals to be reached <strong>and</strong>, in this case, major problems with<br />

the mobile systems <strong>and</strong> applications or services is frustrating to the<br />

users. This has a direct effect on the user experience unless the learners<br />

are aware <strong>of</strong> what they are experimenting with <strong>and</strong> willing to reach out<br />

to explore the limits <strong>of</strong> the systems. When taking new mobile systems<br />

<strong>and</strong> applications into use, the systems should be ready to use. Not<br />

many <strong>of</strong> the learners are technologically oriented or even interested in<br />

tackling with settings <strong>of</strong> the systems or downloading s<strong>of</strong>tware from the<br />

Internet to their PC <strong>and</strong> further to their mobile devices.<br />

Based on our synthesis <strong>of</strong> the findings in this case study <strong>and</strong> earlier<br />

related literature, we present implications <strong>of</strong> the findings for educators,<br />

as well as for producers <strong>of</strong> mobile systems, applications <strong>and</strong> services,<br />

whose solutions are aimed for formal situated learning.<br />

1. "Out-<strong>of</strong>-the-box" experience is important as it creates the first<br />

impression <strong>of</strong> the system or service. This can be ensured by<br />

making the mobile system, including all needed s<strong>of</strong>tware <strong>and</strong><br />

hardware, ready to be taken into use directly without needing<br />

extra effort from the learners.<br />

2. A mobile system is a tool for achieving the goals users have in<br />

their education. <strong>Mobile</strong> systems, applications, <strong>and</strong> services<br />

should be suitable for the intended use in mobile learning. System<br />

should support the educational goals by having good usability.<br />

This also decreases the possibility for frustration <strong>of</strong> the<br />

learners.<br />

3. Learners should not be testers <strong>of</strong> unstable mobile systems,<br />

unless they are aware <strong>of</strong> this <strong>and</strong> give their consent to trying<br />

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out the system or to experimenting to the extremes with it.<br />

Otherwise this may increase their resistance, as well as frustration,<br />

leading to poor user experience <strong>and</strong> having an influence<br />

on their future expectations about using similar systems.<br />

4. Provide adequate training before the use <strong>of</strong> the mobile system<br />

in assignments as well as technical support for the system, especially<br />

when new systems are taken into use <strong>and</strong> for problems<br />

encountered during use. <strong>The</strong> latter is especially important when<br />

situated learning is used in real-life context.<br />

5. It is important for the motivation <strong>of</strong> learners to work in the<br />

learning situation in a real-life context with relevant <strong>and</strong> meaningful<br />

goals.<br />

6. Leave room for innovativeness <strong>of</strong> learners in the use <strong>of</strong> the<br />

mobile systems for their assignments.<br />

7. Previous experiences have an effect on expectations <strong>and</strong> motivation<br />

as well as on user experience <strong>of</strong> mobile systems <strong>and</strong> ser­<br />

Vices.<br />

8. Every experience <strong>and</strong> interaction with a mobile system is important.<br />

Extreme experiences with mobile systems, either positive<br />

or negative, are remembered well by the learners.<br />

<strong>The</strong> presented implications are a synthesis <strong>of</strong> our ftndings in this study<br />

<strong>and</strong> aimed to be used both by educators <strong>and</strong> producers <strong>of</strong> mobile systems,<br />

applications, <strong>and</strong> services. This list is not comprehensive due to<br />

the small sample size in this study <strong>and</strong> relying on its results. Further<br />

elaboration <strong>of</strong> the list is needed by future studies in the fteld.<br />

Conclusions<br />

We presented a case study <strong>of</strong> mobile learning related to journalism<br />

education in formal, situated learning. <strong>The</strong> goal <strong>of</strong> this paper was to<br />

explore the factors affecting user experience when learning for mobile<br />

journalist's work <strong>and</strong> to present implications based on the fmdings both<br />

for educators <strong>and</strong> for producers <strong>of</strong> mobile systems <strong>and</strong> services. User<br />

experience in the context <strong>of</strong> mobile learning is an area that will be <strong>of</strong><br />

growing interest due to the increasing amount <strong>of</strong> interest <strong>and</strong> solutions<br />

taken into use in this fteld. This paper concentrated especially on the<br />

temporal aspects <strong>and</strong> factors <strong>of</strong> user experience. In addition, we re-<br />

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ported from this study other learning related findings that have an effect<br />

on the user experience <strong>of</strong> the students.<br />

<strong>The</strong> ftndings <strong>of</strong> this study imply that prior negative experiences in using<br />

mobile systems in the formal, situated learning context affected the<br />

expectations towards new mobile systems in a similar context as well as<br />

motivation <strong>of</strong> the users. Results also imply that there is a connection<br />

between prior experiences, expectations, motivation, <strong>and</strong> user experience.<br />

Further studies are needed to gain a deeper underst<strong>and</strong>ing <strong>of</strong> the<br />

factors affecting user experience in mobile learning as well as underst<strong>and</strong>ing<br />

the temporal aspects <strong>of</strong> user experience when mobile systems<br />

are used in different types <strong>of</strong> learning contexts. Implications based on<br />

the findings <strong>of</strong> this case study were presented for both educators when<br />

planning their educational activities <strong>and</strong> producers <strong>of</strong> mobile systems<br />

<strong>and</strong> services, who provide solutions for mobile learning.<br />

In addition, the MappiE 24h project also allowed the students to practice<br />

mobile journalist work in a realistic environment. It helped them to<br />

see the new opportunities <strong>and</strong> current problems in applying mobile<br />

technologies to journalism. <strong>The</strong>y also made observations on how the<br />

attitudes <strong>of</strong> other persons, e.g., interviewees, changed when they used<br />

the mobile tools. <strong>The</strong> limitations <strong>of</strong> the mobile tools helped the students<br />

to see what was essential <strong>and</strong> also created new insights on use <strong>of</strong><br />

the st<strong>and</strong>ard tools <strong>and</strong> work practices.<br />

International surveys show that the journalists are very anxious about<br />

their futures as they struggle to learn new technology <strong>and</strong> worry about<br />

how long their jobs will be there. It is suggested that this pessimism<br />

stems from changes in the workplace. In earlier days, the reporters<br />

came back to the newsroom to write stories after gathering the information<br />

they needed. Now the feeling <strong>of</strong> connection around the newsroom<br />

is missing in an age when reporters can file stories without ever<br />

meeting their coworkers (Wilson, 2008). <strong>The</strong>se kinds <strong>of</strong> challenges<br />

should also be borne in mind when weighing the gains <strong>of</strong> mobile journalism<br />

applications <strong>and</strong> devices <strong>and</strong> when trying to educate both the<br />

new pr<strong>of</strong>essionals for journalism <strong>and</strong> visual journalism as well as the<br />

old-school journalists.<br />

Acknowledgments<br />

We would like express our thanks to Pr<strong>of</strong>. Hannu Olkinuora <strong>and</strong> Dr.<br />

Ari Heinonen from the Department <strong>of</strong> Journalism <strong>and</strong> Mass Commu-<br />

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nication at University <strong>of</strong> Tampere for co-operation during the study, as<br />

well as to all the students, who participated in this study. Special thanks<br />

to Tiina Koponen for her assistance in the study, to Pr<strong>of</strong>. Kaisa<br />

Vaaananen-Vainio-Matciia <strong>and</strong> Timo Partala for comments on the article,<br />

to Sami Vaskuu for his invaluable work during the project with<br />

<strong>Mobile</strong> Journalist Toolkit as well as to Ilari Kajaste for the WordPress<br />

blog setup <strong>and</strong> support. We would also like to thank Dr. Kari Laurila<br />

<strong>and</strong> Timo T. Koskinen from Nokia Research Center for making the<br />

project day <strong>and</strong> this study possible. Thanks also to Tero Hakala for his<br />

assistance in preparing the photograph <strong>of</strong> the <strong>Mobile</strong> Journalist Toolkit<br />

<strong>and</strong> to all those, who have contributed to the development <strong>of</strong> the<br />

Toolkit at Nokia Research Center.<br />

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Authors<br />

Heli Vaataja is a researcher in the Unit <strong>of</strong> Human-Centered Technology<br />

(IHTE) at Tampere University <strong>of</strong> Technology, Finl<strong>and</strong>. Her current research<br />

interests include user experience <strong>of</strong> mobile systems <strong>and</strong> services,<br />

mobile ecosystems <strong>and</strong> ubiquitous computing. She is currently pursuing<br />

her doctoral research after working eleven years as a research engineer at<br />

Nokia Research Center in Tampere, Finl<strong>and</strong>. Her previous research has<br />

been related to elaborating user requirements in the development <strong>of</strong> a<br />

novel mobile device architecture NoT A (Network on Terminal Architecture),<br />

development <strong>of</strong> multiuser detection algorithms for WCDMA, analysis<br />

<strong>of</strong> measurement signals, as well as audio modeling <strong>and</strong> simulation. She<br />

received her M.Sc. in 1993 in electrical engineering from the Tampere<br />

University <strong>of</strong> Technology, Finl<strong>and</strong>.<br />

Anssi Mannisto is a senior lecturer <strong>and</strong> senior researcher in the Department<br />

<strong>of</strong> Journalism <strong>and</strong> Mass communication at the University <strong>of</strong><br />

Tamp ere. He has previously worked in the Information society Institute<br />

at the University <strong>of</strong> Tampere <strong>and</strong> Tampere Peace <strong>and</strong> Conflict<br />

Research Institute. He teaches digital photography <strong>and</strong> photojournalism<br />

since 2000, educating both university students <strong>and</strong> staff in various Finnish<br />

media companies. Besides his academic carrier he has worked<br />

almost twenty years as a freelance photographer. His doctoral dissertation<br />

in 1999 explored the Western media images <strong>of</strong>Islam <strong>and</strong> the Muslims<br />

during the Cold War era. Since then he has made several case studies<br />

<strong>of</strong> major international media events. His recent research interests<br />

have focused on the use <strong>of</strong> multimedia computers in journalist's work.<br />

Teija Vainio is a researcher in the Unit <strong>of</strong> Human-Centered Technology<br />

(IHTE) at Tampere University <strong>of</strong> Technology, Finl<strong>and</strong>. Her current<br />

research interests include mobile human computer interaction,<br />

three-dimensional virtual environments <strong>and</strong> user interface design issues.<br />

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She has been involved in a number <strong>of</strong> research projects in mobile learning<br />

<strong>and</strong> e-Iearning, with research interests relating to the visualizing<br />

complex phenomena <strong>and</strong> adaptive user interfaces in mobile learning.<br />

Tero Jokela is a Principal Member <strong>of</strong> Research Staff at the Media<br />

Laboratory <strong>of</strong> Nokia Research Center in Tampere, Finl<strong>and</strong>. His primary<br />

research interests include user interfaces <strong>and</strong> interaction techniques as<br />

well as mobile multimedia applications. Jokela received his M.Sc. in<br />

information technology from the Tampere University <strong>of</strong> Technology.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Informing Science Press. (pp. 211-247).<br />

Chapter 10<br />

Measuring Quality <strong>of</strong> M-<strong>Learning</strong> Information<br />

Systems<br />

Ruti Gafni<br />

Introduction<br />

Technology improvements enable the building <strong>of</strong> information systems<br />

which can be used "any place, any time," through mobile <strong>and</strong> wireless<br />

devices <strong>and</strong> networks. One <strong>of</strong> the emerging applications <strong>of</strong> mobilewireless<br />

information systems is mobile learning, or as commonly referred,<br />

m-Iearning. M-Iearning information systems allow training <strong>and</strong><br />

learning by using mobile devices <strong>and</strong> wireless networks, even when the<br />

users change their actual position.<br />

<strong>Mobile</strong>-wireless information systems in general, <strong>and</strong> m-Iearning systems<br />

in particular, can create benefits for organizations <strong>and</strong> users; e.g., productivity<br />

enhancement, processes <strong>and</strong> procedures flexibility, customer<br />

services improvement, <strong>and</strong> information accuracy for decision makers,<br />

which together emphasize competitive strategy, lower operation costs,<br />

<strong>and</strong> improve processes. However, these benefits can be nullified by<br />

using sub-quality information systems. In order to use these systems<br />

successfully, they need to be <strong>of</strong> high quality (ferho, 2002). Quality is a<br />

multi-dimension concept which includes a multitude <strong>of</strong> characteristics.<br />

Several attempts have been made to examine the nature <strong>of</strong> information<br />

systems, to define quality components, <strong>and</strong> to ftnd systematic ways to<br />

measure them (ISO/IEC 9126-1, 2001; Kan, 2002; Pan dian, 2004).<br />

Many information systems fail due to poor quality. Research has been<br />

focused on traditional (Kan, 2002) <strong>and</strong> internet information systems<br />

(Calero et aI., 2004; Covella & Olsina, 2006). However, mobile-wireless<br />

information systems face new kinds <strong>of</strong> problems, such as narrow<br />

b<strong>and</strong>s, lack <strong>of</strong> coverage, devices with small memory <strong>and</strong> screens that<br />

cannot display a large amount <strong>of</strong> data, <strong>and</strong> diversity <strong>of</strong> users <strong>and</strong> de-<br />

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vices. M-Ieaming systems are affected by these special problems; thus,<br />

they require an enhanced quality definition.<br />

This chapter focuses on the characteristics <strong>of</strong> mobile-wireless information<br />

systems which affects the quality <strong>of</strong> m-Ieaming systems <strong>and</strong> introduces<br />

a list <strong>of</strong> questions from which new metrics can be defined. This<br />

is done methodologically, using s<strong>of</strong>tware engineering, to define <strong>and</strong><br />

quantify the mobile-wireless/m-Ieaming information systems quality<br />

components, in order to enable the evaluation, comparison, <strong>and</strong> analysis<br />

<strong>of</strong> m-Ieaming information systems quality.<br />

M-Iearning As <strong>Mobile</strong>-Wireless Information System<br />

<strong>Mobile</strong> learning, is the ability to learn independently <strong>of</strong> place <strong>and</strong> time,<br />

wireless <strong>and</strong> ubiquitous (Alex<strong>and</strong>er, 2004) using a mobile-wireless information<br />

system. Such a system consists <strong>of</strong> an information system<br />

operated by small mobile digital devices, such as cellular phones or<br />

personal digital assistants (PDA), connected by wireless networks. Laptop<br />

computers <strong>and</strong> tablet personal computers can also be used to facilitate<br />

mobility, but here we focus on the devices that are typically identified<br />

by their small screen, keyboard, <strong>and</strong> pocket-sized nature.<br />

<strong>The</strong>re were unsuccessful attempts to develop mobile-wireless information<br />

systems at the beginning <strong>of</strong> the millennium, since technology, devices,<br />

<strong>and</strong> infrastructures were immature. This situation changed during<br />

2003, <strong>and</strong> analysts agree that these kinds <strong>of</strong> systems will grow <strong>and</strong> their<br />

market share will exp<strong>and</strong> (Lee, 2003; Lau, 2006). <strong>The</strong> major reasons are<br />

emergence <strong>of</strong> third generation wireless networks (UMTS - Universal<br />

<strong>Mobile</strong> Telecommunications System, CDMA2000 1x - Code division<br />

multiple access <strong>and</strong> GPRS - General Packet Radio Service), their coverage<br />

expansion, <strong>and</strong> development <strong>of</strong> smart mobile devices. <strong>The</strong> technology<br />

improvements lead to the development <strong>of</strong> diverse kinds <strong>of</strong> systems,<br />

including m-Ieaming, which can be seen as an extension <strong>of</strong> e-Ieaming.<br />

M-Ieaming can be used by a variety <strong>of</strong> users <strong>and</strong> for different tasks.<br />

Among others, students traveling by bus or train can read course summaries,<br />

perform online quizzes <strong>and</strong> assessments, <strong>and</strong> send them to the<br />

relevant instructor; company workers can use these systems for specific<br />

training, using any free time, wherever they are situated; museum visitors<br />

can receive information for each exhibit, according to its location;<br />

<strong>and</strong> travelers can avoid carrying travel books when visiting old towns,<br />

<strong>and</strong> receiving the desired information using their mobile device.<br />

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Problems in m-Leaming Systems<br />

Measuring Quality r!I M-<strong>Learning</strong> Information Systems<br />

Although most benefits <strong>of</strong> mobility can be regarded as being based on<br />

technical quality, either <strong>of</strong> hardware, s<strong>of</strong>tware, or the carrier network,<br />

mobile-wireless information systems face some unique problems originating<br />

from the mobile devices <strong>and</strong> from the characteristics <strong>of</strong> the network.<br />

Because m-Ieaming systems are part <strong>of</strong> the mobile-wireless information<br />

systems, they suffer from the same problems.<br />

<strong>The</strong> mobile devices cause some <strong>of</strong> these problems:<br />

• <strong>The</strong> devices have technical limitations:<br />

o<br />

o<br />

o<br />

<strong>The</strong>y have small memories, so the amount <strong>of</strong> information<br />

stored on them cannot be large.<br />

<strong>The</strong>y have short battery life, so the continuous period <strong>of</strong> work<br />

cannot be long.<br />

<strong>The</strong>y include limited calculation <strong>and</strong> computation capabilities.<br />

• <strong>The</strong>re is a wide variety <strong>of</strong> devices, possessing different characteristics,<br />

<strong>and</strong> the application must be adaptable to all <strong>of</strong> them.<br />

• <strong>The</strong> devices' use is uncomfortable, because <strong>of</strong> their size:<br />

o<br />

o<br />

o<br />

<strong>The</strong>y include tiny screens, which restrict the amount <strong>of</strong> data<br />

displayed.<br />

<strong>The</strong> resolution is low, so pictures <strong>and</strong> video-clips are not seen<br />

in their optimally.<br />

<strong>The</strong>ir small keyboards are difficult to operate.<br />

• Security problems can arise when lost, due to possible unauthorized<br />

access to sensitive data.<br />

<strong>The</strong>se problems intensify when the m-Ieaming system is targeted for a<br />

wide audience, where the users are faceless <strong>and</strong> there is neither user<br />

training nor implementation, but they are significant also in closed organizational<br />

information systems (firms, schools, universities, etc.).<br />

<strong>The</strong> network causes other problems, including:<br />

• Limited b<strong>and</strong>width, which influences directly the display <strong>of</strong> movies<br />

<strong>and</strong> video-clips. This problem diminishes over the time because <strong>of</strong><br />

the network generations' evolution (3G <strong>and</strong> up).<br />

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• Inconsistent connection stability <strong>and</strong> transfer delays, according to<br />

the infrastructure, which interfere with learning continuity.<br />

• Moreover, when users operate the system during mobility, the<br />

connection point to the network can change <strong>and</strong> obstacles can disturb,<br />

causing temporary disconnections, interruptions, or disturbances.<br />

• Varied st<strong>and</strong>ards <strong>and</strong> protocols, some with high overhead, decreasing<br />

the performance level, others with geographical restrictions, restricting<br />

system use pervasiveness.<br />

• Issues <strong>of</strong> security, privacy <strong>and</strong> confidentiality (Di Pietro &<br />

Mancini, 2003; Herzberg, 2003) arise, which include risks <strong>of</strong> eavesdropping<br />

<strong>and</strong> need for user identification <strong>and</strong> authentication, especially<br />

when conducting quizzes <strong>and</strong> exams or delivering private information.<br />

• High costs <strong>of</strong> operation, especially when the users are low budget<br />

as students.<br />

All these problems dem<strong>and</strong> precise considerations, both in trying to<br />

avoid them as much as possible by specific <strong>and</strong> targeted design <strong>of</strong> the<br />

system <strong>and</strong> in measuring system quality, which is significantly influenced<br />

by all these features. This chapter deals with measuring quality <strong>of</strong><br />

the system which enables learning, <strong>and</strong> not the quality <strong>of</strong> the learning<br />

itself<br />

Information Systems Quality Measuring<br />

In order to measure the quality <strong>of</strong> m-Iearning systems, there is a need to<br />

underst<strong>and</strong> the significance <strong>of</strong> information systems quality measuring.<br />

Measuring creates a quantitative description <strong>of</strong> processes <strong>and</strong> products<br />

that allows behavior comprehension. This knowledge enables selection<br />

<strong>of</strong> tools <strong>and</strong> techniques to control <strong>and</strong> improve processes, products,<br />

<strong>and</strong> resources. People at dissimilar tasks, like developers, managers,<br />

users, <strong>and</strong> learners, have different viewpoints on quality. Information<br />

systems quality cannot be measured only by the absence <strong>of</strong> s<strong>of</strong>tware<br />

faults; it must be broader, including characteristics to cover all aspects,<br />

life-cycle phases, <strong>and</strong> viewpoints.<br />

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Several st<strong>and</strong>ards <strong>and</strong> frames have been defined for information systems<br />

development process measuring. <strong>The</strong> most recognized are CMMI<br />

(Capability Maturity Model Integration) (Chrissis et ai., 2006),<br />

IS09000:2000 (2000) with its IS090003 (2004) guidelines for s<strong>of</strong>tware<br />

<strong>and</strong> ISO/IEC 15504 (2004, 2006), formerly known as SPICE (S<strong>of</strong>tware<br />

Process Improvement <strong>and</strong> Capability Determination) which integrates<br />

CMMI <strong>and</strong> IS090003.<br />

Attractiveness<br />

L----.JI Testability Replaceability Satisfaction<br />

Functionality<br />

Compliance<br />

Usability<br />

Compliance<br />

Maintainability<br />

Compliance<br />

Portability<br />

Compliance<br />

Figure 1 - ISO / IEe 9126 quality characteristics <strong>and</strong> sub-characteristics<br />

Product quality measuring is complicated, since there is no consensus<br />

on quality meaning. Several hierarchical models for quality definition<br />

were proposed (McCall et ai., 1977; Boehm et ai., 1978). <strong>The</strong> most<br />

recent model, defined by the International Organization for St<strong>and</strong>ardization<br />

<strong>and</strong> the International Electrotechnical Commission, is ISO /IEC<br />

9126 (ISO/IEC 9126-1, 2001) st<strong>and</strong>ard which decomposes quality into<br />

seven characteristics, as seen in Figure 1: Functionality, Reliability, Usability,<br />

Efficiency, Maintainability, Portability <strong>and</strong> Quality in Use, each<br />

one further divided into sub-characteristics. This st<strong>and</strong>ard defines, for<br />

each sub-characteristic, internal metrics to be measured without having<br />

to operate the system <strong>and</strong> external metrics to be measured while testing<br />

or executing the system. Gafni (2008) proposed to extend the metrics<br />

<strong>of</strong> the ISO/IEC 9126 st<strong>and</strong>ard to cope with the problems <strong>of</strong> mobilewireless<br />

information systems.<br />

Quality Aspects in m-<strong>Learning</strong> Systems<br />

As mentioned before, m-learning systems are part <strong>of</strong> the mobilewireless<br />

information systems family, <strong>and</strong> as so, these systems must be<br />

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measured on the basis <strong>of</strong> traditional systems metrics, e.g., ease <strong>of</strong> maintainability,<br />

minimum complexity, lack <strong>of</strong> faults, <strong>and</strong> mean time between<br />

failures (MTBF), which are the fundamental metrics for all information<br />

systems. Furthermore, they must be measured according to internet<br />

systems metrics, e.g., no broken links <strong>and</strong> ease <strong>of</strong> navigation. In addition,<br />

they need to be measured with special targeted mobile-wireless<br />

metrics (Spriestersbach & Springer, 2004; Gafni, 2008).<br />

This section describes the mobility <strong>and</strong> wireless influences <strong>of</strong> m­<br />

learning systems on ISO /IEC 9126 quality characteristics followed by<br />

relevant questions which need to be quantified to define the system's<br />

quality.<br />

Functionality<br />

Functionality is "the capability <strong>of</strong> the s<strong>of</strong>tware product to provide functions<br />

which meet stated <strong>and</strong> implied needs when the s<strong>of</strong>tware is used<br />

under specified conditions" (ISO/IEC 9126-1, 2001). It includes five<br />

sub-characteristics: suitability, accuracy, interoperability, security, <strong>and</strong><br />

functionality compliance.<br />

Suitability - the capability <strong>of</strong> the system to provide an appropriate set<br />

<strong>of</strong> functions for specified tasks <strong>and</strong> user objectives. Suitability means<br />

that the functionality <strong>of</strong> the application fits the needs <strong>of</strong> a user to fulfill<br />

a certain task without overwhelming the user. This is important in m­<br />

learning systems, especially because <strong>of</strong> the problems caused by the use<br />

<strong>of</strong> small devices. This is the reason that the information for these systems<br />

must be delivered in small <strong>and</strong> concise amounts (Venkatesh &<br />

Ramesh, 2002; Parsons & Ryu, 2006).<br />

Accuracy - the capability <strong>of</strong> the system to provide the appropriate or<br />

agreed results or effects, namely, the application's behavior is correct.<br />

In location aware applications, using automatic user location can alleviate<br />

the input operation, improving suitability. This can be used in outdoor<br />

m-Iearning, for example, in museums, exhibitions <strong>and</strong> city tours,<br />

to minimize the need for input. However, the user location can change<br />

during the transaction performance, causing incorrect output, affecting<br />

the accuracy. It is inappropriate to receive an explanation about architecture<br />

<strong>of</strong> a super-modern building, which we just passed, when in<br />

front <strong>of</strong> a renovated old house.<br />

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Interoperability - the capability <strong>of</strong> the system to interact with one or<br />

more specified systems. <strong>The</strong> application may need to access data at<br />

different servers <strong>and</strong> interact with one or more specified systems. In<br />

order to perform this correctly <strong>and</strong> support interoperability, it must use<br />

st<strong>and</strong>ard protocols.<br />

Security - the capability <strong>of</strong> the system to protect information <strong>and</strong> data<br />

so that unauthorized persons or systems cannot read or modify them,<br />

whether accidentally or deliberately, <strong>and</strong> authorized persons or systems<br />

are not denied access to them. Security is affected in different ways, for<br />

example: loss or theft <strong>of</strong> the mobile device, exposure <strong>of</strong> the messages in<br />

the network to unauthorized access, <strong>and</strong> privacy loss because <strong>of</strong> location<br />

aware functions.<br />

Functionality compliance - the capability <strong>of</strong> the system to adhere<br />

to st<strong>and</strong>ards, conventions or regulations in laws <strong>and</strong> similar prescriptions.<br />

According to these sub-characteristics, m-learning systems' quality<br />

questions that need to be quantified are:<br />

• Does the application use location aware functions where applicable?<br />

• Is the location aware function's output updated according to the<br />

user's position change during the transaction operation?<br />

• Does the application apply user pr<strong>of</strong>ile in order to adapt the output<br />

to user <strong>and</strong> device?<br />

• Does the application use st<strong>and</strong>ard protocols <strong>and</strong> interfaces?<br />

• Does the application include mechanisms <strong>of</strong> authentication, encryption,<br />

authorization <strong>and</strong> confidence?<br />

Reliability<br />

Reliability is "the capability <strong>of</strong> the s<strong>of</strong>tware product to maintain a<br />

specified level <strong>of</strong> performance when used under specified conditions"<br />

(Iso/IEe 9126-1, 2001). It includes the maturity, fault tolerance, recoverability,<br />

<strong>and</strong> reliability compliance sub-characteristics.<br />

Maturity - the capability <strong>of</strong> the system to avoid failure as a result <strong>of</strong><br />

faults in the s<strong>of</strong>tware.<br />

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Fault tolerance - the capability <strong>of</strong> the system to maintain a specified<br />

level <strong>of</strong> performance in cases <strong>of</strong> s<strong>of</strong>tware faults or <strong>of</strong> infringement <strong>of</strong><br />

its specified interface.<br />

Recoverability - the capability to recover data affected in case <strong>of</strong> a<br />

failure. Recoverability is measured by the time <strong>and</strong> effort needed for it.<br />

Reliability compliance - the capability <strong>of</strong> the system to adhere to<br />

st<strong>and</strong>ards, conventions, or regulations relating to reliability.<br />

During mobility, network problems, hidden obstacles, <strong>and</strong> hopping<br />

between antennas may disturb <strong>and</strong> interrupt communication. Thus, the<br />

system must be fault tolerant to maintain a specified level <strong>of</strong> performance,<br />

<strong>and</strong>, if connection is suspended, the system needs to re-establish<br />

the communication <strong>and</strong> recover the data directly affected, supporting<br />

recoverability. To measure quality according to these issues, the following<br />

questions apply:<br />

• To what degree does the mobility cause interruptions?<br />

• Does the application use cache memory efficiently to avoid loss <strong>of</strong><br />

data?<br />

• Does transaction interruption damage data?<br />

Usability<br />

Usability is "the capability <strong>of</strong> the s<strong>of</strong>tware product to be understood,<br />

learned, used <strong>and</strong> attractive to the user, when used under specified<br />

conditions". (ISO/lEe 9126-1, 2001). It includes the following subcharacteristics:<br />

underst<strong>and</strong>ability, leamability, operability, attractiveness,<br />

<strong>and</strong> usability compliance.<br />

Underst<strong>and</strong>ability - describes the user's effort to recognize the logical<br />

concept <strong>of</strong> the system <strong>and</strong> its applicability.<br />

Leamability - the user's effort for learning the application; for example,<br />

operation control, input <strong>and</strong> output.<br />

Operability - the user's effort to operate the system <strong>and</strong> to control its<br />

operation.<br />

Attractiveness - the capability <strong>of</strong> the s<strong>of</strong>tware product to be attractive<br />

to the user.<br />

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Usability compliance - the capability <strong>of</strong> the system to adhere to<br />

st<strong>and</strong>ards, conventions, style guides, or regulations relating to usability.<br />

Usability is one <strong>of</strong> the most important characteristics when targeting<br />

systems to wide audiences, such as students, that need to operate an<br />

intuitive system without direct training <strong>and</strong> support. <strong>Mobile</strong> users may<br />

not be able to concentrate on the system use, so the application should<br />

not be complicated, the input must be easy to insert, intuitive, <strong>and</strong> simplified<br />

by using location aware functions (Terrenghi et aI., 2005).<br />

<strong>The</strong> operability sub-characteristic is affected mainly by the mobile device<br />

attributes (screen size, keyboard or numeric pad, etc.), which restrict<br />

output <strong>and</strong> input interaction possibilities. <strong>The</strong> output capabilities<br />

<strong>of</strong> mobile devices are determined by their screen, which limits the<br />

amount <strong>of</strong> information for simultaneous display. Applications need to<br />

consider this limitation, for example, by distributing information across<br />

multiple pages or adapting the content <strong>of</strong> the application. But, on the<br />

other h<strong>and</strong>, the operation <strong>of</strong> leafing through multiple pages in a mobile<br />

device decreases the operability. <strong>The</strong> input restrictions are due to size<br />

constraints <strong>of</strong> mobile devices <strong>and</strong> due to keyboard capabilities. This<br />

must be taken into consideration by applications which need to limit<br />

data input to minimal required data, pre-defmed options, <strong>and</strong> automatic<br />

filled-in fields.<br />

Moreover, the noisy surroundings (when operating the system while on<br />

a street or public environments) may distract the user <strong>and</strong> cause input<br />

errors, inaccuracy, <strong>and</strong> slowness. <strong>The</strong> ability to reach the relevant data<br />

"any place any time" enlarges system attractiveness.<br />

All these reasons show that m-Iearning applications should minimize<br />

<strong>and</strong> simplify the required interaction between the user <strong>and</strong> the system<br />

<strong>and</strong> are the incentive to the following questions:<br />

• To what degree does screen overload diminish application underst<strong>and</strong>ability?<br />

• Are there specific menus for each possible operation?<br />

• Are the buttons which operate each option clear enough?<br />

• Is the help function for tasks easy to fmd?<br />

• Is the application configurable according to user <strong>and</strong> device?<br />

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• Do input fields have default values or choices instead <strong>of</strong> textual<br />

input to minimize errors?<br />

• Does the system use location aware functions to minimize inputs?<br />

• Are length <strong>and</strong> format <strong>of</strong> the outputs optimized to screen size?<br />

Efficiency<br />

Efficiency is "the capability <strong>of</strong> the s<strong>of</strong>tware product to provide appropriate<br />

performance, relative to the amount <strong>of</strong> resources used, under<br />

stated conditions". (Iso/IEe 9126-1, 2001). It includes these subcharacteristics:<br />

time behavior, resource utilization, <strong>and</strong> efficiency compliance.<br />

Time behavior - the capability <strong>of</strong> the system to provide appropriate<br />

response <strong>and</strong> processing times <strong>and</strong> throughput rates when performing<br />

its function, under stated conditions. <strong>The</strong> time behavior describes, for<br />

instance, processing times <strong>and</strong> throughput rates.<br />

Resource utilization - the capability <strong>of</strong> the system to use appropriate<br />

amounts <strong>and</strong> types <strong>of</strong> resources when the s<strong>of</strong>tware performs its<br />

function under stated conditions.<br />

Efficiency compliance - the capability <strong>of</strong> the system to adhere to<br />

st<strong>and</strong>ards or conventions relating to efficiency.<br />

<strong>The</strong> high costs <strong>of</strong> wireless network usage, which currently have an economic<br />

impact greater then wired networks, mean that applications must<br />

be focused <strong>and</strong> the usage time reduced, otherwise users will avoid expensive<br />

systems. Moreover, users are accustomed to rapid systems, so<br />

slowness is unacceptable, especially when users are "on the move."<br />

<strong>Mobile</strong> devices include small memory <strong>and</strong> low processing resources, so<br />

applications must be aware <strong>of</strong> these restrictions <strong>and</strong> optimize resource<br />

utilization. <strong>The</strong>se contribute to application's suitability as well as time<br />

<strong>and</strong> resource based efficiency, <strong>and</strong> the questions which need to be<br />

measured are:<br />

• Is transaction execution time minimal?<br />

• Does the application utilize the cache memory to reduce resource<br />

utilization?<br />

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• Is the size <strong>of</strong> the application stored in the device proportional to<br />

the memory size?<br />

• Is the size <strong>of</strong> the help system stored in the device proportional to<br />

the memory size <strong>and</strong> the application size?<br />

Maintainability<br />

Maintainability is "the capability <strong>of</strong> the s<strong>of</strong>tware product to be modified.<br />

Modifications may include corrections, improvements or adaptation<br />

<strong>of</strong> the s<strong>of</strong>tware to changes in environment, <strong>and</strong> in requirements<br />

<strong>and</strong> functional specifications" (ISO/IEC 9126-1,2001).<br />

<strong>The</strong> term <strong>of</strong> system maintenance was broadened to "system evolution"<br />

when changes to the systems functionality or properties are performed<br />

(Chapin et al., 2001; Lehman & Ramil ,2003). S<strong>of</strong>tware evolution is the<br />

result <strong>of</strong> the ongoing need to support the stakeholders' mission in the<br />

face <strong>of</strong> changing assumptions, problems, requirements, architectures,<br />

<strong>and</strong> technologies. <strong>Evolution</strong> is a broad concept that exp<strong>and</strong>s upon the<br />

traditional notion <strong>of</strong> s<strong>of</strong>tware maintenance.<br />

Maintainability, as in ISO/IEC 9126-1, includes the following subcharacteristics:<br />

Analyzability - the effort needed for the diagnosis <strong>of</strong> deficiencies or<br />

failures <strong>and</strong> for the identification <strong>of</strong> parts to be modified.<br />

Changeability - the effort needed for modification, fault removal or<br />

for environmental change.<br />

Stability - the tolerance <strong>of</strong> the application towards unexpected effects<br />

<strong>of</strong> modifications.<br />

Testability - the effort for validating modification.<br />

Maintainability compliance - the capability <strong>of</strong> the system to adhere<br />

to st<strong>and</strong>ards or conventions relating to maintainability.<br />

This set <strong>of</strong> sub-characteristics reflects mainly the technical stakeholders'<br />

viewpoint, such as the developers <strong>and</strong> maintenance people (Hordijk &<br />

Wieringa, 2005). Thus, the mobile-wireless features do not have significant<br />

influence, additional to those <strong>of</strong> the traditional systems features,<br />

upon them, <strong>and</strong> learners are not affected by the level <strong>of</strong> quality <strong>of</strong> the<br />

maintainability characteristic. If the application to be used for m-<br />

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learning is the same used for e-Ieaming, the architecture must be adaptive<br />

<strong>and</strong> rely on reusability <strong>of</strong> components (Goh & Kinshuk, 2006), so<br />

the level <strong>of</strong> maintenance quality will not lessen.<br />

Portability<br />

Portability is "the capability <strong>of</strong> the s<strong>of</strong>tware product to be transferred<br />

from one environment to another" (ISO/lEe 9126-1, 2001). It includes<br />

the adaptability, installability, co-existence, replaceability, <strong>and</strong><br />

portability compliance sub-characteristics.<br />

Adaptability - the capability <strong>of</strong> the system to be adapted for different<br />

specified environments without additional effort.<br />

Installability - the effort for installing the system in a specified environment.<br />

Co-existence - the capability <strong>of</strong> the system to co-exist with other<br />

independent s<strong>of</strong>tware in a common environment, sharing common<br />

resources.<br />

Replaceability - the capability <strong>of</strong> the system to be used in place <strong>of</strong><br />

another specified s<strong>of</strong>tware product for the same purpose in the same<br />

environment.<br />

Portability compliance - the capability <strong>of</strong> the system to adhere to<br />

st<strong>and</strong>ards or conventions relating to portability.<br />

Portability is very important in m-Ieaming systems which are targeted<br />

to wide audiences because <strong>of</strong> the large diversity <strong>of</strong> devices held by users<br />

<strong>and</strong> the lack <strong>of</strong> control over these devices, e.g., configuration devices<br />

<strong>and</strong> applications run by them. <strong>The</strong> application must adapt itself to the<br />

device features, both during installation <strong>and</strong> operation, <strong>and</strong> according<br />

to the user's preferences (Goh & Kinshuk, 2006). <strong>The</strong> application installation<br />

on the device must be invisible to laypersons. <strong>The</strong> application<br />

operation in the mobile device needs to exist harmonically, sharing<br />

common resources, with other applications installed in the same device,<br />

especially co-existing with the telephone facilities, when used in mobile<br />

or smart phones. According to the above, the questions which have to<br />

be asked are:<br />

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Measuring Quality r!I M-<strong>Learning</strong> Information Systems<br />

• Does the application utilize middleware to adapt outputs to users<br />

<strong>and</strong> devices according to the user pr<strong>of</strong>tle?<br />

• Is the application easy to install in all required devices?<br />

• Does the application interfere with other applications/services<br />

installed in the same device?<br />

Quality in use<br />

Quality in use is the user's view <strong>of</strong> quality: "<strong>The</strong> capability <strong>of</strong> the s<strong>of</strong>tware<br />

product to enable specifted users to achieve specifted goals with<br />

effectiveness, productivity, safety <strong>and</strong> satisfaction in specifted contexts<br />

<strong>of</strong> use" (ISO/IEC 9126-4, 2004). Since mobile applications may be<br />

used while driving or walking, tasks which need the user's attention, the<br />

application manipulation must be simple <strong>and</strong> intuitive, enforcing safety.<br />

<strong>The</strong> ISO /IEC 9126-4 st<strong>and</strong>ard includes the following subcharacteristics:<br />

Effectiveness - the capability <strong>of</strong> the s<strong>of</strong>tware product to enable users<br />

to achieve specifted goals with accuracy <strong>and</strong> completeness in a specifted<br />

context <strong>of</strong> use.<br />

Productivity - the capability <strong>of</strong> the s<strong>of</strong>tware product to enable users<br />

to expend appropriate amounts <strong>of</strong> resources in relation to the effectiveness<br />

achieved in a specifted context <strong>of</strong> use.<br />

Safety - the capability <strong>of</strong> the s<strong>of</strong>tware product to achieve acceptable<br />

levels <strong>of</strong> risk <strong>of</strong> harm to people, s<strong>of</strong>tware, equipment, or the environment<br />

in a specifted context <strong>of</strong> use.<br />

Satisfaction - the capability <strong>of</strong> the s<strong>of</strong>tware product to satisfy users in<br />

a specifted context <strong>of</strong> use.<br />

Kim <strong>and</strong> Ong (2005) examined the success factors <strong>of</strong> m-Iearning from<br />

the learner's perspective, identifying three main dimensions <strong>of</strong> user<br />

satisfaction: system quality, content quality <strong>and</strong> service quality. <strong>The</strong><br />

system quality deals with the technical level, which is covered by the<br />

above characteristics, especially reliability <strong>and</strong> usability. Content quality<br />

deals with the semantic level, meaning the information quality <strong>and</strong> output<br />

accuracy <strong>and</strong> reliability. Service quality includes the installation<br />

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assistance, product knowledge <strong>of</strong> the body supplying the service, training,<br />

support, <strong>and</strong> online help.<br />

Parsons <strong>and</strong> Ryu (2006) divided the quality aspects <strong>of</strong> m-Iearning systems<br />

to three major issues: technical aspects, content related aspects<br />

<strong>and</strong> context aspects. <strong>The</strong>y proposed two new design issues that affect<br />

quality <strong>of</strong> m-Iearning: the user role <strong>and</strong> collaboration, extending the<br />

quality in use, considering the context <strong>of</strong> use. <strong>The</strong>y suggested three new<br />

metrics to measure the proposed issues: (1) metaphor, which bridges<br />

from abstract <strong>and</strong> elusive vision to a concrete <strong>and</strong> complex situation,<br />

(2) functions to support interactivity with other members <strong>and</strong> tutors,<br />

regardless <strong>of</strong> location <strong>and</strong> (3) learning content, which highlights<br />

whether an m-Iearning system can provide content that is both optimized<br />

for mobile delivery <strong>and</strong> justifies delivery through the mobile<br />

channel.<br />

Some other questions which have to be asked are:<br />

• Does the application prevent unnecessary input or output paging?<br />

• Does input operation require minimum typing?<br />

Methodology to Define m-<strong>Learning</strong> Quality Metrics<br />

In the next sections the methodology to define the metrics will be explained<br />

<strong>and</strong> a list <strong>of</strong> relevant metrics developed will be exhibit. <strong>The</strong>n<br />

the experiments performed to validate the metrics will be described.<br />

Last, examples to three different metrics will be presented, each with<br />

the outcome <strong>of</strong> its validation.<br />

<strong>The</strong> Methodology<br />

<strong>The</strong> definition <strong>of</strong> new metrics to quantify the quality <strong>of</strong> m-Iearning<br />

systems is based on Gafni's research process, as shown in Figure 2,<br />

which consists <strong>of</strong> several phases:<br />

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Research Process<br />

<strong>Mobile</strong>-Wireless<br />

Information Systems<br />

I<br />

Protocols<br />

II<br />

Architectures<br />

I<br />

~ Specific Problems I<br />

Definition <strong>of</strong> quality attributes<br />

which are affected by<br />

mobile-wireless information systems<br />

I<br />

---....-<br />

Definition <strong>of</strong> objects to be measured<br />

Quality Quantification <strong>of</strong><br />

Information Systems<br />

I<br />

I<br />

"""'"O""~<br />

Reliability<br />

Usability<br />

Efficiency<br />

I<br />

I<br />

I Maintainability I<br />

Portability<br />

I<br />

I<br />

I<br />

Quality in Use<br />

I<br />

I Definition <strong>of</strong> new rnetrics I<br />

Experiments <strong>and</strong> metrics validation<br />

I<br />

I<br />

I<br />

I" Electronic Mail" I I "Where is the Child" II "Cellular"<br />

Figure 2 - <strong>The</strong> reseann proa!ss<br />

II<br />

"PDA"<br />

I<br />

(1) <strong>Mobile</strong>-wireless information systems examination, to detect special<br />

quality problems <strong>and</strong> risks that outcome from the architectures <strong>and</strong><br />

protocols <strong>of</strong> such systems. (2) Choice <strong>of</strong> ISO /IEC 9126 quality characteristics<br />

affected by mobility <strong>and</strong> wirelessness. (3) Definition <strong>of</strong> objects<br />

<strong>and</strong> metrics to allow objective measurement <strong>of</strong> mobile-wireless information<br />

systems quality. (4) Metrics theoretical <strong>and</strong> empirical validation.<br />

In order to define the new metrics, the architecture <strong>and</strong> protocols <strong>of</strong><br />

the mobile-wireless information systems were analyzed (Asunmaa et ai.,<br />

2002; Green, 2003; Huber, 2004; Tarasewich, 2003; Varshney & Vetter,<br />

2002; Vaughan-Nichols, 2004) <strong>and</strong> the objects which affect the characteristics<br />

<strong>and</strong> sub-characteristics <strong>of</strong> quality were detected. <strong>The</strong>se architectures<br />

<strong>and</strong> protocols are also the basis for m-learning systems.<br />

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<strong>The</strong> objects identified were, among others, the device type, the device<br />

screen, the device memory, phone calls performed during usage <strong>of</strong><br />

system, system displays (including type <strong>of</strong> fields), types <strong>of</strong> tasks, user<br />

pr<strong>of</strong>ile, <strong>and</strong> user location. All the objects identified can be clustered<br />

into four entities: device, application, architecture, <strong>and</strong> user.<br />

Quality Model<br />

Quality<br />

characteristic<br />

Is diVidetnto<br />

Affects<br />

mo<br />

~<br />

/<br />

<strong>Mobile</strong> Information<br />

System<br />

Object<br />

! Has one or<br />

more<br />

Quality sub-<br />

Attribute<br />

characteristic<br />

"7/<br />

Quantifies<br />

Is measured by one or<br />

Quantifie<br />

one<br />

or more<br />

Metrics I Unit<br />

Defined;it~<br />

Has.<br />

vutcomesto<br />

Scale<br />

Measure<br />

I<br />

Measurement Model<br />

I<br />

Figure 3 - Definition <strong>of</strong> metrics<br />

As described in Figure 3, the method used to define the metrics is as<br />

follows. Each identified object is decomposed into measurable attributes<br />

(ISO/IEC 15939,2002). Each attribute is assigned a unit measure<br />

<strong>and</strong> a scale, according to its meaning. This is done based on Kitchenham<br />

et al. methodology (1995). Using the objects identified <strong>and</strong> their<br />

attributes with corresponding units <strong>and</strong> scales, metrics (ISO /IEC<br />

15939,2002) can be defined. <strong>The</strong> metrics are methods for the measuring<br />

process with specific formulas.<br />

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Measuring Quality r!I M-<strong>Learning</strong> Information Systems<br />

List <strong>of</strong> Relevant Metrics<br />

This methodology enables the definition <strong>of</strong> innumerable metrics. <strong>The</strong><br />

relevant metrics for each system must be defined according to the requirements<br />

<strong>of</strong> the system, its goal, <strong>and</strong> its users.<br />

In Gafni's research thirty one metrics were defmed, <strong>and</strong> mapped in two<br />

different viewpoints:<br />

• As a matrix which displays the metrics according to the specific<br />

problems in mobile-wireless information systems. Table 1 presents<br />

this viewpoint mapping.<br />

• As a hierarchy starting from the quality characteristics, describing<br />

which metrics quantify the degree <strong>of</strong> quality for each characteristic<br />

<strong>and</strong> sub-characteristic. This is shown in Figure 4.<br />

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Table 1 - Metrics mapped to mobile-wireless problems<br />

Problem source: Network Device Mobility<br />

T~e<strong>of</strong><br />

pro lem<br />

::: '"<br />

0<br />

'" OJ<br />

;:! t- ;:!<br />

1=1 u<br />

OJ<br />

::<br />

~ u :::<br />

OJ 0<br />

'" 3<br />

;:! 0<br />

fa<br />

'"<br />

B '"<br />

u<br />

§ ~ >.<br />

u ~<br />

i '" OJ<br />

'E ..... ~<br />

§'" r§<br />

~ ~<br />

'" ]<br />

5 .g ~<br />

:: rs s<br />

~<br />

] '" ~<br />

~<br />

'" S' '" ~ ~ :::<br />

::: ::: '" OJ<br />

0<br />

5 ::: 0<br />

'" ~ B ] u .....<br />

..c ..... OJ<br />

B 1; El OJ u >. ~<br />

:::<br />

'" '"<br />

~<br />

'"<br />

~ '" .§ 8<br />

~ u<br />

OJ 0 OJ ....<br />

u<br />

u u<br />

~<br />

~ ~<br />

t-<br />

'"<br />

~ t- El ;I 0 .....<br />

0<br />

....<br />

....<br />

'"<br />

1=1<br />

:: OJ<br />

.... "::0<br />

'" .... -:<br />

~ [ :: .a '" ....<br />

u 1=1<br />

a<br />

'"<br />

tE<br />

~ ~<br />

>- h Vl<br />

OJ OJ u<br />

a<br />

OJ<br />

Metrics Z 3 ~ '" .3 3 b :J ~ :J<br />

Response time to X X<br />

~_t information<br />

X X X<br />

rom server<br />

Response time to X<br />

~t information<br />

X X X X X X<br />

rom cache<br />

Size <strong>of</strong> applica<br />

tion in mobile<br />

X<br />

device<br />

Size <strong>of</strong> help in<br />

mobile device<br />

X<br />

Device mem~ry<br />

leanup afte<br />

X<br />

transaction<br />

Network<br />

throughput<br />

X X X<br />

Display load<br />

X<br />

Clarity <strong>of</strong> opera<br />

tion possibilities<br />

X<br />

Operation menu<br />

eXlstence<br />

X<br />

Completeness 0<br />

operation menu<br />

X<br />

Display self<br />

adjustment pos<br />

X X X<br />

sibilities<br />

l\iessages<br />

Iseness<br />

con X X X X<br />

Ease <strong>of</strong> mpu<br />

ntering<br />

X<br />

Ease <strong>of</strong> outpu<br />

use<br />

X X<br />

Parameters self X<br />

adjustment pos<br />

X X X<br />

sibilities<br />

Ease <strong>of</strong> use<br />

displays pe<br />

X X X X X X<br />

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Problem source: Network Device Mobility<br />

.,<br />

T~e<strong>of</strong><br />

., :::<br />

0<br />

pro lem<br />

~<br />

~<br />

~ .. ., OJ<br />

;:I 0<br />

§<br />

.. u<br />

0 § ~ >.<br />

;:I<br />

u<br />

..<br />

~<br />

"E § r§ OJ ..... \:;<br />

~<br />

.,<br />

~<br />

~<br />

..... .,<br />

.. .g ~<br />

;:I<br />

u<br />

OJ<br />

::<br />

u ::: :::<br />

0 :::<br />

:: rs El ~ .... ]<br />

e- .,<br />

S' ..<br />

~<br />

f§ ~<br />

::: .,<br />

OJ<br />

~ B rS<br />

OJ 0 OJ ....<br />

u<br />

., u<br />

~ ~ e- ~<br />

f s .. u 0<br />

1=1<br />

r: .a<br />

6 :E > ~ ~ ~<br />

til<br />

::: :::<br />

0<br />

£i :::<br />

:!J 0 El u<br />

~ ;;<br />

.....<br />

OJ<br />

~ B "E S ::: .,<br />

~ u<br />

0 ~ .... .,<br />

.,<br />

.... :: OJ ~, ~ >. ., .... :: ....<br />

OJ OJ .,<br />

U OJ<br />

~<br />

.... u<br />

., ., OJ u >.<br />

rg ..<br />

E<br />

Metrics tZ 3 Jl<br />

..<br />

.3 .3 t:j t:j ~ 5 ~<br />

putput<br />

lEase <strong>of</strong> use X X X X X X X<br />

~splays per task<br />

rl'asks based on X X X<br />

'-tser location<br />

Upd~te <strong>of</strong> use! X X<br />

ocation based<br />

asks<br />

Speed <strong>of</strong> use!<br />

X X<br />

ocation update<br />

ILoss <strong>of</strong> accuracy<br />

X<br />

pn user location<br />

asks<br />

Secure messages X X X X<br />

<strong>and</strong> information<br />

pn device<br />

~essage time on X<br />

au<br />

Use <strong>of</strong> user pro<br />

ile<br />

X X X X<br />

Use <strong>of</strong> middle X X X X X<br />

~are<br />

Installations<br />

X<br />

success<br />

lEase <strong>of</strong> installaltion<br />

X<br />

Co-existence<br />

~th phone ac<br />

X X<br />

ltivities<br />

Use <strong>of</strong> st<strong>and</strong>ard<br />

IProtocols<br />

X<br />

Use <strong>of</strong> cache X X<br />

lKesume <strong>of</strong> trans<br />

X<br />

action after dis<br />

onnections<br />

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I Efficiency<br />

Time behavior<br />

---......: Response time to get information from server I<br />

IResponse time to get Information from cache I<br />

..JSize <strong>of</strong> application in mobile device<br />

"'IResource utilization ........-:: Size <strong>of</strong> help in mobile device I<br />

IDevlce memory cleanup after transaction<br />

·ILearnablllty I Network throughput<br />

.IUnderst<strong>and</strong>ability<br />

I Usability IV Operability<br />

Attractiveness<br />

Display load<br />

--.... Clarity <strong>of</strong> operation possibilities<br />

loperation menu existence<br />

",!Completeness <strong>of</strong> operation menu<br />

~DiSplay self-adjustment possibilities<br />

IMeSSages conciseness<br />

,~_OfrpK~_g<br />

Ease <strong>of</strong> output use<br />

'" Parameters self-adjustment possibilities<br />

~ Ease <strong>of</strong> use - displays per output<br />

Effectiveness l7 '\ Ease <strong>of</strong> use - displays per task<br />

-::::.- Productivity Tasks based on user location<br />

fQuality in use ~ --.::::Isafety<br />

Satisfaction<br />

-------<br />

~<br />

__ Update <strong>of</strong> user location based tasks<br />

Suitability Speed <strong>of</strong> user location update<br />

fFunctionality Accuracy Loss <strong>of</strong> accuracy on user location tasks<br />

I Portability<br />

~<br />

Security ~ Secure messages <strong>and</strong> information on device<br />

Interoperability 10., IMessage time on air I<br />

Adaptability i\ ~ Iuse <strong>of</strong> user pr<strong>of</strong>ile I<br />

p Installability ~ -.oJUse <strong>of</strong> middleware I<br />

~~t~~<br />

Replaceability<br />

I<br />

--........; Co-existence Ease <strong>of</strong> installation I<br />

~ Analyzability ~ ICo-existence with phone activities I<br />

Changeability<br />

fMalntalnabllity ~ITest~bility Use <strong>of</strong> st<strong>and</strong>ard protocols I<br />

IStabllity<br />

I Reliability<br />

~ Fault tolerance<br />

Recoverability<br />

~Maturity<br />

Use <strong>of</strong> cache<br />

Resume <strong>of</strong> transaction after disconnections<br />

I<br />

I<br />

I<br />

I<br />

I<br />

I<br />

I<br />

I<br />

I<br />

Figure 4 - Metrics mapped to qualifY characteristics<br />

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<strong>The</strong> Experiments<br />

Each metric defined by the research was validated theoretically <strong>and</strong><br />

empirically at least by one <strong>of</strong> four different experiments performed in<br />

diverse technologies <strong>and</strong> devices, such as cellular phones <strong>and</strong> PDA<br />

devices (examples <strong>of</strong> different displays can be seen in Figure 5):<br />

MO.,.I"" ~ .:' -c lJ 00<br />

Pie...., ..-hoW mlldl VIM' Ike tile<br />

following "'II'ICb <strong>of</strong> the ..-1.:<br />

Action<br />

I ·1<br />

SOipt<br />

r ·1<br />

S~IEKects<br />

1 ·1<br />

~ 4016 ctDm<br />

OW<br />

_IA<br />

(1) "PDA" (2) "Cellular"<br />

(3) "Where is the child?" (4-b) "Electronic Mail"<br />

Figure 5 - Examples <strong>of</strong> displays <strong>of</strong> the experiments<br />

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1. <strong>The</strong> "PDA" experiment was performed on a system developed<br />

by Dooblo, a commercial company. <strong>The</strong> system allows conducting<br />

surveys on a PDA infrastructure. This system contains<br />

five different surveys, each including several displays. This is<br />

similar to performing quizzes in an m-Ieaming system.<br />

2. <strong>The</strong> "Cellular" experiment was performed via a simulation<br />

developed specifically for this research. <strong>The</strong> system simulates a<br />

cellular phone application. This application allows technicians<br />

to service customers at home, per customers' complaints that<br />

they generated via the cellular phone. This system was implemented<br />

twice, a "high quality" <strong>and</strong> a "low quality" system, to<br />

enable comparisons. This is similar to an m-Ieaming system<br />

which has both input <strong>and</strong> output displays, menus to choose<br />

from, <strong>and</strong> there is interaction between the user <strong>and</strong> the system.<br />

3. <strong>The</strong> ''Where is the Child" experiment was performed using a<br />

service provided by a major mobile phone company, which enables<br />

parents to receive information, over the cellular phone<br />

using GPS <strong>and</strong> cellular infrastructure, about the location <strong>of</strong><br />

their child. This system is analogous to an m-Ieaming system<br />

used inside a museum make available explanations about the<br />

exhibitions, or in a tourist route to get information about the<br />

buildings passed along, surroundings, etc. <strong>The</strong> information is<br />

received both textual <strong>and</strong> graphical.<br />

4. <strong>The</strong> "Electronic Mail" experiment was performed in two different<br />

environments, in order to compare them, <strong>and</strong> on a third<br />

environment, not wireless <strong>and</strong> not mobile, as a reference point:<br />

a. Electronic Mail on a PDA environment, based on Micros<strong>of</strong>t<br />

Outlook.<br />

b. Electronic Mail on a cell phone, based on a service supplied<br />

by a major mobile phone company, which was developed<br />

based on Micros<strong>of</strong>t Outlook Express.<br />

c. Electronic Mail on a desktop computer, based on Micros<strong>of</strong>t<br />

Outlook Express.<br />

<strong>The</strong> aim <strong>of</strong> the validation was to prove that the metrics behave in a<br />

consistent <strong>and</strong> logical mode; thus, it is possible to rely on them to quantify<br />

the quality <strong>of</strong> these systems, for example, by showing that the value<br />

<strong>of</strong> the metric grows when quality increases <strong>and</strong> vice versa.<br />

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<strong>The</strong> theoretical pro<strong>of</strong> <strong>and</strong> the empirical experiments successfully validated<br />

the new metrics defined in the research. This paper focuses on<br />

the metrics development process; therefore, the validation results are<br />

detailed only for the above example metrics.<br />

<strong>The</strong> Metrics Examples<br />

Three <strong>of</strong> the new defined metrics are described in this section. Outcomes<br />

<strong>of</strong> the validation <strong>of</strong> each metric are exhibited after the relevant<br />

tables.<br />

<strong>The</strong> measure <strong>of</strong> each metric receives a value in range 0-1: the higher the<br />

value, the better the quality.<br />

<strong>The</strong> "Display load" metric<br />

Table 2 describes ''Display load" metric which measures the burden<br />

degree <strong>of</strong> the displays. Because <strong>of</strong> the screen's size, the underst<strong>and</strong>ability<br />

is lower when the display is overloaded.<br />

Table 2 - Definition <strong>of</strong> ''Displqy load" metric<br />

Metric N arne<br />

Quality<br />

sub-characteristic<br />

Purpose <strong>of</strong> the metric<br />

Method <strong>of</strong> application<br />

Metric type<br />

Attributes measured<br />

Display load<br />

Usability - Underst<strong>and</strong>ability<br />

To what degree are the displays loaded?<br />

<strong>The</strong> screen <strong>of</strong> the devices is small, <strong>and</strong> the underst<strong>and</strong>ability<br />

is lower when the display is overloaded.<br />

Check the ratio between display size (information<br />

displayed) <strong>and</strong> screen size.<br />

<strong>The</strong> ratios are categorized <strong>and</strong> given a score, in<br />

inverse relationship to the display size, thus smaller<br />

displays categories receive greater scores.<br />

<strong>The</strong>n a weighted average is calculated.<br />

Internal<br />

ScrS - Device screen size<br />

PgS - Display size<br />

DisNum - Number <strong>of</strong> displays in the system<br />

i-Display number (1..DisNum)<br />

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Computation<br />

Deftnition <strong>of</strong> categories <strong>and</strong> scores:<br />

Xi=<br />

X=<br />

I if 0< PgSi:::;; ~<br />

ScrS 4<br />

X if ~


Measuring Quality if M-<strong>Learning</strong> Information Systems<br />

<strong>The</strong> "Display Load" metric was validated in two different experiments,<br />

"PDA" <strong>and</strong> "Cellular". First, it was validated by the "PDA" experiment<br />

(Figure 6) which contains five different surveys, each including several<br />

displays. <strong>The</strong>refore this experiment was further divided into six cases,<br />

one for each survey as it was an independent system <strong>and</strong> one for all<br />

Task1D i P9S1 PgS/ScrS xl DlsNum AvglPgSI X<br />

Flight 1 1 105 0.167 1 10 73.6 1<br />

1 2 42 0.067 1<br />

1 3<br />

••<br />

0.157 1<br />

1 4 61 0.097 1<br />

1 5 sa 0.140 1<br />

1 61 0.097 1<br />

•<br />

1 7 73 0.116 1<br />

1 8 82 0.130 1<br />

1 62 0.09S 1<br />

•<br />

1 10 63 0.1 1<br />

Purchase 2 11 112 0.178 1 8 137.38 0.875<br />

2 12 150 0.238 1<br />

2 13 66 0.105 1<br />

2 14 160 0.254 0.667<br />

2 15 115 0,183 1.000<br />

2 16 231 0,367 0.667<br />

2 17 67 0,106 1.000<br />

2 18 1.8 0,314 0.667<br />

M ... 3 1. 108 0,171 1.000 7 129.43 0.905<br />

3 20 130 0,206 1.000<br />

3 21 75 0,119 1.000<br />

3 22 83 0,132 1.000<br />

3 23 203 0,322 0.667<br />

3 24 14. 0,237 1.000<br />

3 25 158 0,251 0.667<br />

Supermarh I 4 2. 105 0,167 1.000 7 143.57 0.857<br />

4 27 183 0,290 0.667<br />

4 28 14. 0,237 1.000<br />

4 2. 7' 0,125 1.000<br />

4 30 .2 0,146 1.000<br />

4 31 321 0,510 0.333<br />

4 32 76 0,121 1.000<br />

PartlclpaUon S 33 102 0,162 1.000 6 130.1667 0.'"<br />

S 34 SO 0,079 1.000<br />

5 35 217 0.344 0.667<br />

5 36 127 0,202 1.000<br />

5 37 175 0,278 0.667<br />

5 38 110 0,175 1<br />

1.00<br />

101 - PDA<br />

n,.,. oa9 0.91<br />

n ,,, 0.90<br />

1.00<br />

r- - f-<br />

:; 0.80 -~f-- - f-- - f--r- -<br />

~ 0.60 - f-- f-- f-- - - f-<br />

0<br />

·c 0.40 - f-- f-- f-- - - f-<br />

4i<br />

E 0.20 - f-- f-- f-- - - f-<br />

0.00<br />

# rl'<br />

. ..,"<br />

.~<br />

~<br />

Q' .¢-


<strong>The</strong> <strong>Evolution</strong> <strong>of</strong> <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong><br />

together. For less loaded displays the metric value received was higher,<br />

i.e., the displays <strong>of</strong> the "Flight" survey which are the less loaded, got a<br />

metric value <strong>of</strong> 1, the highest possible. Second, the metric was validated<br />

using the "Cellular" experiment, once with the "High quality" system,<br />

<strong>and</strong> once with the "Low quality system", each was performed with<br />

empty <strong>and</strong> full displays (Figure 7).<br />

101- Cellular<br />

1.00 .---=0=.9=4::--_ ____ ---,<br />

., 0.80<br />

~ " 0.60<br />

.!:!<br />

~ 0.40<br />

E 0.20<br />

o Hgh Quality - errpty<br />

• Hgh Quality - full<br />

• Low Quality - errpty<br />

• Low Quality - full<br />

0.00 L--..L._..L.._<br />

Figure 7 - Validation <strong>of</strong> "Display load" metri( in "Cellular" experiment<br />

<strong>The</strong> "Memory cleanup" metric<br />

Table 3 defines "Memory cleanup" metric which measures the degree<br />

<strong>of</strong> cleaned-up memory after completing a task. <strong>The</strong> small resources <strong>of</strong><br />

memory in the devices have to be carefully h<strong>and</strong>led to avoid decrease<br />

<strong>of</strong> performance.<br />

Table 3 - Difinition <strong>of</strong> "Memory deanup" metri(<br />

Metric Name<br />

Quality<br />

sub-characteristic<br />

Memory cleanup<br />

Efficiency - Resource Utilization<br />

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Purpose <strong>of</strong> the metrics<br />

Method <strong>of</strong> application<br />

Metric type<br />

Attributes measured<br />

Computation<br />

Expected output<br />

Interpretation <strong>of</strong><br />

measured value<br />

Metric scale type<br />

Measure type<br />

Input to measurement<br />

ISO/IEC 12207<br />

reference<br />

Target audience<br />

To what degree the memory is cleaned-up<br />

after completing a task?<br />

<strong>The</strong> devices have small memory, so any "garbage"<br />

left after completing a task may decrease<br />

the subsequent work performance.<br />

Check the size <strong>of</strong> free memory before starting<br />

the test, <strong>and</strong> afterwards.<br />

External<br />

MmETt -<br />

free memory size at end <strong>of</strong> task i<br />

ApS - Application Size<br />

MmS - Memory Size<br />

y MmETt<br />

X = (=1 (MmS - ApS)<br />

INum<br />

TNum - Number <strong>of</strong> Tasks in System<br />

where<br />

MmS-ApS> 0<br />

<strong>and</strong> TNum ~1<br />

O~X~l<br />

<strong>The</strong> higher the better<br />

Ratio<br />

Size<br />

User Monitoring Record<br />

Test Report<br />

System Testing<br />

Operational testing<br />

Requirer<br />

Developer<br />

Maintainer<br />

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<strong>The</strong> "Memory Cleanup" metric was validated with the "PDA" experiment,<br />

for each survey, as it was an independent system <strong>and</strong> for all together.<br />

In the cases where the memory was better cleaned after completing<br />

the task, the metric value was higher, as shown in Figure 8.<br />

<strong>The</strong> "Speed <strong>of</strong> user location update" metric<br />

Table 4 defines "Speed <strong>of</strong> user location update" metric which measures<br />

how fast does the application recalculate the information based on user<br />

I<br />

I A~s I MmS I<br />

Tnum<br />

150 5.75 35.49<br />

case LMmETi x<br />

all all 2983.45 100.318 0.669<br />

Flight 1 577.64 19.423 0.647<br />

Purchase 2 617.62 20.767 0.692<br />

Movie 3 608.00 20.444 0.681<br />

Supermarket 4 584.76 19.662 0.655<br />

Participation 5 595.43 20.021 0.667<br />

I<br />

130 - PDA<br />

111M n mn ill<br />

~ V;- *>0(:- ~ ~~ roe<br />

v.~


Measuring Quality r!I M-<strong>Learning</strong> Information Systems<br />

Table 4 - Difinition <strong>of</strong> "Speed <strong>of</strong> user location update" metric<br />

Metric Name<br />

Quality<br />

sub-characteristic<br />

Purpose <strong>of</strong> the metric<br />

Method <strong>of</strong> application<br />

Metric type<br />

Attributes measured<br />

Speed <strong>of</strong> user location update<br />

Functionality - Suitability<br />

Functionality - Accuracy<br />

How fast does the application recalculate the<br />

information based on user location when the<br />

user moves on?<br />

<strong>Mobile</strong> systems which outputs are based on<br />

user location must be accurate <strong>and</strong> change the<br />

relevant information quickly according to the<br />

new position.<br />

Calculate the elapsed time between the user's<br />

change <strong>of</strong>location <strong>and</strong> the application's output<br />

update.<br />

External<br />

UPosChng - Time <strong>of</strong> user's position change<br />

SysPos Upd - Time <strong>of</strong> updated output display<br />

to user<br />

PosPNum - Number <strong>of</strong> tasks based on user's<br />

location checked during measure<br />

i-Case number (1..PosPNum)<br />

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Computation<br />

For each location change:<br />

X; = SysPosUpd - UPosChngi<br />

<strong>The</strong> time unit used must suit the restriction:<br />

SysPOSUpdi - UPosChngi ~ 1<br />

Average <strong>of</strong> all cases:<br />

PosPNum<br />

LX;<br />

i=1<br />

X'=<br />

PosPNum<br />

When<br />

PosPNum ~1<br />

In order to allow summarize <strong>of</strong> all metrics, to<br />

enable total quality comparison between systems,<br />

the metrics need to be consistent, the<br />

higher the better. In this case, to get consistency,<br />

the metric needs to be transformed.<br />

<strong>The</strong>re are two ways to perform this transformation:<br />

Expected output<br />

Interpretation <strong>of</strong><br />

measured value<br />

1. X= max-X' when max is an extrinsic<br />

max<br />

value determined by the requirements <strong>of</strong> the<br />

system or an external research.<br />

1<br />

2. X = -. This transformation can lead, in<br />

X'<br />

some cases to non-uniform distribution on the<br />

range <strong>of</strong> 0-1, which prevents summarizing all<br />

metrics.<br />

O~X~l<br />

<strong>The</strong> higher the better. If two systems get the<br />

same value for this metric, the st<strong>and</strong>ard deviation<br />

must be checked. <strong>The</strong> system with smaller<br />

st<strong>and</strong>ard deviation is the one with better quality.<br />

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Measuring Quality r!I M-<strong>Learning</strong> Information Systems<br />

Metric scale type<br />

Measure type<br />

Input to measurement<br />

ISO/IEC 12207<br />

reference<br />

Target audience<br />

Interval<br />

Time/Count<br />

Operation Report<br />

Test Report<br />

User Monitoring Record<br />

System Testing<br />

Operational Testing<br />

System Operation<br />

Requirer<br />

Developer<br />

User<br />

<strong>The</strong> "Speed <strong>of</strong> user location update" metric was validated using the<br />

''Where is the child?" experiment. This experiment was performed<br />

during car driving, using two mobile phones, one locating the other.<br />

<strong>The</strong> experiment started when the located mobile phone was in a determined<br />

point, the other phone asked for the location, <strong>and</strong> then the located<br />

phone changed it position. <strong>The</strong> time was measured using a stopper.<br />

<strong>The</strong> results <strong>of</strong> this experiment have a normal distribution with an<br />

average <strong>of</strong> 68.93 seconds, <strong>and</strong> st<strong>and</strong>ard deviation <strong>of</strong> 20 seconds. <strong>The</strong><br />

metric result received using the X = _1_ transformation was 0.87, when<br />

X'<br />

values were transferred to minutes.<br />

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PosPNun x' X max X(max)<br />

I 30 I 68.93 1.15 0.870 110 0.373 I<br />

seccnds minutes minutes secoods<br />

seconds<br />

i l',.Jlnl9jl:J.IDT UPosChng SysPosUpd Xi'<br />

1 0 0 90 90<br />

2 0 0 95 95<br />

3 0 0 72 72<br />

4 0 0 85 85<br />

5 0 10 75 65<br />

6 0 10 95 85<br />

7 0 10 114 104<br />

8 0 10 93 83<br />

9 0 15 85 70<br />

10 0 15 87 72<br />

11 0 15 120 105<br />

12 0 15 110 95<br />

13 0 30 94 64<br />

14 0 30 91 61<br />

15 0 30 103 73<br />

16 0 30 102 72<br />

17 0 30 80 50<br />

18 0 30 77 47<br />

19 0 30 90 60<br />

20 0 45 95 50<br />

21 0 45 110 65<br />

22 0 45 95 50<br />

23 0 45 77 32<br />

24 0 45 105 60<br />

25 0 60 100 40<br />

25 0 60 103 43<br />

27 0 60 116 56<br />

28 0 60 149 89<br />

29 0 60 160 100<br />

30 0 60 95 35<br />

>. 8<br />

(,)<br />

114 - W here is the child<br />

10 9<br />

0 0<br />

r-<br />

c 6 r-- r--<br />

CI)<br />

::::J<br />

C'" r-- r--<br />

L.<br />

r-- r--<br />

4 3<br />

~ 2<br />

ft- u..<br />

0<br />

40 60 80 100 120 More<br />

sec<br />

J<br />

u<br />

Figure 9 - Validation "Speed <strong>of</strong> user Im't1tion update" metri( in<br />

'Where is the ~!Jild?" experiment - X' t'alues<br />

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Conclusion<br />

This chapter describes a methodology to enable quality measuring <strong>of</strong><br />

m-Ieaming information systems which allow interactive learning "any<br />

place, any time" using mobile <strong>and</strong> wireless devices, such as cellular<br />

phones <strong>and</strong> personal digital assistants, <strong>and</strong> networks.<br />

<strong>The</strong>re are several advantages <strong>of</strong> using mobile-wireless information systems<br />

in the place <strong>and</strong> time needed. <strong>The</strong>se include, but are not limited<br />

to, productivity enhancement, resource allocation flexibility, competitive<br />

advantages, service improvements, <strong>and</strong> information accuracy.<br />

However, mobile-wireless information systems face new kinds <strong>of</strong> problems,<br />

such as narrow b<strong>and</strong>s, lack <strong>of</strong> coverage, devices with small memory<br />

<strong>and</strong> tiny screens which cannot display large amounts <strong>of</strong> data, <strong>and</strong><br />

diversity <strong>of</strong> users <strong>and</strong> devices. <strong>The</strong> mentioned benefits can be nullified<br />

by using information systems <strong>of</strong> insufficient quality.<br />

M-Ieaming information systems are a sub-field <strong>of</strong> mobile-wireless information<br />

systems. As such, they comprise the benefits <strong>of</strong> mobilewireless<br />

information systems, but, on the other h<strong>and</strong>, they face the<br />

same problems <strong>and</strong> challenges affecting quality characteristics.<br />

Many information systems fail due to poor quality. Quality <strong>of</strong> information<br />

systems is a multi-dimension concept which includes a multitude<br />

<strong>of</strong> characteristics. <strong>The</strong> special m-Ieaming information systems problems<br />

require a different quality definition. <strong>The</strong> quality characteristics, based<br />

on ISO/lEe 9126 st<strong>and</strong>ard, affected by m-Ieaming information systems<br />

were widely described <strong>and</strong> analyzed in this chapter, <strong>and</strong> a set <strong>of</strong><br />

questions that need to be measured was defmed. From these questions,<br />

using the presented methodology, which analyzes the measurable objects<br />

<strong>and</strong> features <strong>of</strong> the information system which affect quality characteristics,<br />

accurate metrics can be defmed. <strong>The</strong>se metrics are methods<br />

for the measuring process with specific mathematically defmed formulas.<br />

<strong>The</strong> metrics enable objective quality evaluation <strong>and</strong> comparison <strong>of</strong><br />

mobile-wireless information systems. A list <strong>of</strong> optional metrics was<br />

mapped in two different viewpoints, covering the quality characteristics<br />

on one h<strong>and</strong>, <strong>and</strong> the system problems on the other h<strong>and</strong>. Samples <strong>of</strong><br />

three metrics were exhibited. Each metric was tested <strong>and</strong> validated in<br />

one or more empirical experiments, based on different technologies, to<br />

determine the quality <strong>of</strong> these systems.<br />

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<strong>The</strong>se metrics are useful when the quality <strong>of</strong> a mobile-wireless information<br />

system must be analyzed <strong>and</strong> quantified, for example, when comparing<br />

two proposed systems, or when a system has to be developed or<br />

bought. When the metrics are used to compare systems, the higher the<br />

metric value, the higher the system's quality. However, when only one<br />

system has to be evaluated, the metrics need an external acceptance<br />

value to compare to. <strong>The</strong>se acceptance values can be defmed in advance<br />

according to the requirements <strong>of</strong> the system.<br />

<strong>The</strong> selection <strong>of</strong> the suitable metrics to be measured must correlate to<br />

the nature <strong>of</strong> the m-Iearning system to be bought or developed. For<br />

example, the metrics should be chosen according to the audience <strong>of</strong> the<br />

m-Iearning system. <strong>The</strong>re are differences between a training m-Iearning<br />

system to be used by workers <strong>of</strong> a company, who can receive prior<br />

instructions for use, <strong>and</strong> an m-Iearning system to be used by wide audiences,<br />

like in museums or tourism. Another example is the environment<br />

in which the m-Iearning system has to be operated. Using the<br />

system in a noisy surrounding, as on city streets, has different needs<br />

than using it inside a building, in a more calm ambient.<br />

When the need for a new m-Iearning information system arises, the<br />

quality characteristics important to the specific system must be analyzed<br />

<strong>and</strong> defined, <strong>and</strong> according to these characteristics, the metrics to<br />

measure the quality <strong>of</strong> the system must be selected, <strong>and</strong> the acceptance<br />

values for these metrics must be defmed.<br />

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TRI34-1; Retrieved Nov. 20,2006 from Web site:<br />

http://www.kelley.iu.edu/ardennis/wp/tr134-1.doc<br />

Author<br />

Dr. Ruti Gafni holds a PhD from Bar-llan University,<br />

Israel in the Business Administration School,<br />

focusing in Information Systems. She holds an M.Sc<br />

from Tel Aviv University <strong>and</strong> a BA (Cum Laude) in<br />

Economics <strong>and</strong> Computer Science from Bar-llan.<br />

She has more than 30 years <strong>of</strong> practical experience<br />

as project manager <strong>and</strong> analyst <strong>of</strong> information systems.<br />

She teaches in the Management <strong>and</strong> Economics<br />

MBA program, both at the Open University <strong>of</strong><br />

Israel <strong>and</strong> at Netanya Academic College.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 249-269).<br />

Chapter 11<br />

Evaluation <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong> Contents <strong>and</strong><br />

<strong>Mobile</strong> Services <strong>and</strong> Applications<br />

Gianna Avellis<br />

Introduction<br />

<strong>Mobile</strong> e-Iearning, <strong>and</strong> <strong>Mobile</strong> Services <strong>and</strong> Applications (M:SAs) in<br />

general, are relatively new, so we are only beginning to see the potential<br />

<strong>of</strong> mobile devices in several applications <strong>and</strong> services, including training<br />

<strong>and</strong> performance support. Further, there are presently very few successful<br />

implementations on which to base a study <strong>of</strong> best practices <strong>of</strong><br />

MSAs. <strong>The</strong> first generation <strong>of</strong> mobile e-Iearning closely resembles conventional<br />

e-Iearning, but is presented on a smaller screen. As mobile<br />

devices evolve <strong>and</strong> new ways in which the functionality <strong>of</strong> mobile devices<br />

are identified <strong>and</strong> applied to training, mobile e-Iearning will<br />

probably become increasingly different from conventional e-Iearning,<br />

no longer a miniaturized version <strong>of</strong> it. Further, internet-connected<br />

phones may be applied to mentoring <strong>and</strong> used to register students on<br />

courses <strong>and</strong> pay their fees, as well as present training content through<br />

the use <strong>of</strong> audio.<br />

<strong>The</strong>re is a need to evaluate successful services <strong>and</strong> applications in the<br />

educational mobile sector. MSAs to e-Iearning is a very promising area<br />

<strong>of</strong> development, in which it is interesting to grasp how actual S<strong>of</strong>tware<br />

Engineering (SE) methods <strong>and</strong> tools can be applied to engineer good<br />

time-to-market products <strong>and</strong> to evaluate them in new educational settings.<br />

Innovative applications in MSAs are centered on user requirements<br />

<strong>and</strong> draw on a range <strong>of</strong> technologies <strong>and</strong> services that will shape<br />

the future wireless <strong>and</strong> mobile world. <strong>The</strong> potential for market growth<br />

in the MSAs domain is unlimited, but there are few methods <strong>and</strong> tools<br />

to engineer successful MSAs to e-Iearning. Our research is relevant to<br />

this domain for it will provide all the necessary concepts <strong>of</strong> N on-<br />

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Functional Requirements (NFRs) to implement <strong>and</strong> evaluate future<br />

systems with open interfaces, cost-efficient <strong>and</strong> high flexibility in mobile<br />

services, <strong>and</strong> applications to achieve successful products in a global<br />

competitive environment.<br />

Today, the economic impact <strong>of</strong> the mobile <strong>and</strong> wireless sector is now<br />

greater than that <strong>of</strong> the Internet. Europe has the highest level <strong>of</strong> mobile<br />

phones per person compared to the US <strong>and</strong> Japan, <strong>and</strong> mobile computing<br />

devices are becoming increasingly sophisticated <strong>and</strong> interactive.<br />

<strong>The</strong>re are many tracking <strong>and</strong> monitoring devices being developed that<br />

have a range <strong>of</strong> potential applications, from supporting mobile learning<br />

to remote health monitoring. <strong>Mobile</strong> learning is already an important<br />

market, especially for PDAs in the US, <strong>and</strong> is likely to generate significant<br />

dem<strong>and</strong> for the next generation <strong>of</strong> "converged devices" to effectively<br />

access mobile learning services. <strong>The</strong> rapid spread <strong>of</strong> Wi-Fi technology,<br />

<strong>and</strong> the prospect <strong>of</strong> even more powerful WLAN technologies<br />

in the near future, will lead to rapidly falling telecommunications costs,<br />

eliminating the major obstacle to the uptake <strong>of</strong> mobile learning services.<br />

In addition to the new opportunities opening up on the internet, the<br />

arrival <strong>of</strong> a new generation <strong>of</strong> technologies, especially mobile technologies,<br />

is beginning to revolutionize the way we live, work, <strong>and</strong> play, creating<br />

enormous potential for improving the quality <strong>of</strong> our lives. This<br />

radical departure from the usual way in which people are expected to<br />

interact with computers has created gaps in our underst<strong>and</strong>ing <strong>of</strong> how<br />

best to fit new applications around people. Importantly, needs <strong>and</strong><br />

requirements are not uniform for all users. <strong>The</strong>se differences in users'<br />

pr<strong>of</strong>iles <strong>and</strong> backgrounds throw up a complex set <strong>of</strong> technology <strong>and</strong><br />

user interface design issues to be resolved if inclusive <strong>and</strong> beneficial<br />

usage are to be assured.<br />

From the point <strong>of</strong> view <strong>of</strong> usability, educators <strong>and</strong> learners have raised<br />

the concern that the h<strong>and</strong>held elements <strong>of</strong> the mobile environment<br />

have very small screens, which do not facilitate easy access to text, <strong>and</strong><br />

small keyboards, which impede input <strong>of</strong>, or annotation <strong>of</strong>, content <strong>and</strong><br />

do not support skim reading. <strong>The</strong>se are very real ergonomic concerns.<br />

We must beware <strong>of</strong> trying to make devices perform beyond their capacity<br />

to deliver what is required, but, rather, we should examine potential<br />

activities that could be supported <strong>and</strong> evaluate the pedagogic benefits<br />

<strong>of</strong> these activities, which may be distributed across several devices. <strong>The</strong><br />

totality <strong>of</strong> the experience needs to be evaluated, not just the component<br />

parts. This will mean ensuring that mobile technologies are used ap-<br />

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propriately to exploit their potential, supporting activities which might<br />

simply be impossible without them. This is quite a challenge for evaluation<br />

because we have to recognize that the integration <strong>of</strong> new tools into<br />

existing activities creates a dialectic - the tool introduces new possibilities<br />

for action <strong>and</strong> new constraints that change the way in which the<br />

activity is performed (Taylor et aI., 2006).<br />

Quality Requirements playa key role in this context. <strong>The</strong> need for quality<br />

in mobile e-Iearning (m-Iearning) for vocational training is widely<br />

recognized, due to the pervasive uses <strong>of</strong> electronic mobile devices, such<br />

as mobile phones, smartphones, PDAs, tablet PCs, wearable PCs, or<br />

laptop computers with an associated device.<br />

Quality Engineering is a new paradigm playing a crucial role in the<br />

European market <strong>of</strong> Services <strong>and</strong> Applications. <strong>The</strong> evaluation <strong>of</strong> Quality<br />

Requirements has been underlined as an important step to have<br />

time-to-market products satisfying the quality <strong>and</strong> user's needs, by the<br />

European Commission in the context <strong>of</strong> the FP7 Strategic Objective<br />

1.2 "Service <strong>and</strong> S<strong>of</strong>tware Architectures, Infrastructures <strong>and</strong> Engineering".<br />

Seventy percent <strong>of</strong> s<strong>of</strong>tware development takes place in nons<strong>of</strong>tware<br />

s<strong>of</strong>tware companies, <strong>and</strong> NFRs are key factors to designing<br />

successful s<strong>of</strong>tware systems. This is why we address quality requirements<br />

engineering.<br />

This paper presents current research on the issue <strong>of</strong> Evaluation <strong>of</strong> <strong>Mobile</strong><br />

<strong>Learning</strong> Contents <strong>and</strong> <strong>Mobile</strong> Services <strong>and</strong> Applications. It also<br />

introduces work in progress to trace Non Functional Requirements to<br />

architectures (Avellis, 2008a; Avellis <strong>and</strong> Finkelstein, 2005; Finkelstein<br />

et aI., 2004).<br />

Unlike Functional Requirements (FRs) that set out services expected by<br />

the system user, NFRs, such as usability, modularity, security, reliability,<br />

performance, maintainability, portability, or operational <strong>and</strong> manufacturing<br />

costs, are key user's requirements that set out the constraints <strong>of</strong><br />

the system <strong>and</strong> the product <strong>and</strong> process st<strong>and</strong>ards to be followed. As<br />

such, they playa major role in evaluating the quality <strong>of</strong> systems during<br />

their construction <strong>and</strong> maintenance. This applies more so to m-Iearning<br />

systems that interact with end-users.<br />

A system quality attribute (i.e., the NFR) is largely permitted or precluded<br />

by its architecture. <strong>The</strong> motivation for s<strong>of</strong>tware architecture is<br />

to have a basis for underst<strong>and</strong>ing <strong>and</strong> st<strong>and</strong>ardizing systems <strong>and</strong> their<br />

components. S<strong>of</strong>tware has yet to achieve the level <strong>of</strong> reuse realized by<br />

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hardware disciplines. Although s<strong>of</strong>tware is easy to reproduce, its variations<br />

are much more difficult to st<strong>and</strong>ardize, identify, <strong>and</strong> control. Although<br />

a universal reuse solution remains elusive, great improvements<br />

have been made by focusing on well-defined areas <strong>of</strong> knowledge or<br />

activity domains. Architectures provide a means for structuring knowledge<br />

<strong>of</strong> the system within a domain, including their requirements. <strong>The</strong><br />

possibilities for reuse are greatest when the specifications are the least<br />

constrained at the architectural level. Reuse is normally considered only<br />

at the implementation phase. This practice limits reuse to fine-grained<br />

modules at best <strong>and</strong> fails to allow for broader use <strong>of</strong> assets at a subsystem<br />

or higher level by neglecting to plan at the early stages <strong>of</strong> development.<br />

In this chapter, we focus on setting down a process where argumenting<br />

on the quality <strong>of</strong> an MLC is considered on the basis <strong>of</strong> identified NFRs<br />

<strong>and</strong> have developed some case studies to evaluate the process critically.<br />

A follow-up research result project will develop an evaluation tool to<br />

help MLC users to choose educational s<strong>of</strong>tware <strong>of</strong> high quality, suitable<br />

for their needs <strong>and</strong> valuable as an educational resource to integrate into<br />

their own courses or current curriculum based on the selection <strong>of</strong><br />

NFRs. Our aim is also to research <strong>and</strong> demonstrate innovative mobile<br />

contents for training in the IT <strong>and</strong> education sectors <strong>and</strong> to evaluate the<br />

requirements, especially NFR, <strong>of</strong> e-Iearning modules for mobile applications<br />

<strong>and</strong> services. <strong>The</strong> wireless e-Iearning solution will focus on the<br />

representation <strong>of</strong> mobile learning objects that suit the mobile delivery<br />

media <strong>and</strong> on methodologies for adapting educational multimedia to<br />

mobile learning environments.<br />

<strong>Mobile</strong> learning systems represent a broad class <strong>of</strong> s<strong>of</strong>tware systems<br />

with complex characteristics that tend to make evaluation difficult; also,<br />

there are no existing comprehensive frameworks for formative evaluation<br />

in the mobile environment. <strong>The</strong> effectiveness <strong>and</strong> pedagogical<br />

soundness are, for example, very important to evaluate in m-Iearning.<br />

<strong>The</strong> approach adopts the human-centered view focusing on the learners'<br />

existing tasks <strong>and</strong> their structures <strong>and</strong> impose tasks upon them that<br />

designers thought were 'beneficial', i.e. possibly favoring the capabilities<br />

<strong>of</strong> the technology rather than the users. Here, the learner is at the heart<br />

<strong>of</strong> the enterprise, so it is important in this context to observe <strong>and</strong> analyze<br />

the effect <strong>of</strong> technology on learner actions, intentions, <strong>and</strong> goals as<br />

they engage in learning (Sharples et aI., 2006). <strong>The</strong> aim is to incorporate<br />

pedagogical evaluation in the proposed framework.<br />

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<strong>The</strong> open issue on how to develop s<strong>of</strong>tware production processes that<br />

takes users requirements, especially NFRs, into account earlier is tackled.<br />

This will contribute mainly to the current "state <strong>of</strong> the art" in providing<br />

methods <strong>and</strong> procedures to make the NFRs 'exoskeletal: i.e.,<br />

visible to the external users <strong>of</strong> s<strong>of</strong>tware systems. Moreover, it is widely<br />

recognized that early identification <strong>of</strong> system architecture can assist in<br />

elicitation <strong>of</strong> detailed requirements, in design <strong>and</strong> reuse. And the implications<br />

<strong>of</strong> different architectural choices for the subsequent development<br />

process are ill-understood. <strong>The</strong> objective is to introduce the explicit<br />

representation <strong>of</strong> architectures in the annotation scheme <strong>of</strong>NFRs<br />

in order to set a link between the process view <strong>and</strong> the product view <strong>of</strong><br />

the s<strong>of</strong>tware system under evaluation to support requirement traceability.<br />

Requirements traceability (Finkelstein, 1991) refers to the ability to<br />

describe <strong>and</strong> follow the life <strong>of</strong> a requirement, in both forwards <strong>and</strong><br />

backwards direction. Pre-requirements specification traceability refers<br />

to those aspects <strong>of</strong> a requirement's life prior to inclusion in the requirements<br />

specification vs. post-requirements specification traceability<br />

that results from inclusions <strong>of</strong> those aspects in the requirements specification.<br />

However, a lack <strong>of</strong> common definition <strong>of</strong> requirements traceability<br />

(purpose-driven vs. solution-driven, vs. information-driven, <strong>and</strong><br />

vs. direction-driven) has been detected in Gotel <strong>and</strong> Finkelstein (1996)<br />

where the requirements traceability problem was perceived not to be<br />

uniform due to diverse definitions <strong>and</strong> a number <strong>of</strong> fundamental conflicts<br />

have been found.<br />

NFRs have not been yet to be incorporated in the core <strong>of</strong> specification,<br />

design, implementation techniques, <strong>and</strong> tools (e.g. notations such as<br />

design or programming languages). We attempt with the techniques<br />

described in this chapter, to "reconnect" NFRs to the methods <strong>and</strong><br />

representations that traditionally have been developed to deal with<br />

functional requirements.<br />

Many requirements, especially NFRs, are subject to change <strong>and</strong> their<br />

traceability will certainly aid in underst<strong>and</strong>ing the impact <strong>of</strong> changing<br />

NFRs <strong>of</strong> MSAs on architectures. Further, MSAs development environments<br />

are usually populated with new technologies, tools, <strong>and</strong> paradigms,<br />

which raise new NFRs <strong>and</strong> architectural styles in the MSAs<br />

domain. We have designed traceability links with architectures by applying<br />

the Quality Function Deployment (QFD) concept <strong>of</strong> Quality Man-<br />

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agement to assure that the user requirements, especially the NFRs, are<br />

traced in all development stages <strong>and</strong> thus in the final system.<br />

<strong>The</strong> novelty <strong>of</strong> our approach is to address the NFRs in the critical domain<br />

<strong>of</strong> MSAs for future time-to-market applications, especially to e­<br />

learning. <strong>The</strong> results can be extended to mobile services in different<br />

sectors (automotive, health care, procurement, etc.), such as the ones<br />

addressed by the largest European project on wearable computing,<br />

WEARIT@WORK (WEARIT@WORK Consortium, 2004), which<br />

addresses emerging sectors with well-defined set <strong>of</strong> core NFRs, <strong>and</strong><br />

which present many challenges to the system developers.<br />

<strong>The</strong> second section introduces the evaluation methodology, which<br />

evolved from the one developed in the context <strong>of</strong> the European project<br />

ESPRIT ERMES (European Multimedia Educational S<strong>of</strong>tware) for the<br />

Multimedia Educational S<strong>of</strong>tware (MES), to address a broader class <strong>of</strong><br />

applications, such as <strong>Mobile</strong> <strong>Learning</strong> Contents (MLC) <strong>and</strong> MSAs.<br />

<strong>The</strong> third section describes the scheme to represent the quality requirements<br />

(or NFRs) <strong>and</strong> apply it to the issue <strong>of</strong> evaluating MLC. We<br />

have extended the scheme to address the issue <strong>of</strong> evaluating the architectures,<br />

besides the reusability <strong>of</strong> both NFRs <strong>and</strong> architectures.<br />

<strong>The</strong> fourth section addresses the issue <strong>of</strong> pedagogical evaluation <strong>and</strong><br />

how we intend to represent the evaluation <strong>of</strong> multiple stakeholders by<br />

applying the semantic hypertext <strong>and</strong> hypermedia methods <strong>and</strong> techniques,<br />

currently implemented in the Compendium system at the Open<br />

University, Knowledge Media Institute.<br />

<strong>The</strong> conclusions points out further work.<br />

<strong>The</strong> Evaluation Methodology<br />

Many national <strong>and</strong> international activities in mobile learning have been<br />

partially funded by the European Commission, involving the private<br />

<strong>and</strong> public sectors (Avellis <strong>and</strong> Fresa, 1999). In this context, the need<br />

for quality mobile learning contents <strong>and</strong> applications is widely recognized.<br />

However, users <strong>of</strong> mobile learning cannot appraise educational<br />

resources because they are not able to evaluate their characteristics,<br />

potentialities, <strong>and</strong> limits (Avellis <strong>and</strong> Capurso, 1999).<br />

<strong>The</strong> reason why it is not easy to carry out a critical evaluation <strong>of</strong> mobile<br />

educational multimedia is that these resources are relatively new compared<br />

to traditional print-based learning materials. Most people are still<br />

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not used to h<strong>and</strong>ling them nor aware <strong>of</strong> their educational potential.<br />

<strong>Mobile</strong> learning content has an additional intrinsic complexity because<br />

it is a type <strong>of</strong> s<strong>of</strong>tware that runs on a computer <strong>and</strong> is also an educational<br />

resource. Evaluating both these aspects is very different from<br />

evaluating a book or any traditional educational resource because <strong>of</strong> the<br />

interleaving <strong>of</strong> the two aspects: s<strong>of</strong>tware <strong>and</strong> learning resource (Avellis<br />

<strong>and</strong> Ulloa, 1997). <strong>The</strong> distinction between s<strong>of</strong>tware <strong>and</strong> supporting<br />

learning is blurred because <strong>of</strong> the way the application runs, which affects<br />

its educational effectiveness, <strong>and</strong> the educational purpose, which<br />

underlies the design <strong>of</strong> the s<strong>of</strong>tware. <strong>The</strong>refore, both aspects must be<br />

carefully considered during the evaluation. However, it is difficult to<br />

develop a pre-defined set <strong>of</strong> st<strong>and</strong>ards against which the educational<br />

value <strong>of</strong> the s<strong>of</strong>tware can be defined because it is not possible to define<br />

a unique <strong>and</strong> general instructional approach. Thus the mobile educational<br />

value <strong>of</strong> a piece <strong>of</strong> s<strong>of</strong>tware is very difficult to define in practice.<br />

<strong>The</strong> evaluation methodology adopted in the ESPRIT project ERMES<br />

consists <strong>of</strong> identifying aspects <strong>of</strong> the object under evaluation <strong>and</strong> then<br />

defining quality indicators in relation to these aspects. Defining the<br />

object <strong>of</strong> evaluation is a key step, because it suggests the evaluation<br />

criteria to be used. We group the characteristics <strong>of</strong> mobile learning<br />

contents under the following four evaluation categories:<br />

• educational fiatures;<br />

• technical fiatures;<br />

• aspects relating to the ease <strong>of</strong> use (usability);<br />

• aspects relating to the content.<br />

Each one <strong>of</strong> these categories has been further divided into subcategories.<br />

For example, educational features can be divided into target<br />

users, pedagogical characteristics, instructional support materials, <strong>and</strong><br />

so on. That means that, when evaluating the educational features <strong>of</strong> an<br />

MLC, the aspects relating to the target users, the pedagogical characteristics,<br />

the instructional support materials, <strong>and</strong> so on, all have to be<br />

taken into account.<br />

<strong>Mobile</strong> learning performs a specific educational task. <strong>The</strong> mobile component<br />

can be identified in the use <strong>of</strong> a variety <strong>of</strong> media to deliver instruction<br />

or support for the learning activities. It is also characterized<br />

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by the presence <strong>of</strong> interactive components, which should enable the<br />

user to control the learning environment.<br />

Features <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong> Contents (MLC) include (Avellis <strong>and</strong><br />

Finkelstein, 2002), besides the content, the following:<br />

• delit'ery media used to provide information;<br />

• user interface - the way the educational s<strong>of</strong>tware presents itself to the<br />

user; interaction devices by which the user interacts with the computer<br />

(making choices, answering questions, or performing activities)<br />

<strong>and</strong> is provided with feedback to each response;<br />

• instructional strategy adopted;<br />

• access, which refers to the navigational paths available to the user to<br />

reach the needed content;<br />

• natigation allowing the user to go from one piece <strong>of</strong> content to another;<br />

• presentation, which can provide guidelines for defming the visual<br />

communication strategies or presenting the content, navigation<br />

strategies, <strong>and</strong> operation to the user;<br />

• user operations, i.e., those operations that are visible to the users <strong>and</strong><br />

the only ones the user must be aware <strong>of</strong>;<br />

• [Ystem operations that are not visible to the users, but are essential in<br />

building user operations (Avellis <strong>and</strong> Capurso 1999; UW A Consortium,<br />

2002).<br />

A Scheme using Arguments in the<br />

Evaluation Process<br />

New methods <strong>and</strong> techniques are needed to express NFRs, which include<br />

quality requirements (Finkelstein, 1994). This underlines, at the<br />

centre <strong>of</strong> the development process, the 'generation <strong>of</strong> a tdue mode! such as<br />

is used in classical engineering disciplines (Finkelstein <strong>and</strong> Finkelstein,<br />

1983). A key component <strong>of</strong> the system development process is achieving<br />

a model <strong>of</strong> what is t'alued in the resulting system. Using this view,<br />

quality characteristics are not externally imposed on a development<br />

process but 'constructed' within it. Implementing this concept in the<br />

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scheme to represent NFRs traceability contributes to the current "state<br />

<strong>of</strong> the art" at a high scientific <strong>and</strong> technological level.<br />

<strong>The</strong> scheme developed to express NFRs is based on the work done by<br />

Kunz <strong>and</strong> Rittel (1970), particularly in the area <strong>of</strong> design rationale<br />

(potts <strong>and</strong> Bruns, 1988; Lee, 1991). We also take into account the 'issue-position-arguments'<br />

model (Conklin <strong>and</strong> Begeman, 1988).<br />

In our scheme, as shown below in Figure 1, an 'issue', that is a problem<br />

to solve, is an 'NFR, or quality characteristics/sub-characteristics to<br />

evaluate'. An 'argument', that is, a supporting justification <strong>of</strong> the issue,<br />

is a procedure that helps to determine which design alternative to choose<br />

to implement in the related NFR. Finally, a 'position', that is, a solution<br />

to the problem, is either a 'statement' <strong>of</strong> the NFR, which gives a quality<br />

goal to be supported by the final design, or 'design alternatives'. A<br />

statement is an ascertainable property (possibly measurable) characterizingNFRs.<br />

process<br />

description<br />

generalises/<br />

specialises<br />

replace/ques lion/<br />

is-sugges ted-by<br />

generalises/<br />

specialises<br />

de term in ed-by<br />

ascertains<br />

Figure 1 Non Functional Requirements representation scheme<br />

It is important to underline that the statement in Figure 1 contains<br />

measurable elements by which the NFR can be 'constructed' in s<strong>of</strong>tware<br />

systems. It is a procedure that applies to different architectural choices.<br />

In this way we relate NFRs to architectures by linking statements <strong>and</strong><br />

different system architectural choices.<br />

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We have enhanced the representation <strong>of</strong> NFR with a Quality Management<br />

technique, namely the Quality Function Deployment (QFD) features.<br />

Since the late 1960s, Mizuno <strong>and</strong> Akao (1978) have established a<br />

new systematic method <strong>of</strong> design-oriented approaches to ensure that<br />

customer needs drive the product design <strong>and</strong> production process. <strong>The</strong>y<br />

developed a method called 'Quality Deployment <strong>and</strong>/or Quality Function<br />

Deployment' (QD/QFD). We have enhanced the scheme <strong>of</strong>NFR<br />

representation by introducing the context <strong>of</strong> evaluation <strong>and</strong> weights to<br />

the link "achieve" in Figure 1, as discussed below.<br />

To be assured that we will achieve a particular s<strong>of</strong>tware quality characteristic<br />

it is helpful to associate it with some activities within the s<strong>of</strong>tware<br />

evaluation <strong>and</strong> development process. Actitiry is the evaluation<br />

<strong>and</strong>/ or implementation activity <strong>of</strong> the quality characteristic that provides<br />

the context <strong>of</strong> evaluation. A quality characteristic is obtained in a<br />

strong/medium / weak/ negatit'e way as a result <strong>of</strong> performing an activity. In<br />

a QFD style we attach some weights - strong/medium/weak/negative<br />

- to this link, to let the end users (teacher, trainers, students, administrators)<br />

assign a weighted value to the characteristic <strong>of</strong> the system under<br />

evaluation.<br />

Although a quality characteristic can be constructed independently <strong>of</strong><br />

the description <strong>of</strong> the development process <strong>of</strong> a product, it is useful to<br />

link the product <strong>and</strong> process descriptions to the quality characteristics.<br />

An example <strong>of</strong> the application <strong>of</strong> the scheme above to MLC is given in<br />

the following paragraphs (A vellis et al., 2004).<br />

An NFR related to a MLC could be 'the MLC should fit the suiject/ topics<br />

<strong>and</strong> learning oijectit'es <strong>of</strong>!l?J course'. <strong>The</strong> activity related to this example is to<br />

'et'aluate the educational aim <strong>of</strong> the MLC package', which strongly achieves<br />

the quality characteristics' 'educational fiatures'. 'Educational features'<br />

quality characteristics have several sub-characteristics to be taken into<br />

account, such as 'instructional characteristics: which suggest by their requirement<br />

statement that 'appropriateness <strong>of</strong> learning oijectit'es are suitable for<br />

the age <strong>and</strong> competence <strong>of</strong> targ,et users' <strong>and</strong> this is measured by a procedure to<br />

't'f!rijj that the content <strong>and</strong> learning oijectit'es are consistent with the national curricula<br />

requirements '.<br />

Another example is the NFR 'the MLC should be ea[Y to operate'. <strong>The</strong> activity<br />

related to this is 'underst<strong>and</strong>ing the usage <strong>of</strong> a MLC', which achieves<br />

in medium form the quality characteristics <strong>of</strong> 'usability'. This in tum can<br />

be further specialized into the sub-characteristics 'ease <strong>of</strong> use: which is<br />

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suggested by the requirements' statement 'the wqy s<strong>of</strong>tware operates' <strong>and</strong><br />

several procedures are used to measure usability: 'What are the IT skills<br />

required to operate the s<strong>of</strong>tware? Is on-screen help at'ailable? Are directions clear<br />

<strong>and</strong> accurate? Are directions at'ailable at all times? Is the management <strong>of</strong> assessment<br />

instruments easy?'<br />

Despite the amount <strong>of</strong> discussion, little research effort has been devoted<br />

to techniques to support both evaluation <strong>and</strong> traceability <strong>of</strong> requirements,<br />

especially quality requirements, in m-Ieaming. We enhance<br />

the current "state <strong>of</strong> the art" by developing a representation scheme to<br />

evaluate <strong>and</strong> trace the requirements based on design rationale <strong>and</strong> argumentation<br />

<strong>and</strong> addressing increasing awareness <strong>of</strong> information, requirements<br />

evolution history, explanation, justification <strong>and</strong> change<br />

management, at a high technological level <strong>of</strong> the ongoing modeling,<br />

design <strong>and</strong> implementation techniques. We will take a process-oriented<br />

view vs. current product-oriented views, being influenced by the work<br />

<strong>of</strong> decision support systems. Our approach aims to extend the model<br />

for representing design rationale by making explicit the evaluation goals<br />

presupposed in the argument <strong>of</strong> the rationale representation <strong>and</strong> providing<br />

the means to improve the quality <strong>of</strong> the system.<br />

In the long-term future <strong>of</strong> Requirements Management Tools, it is<br />

emerging that the selection <strong>of</strong> a suitable architecture for a system is<br />

critically dependent upon the NFRs. Further, in the current "state <strong>of</strong><br />

the art" <strong>of</strong> Requirement Management, the requirements are not organized<br />

so that the impact <strong>of</strong> changing a requirement on other requirements<br />

or on the system design can be determined. It might be thought<br />

that the research efforts in S<strong>of</strong>tware Quality, Domain Modeling <strong>and</strong><br />

S<strong>of</strong>tware Process Modeling have tackled the issues above. However,<br />

they appear to have ignored a process view as the basic viewpoint vs. a<br />

product-oriented evaluation <strong>of</strong> s<strong>of</strong>tware systems. This has lead to several<br />

problems, respectively, in evaluating the NFRs during the process<br />

<strong>of</strong> s<strong>of</strong>tware development <strong>and</strong> evolution <strong>and</strong> in evaluating the properties<br />

<strong>of</strong> a system built to a particular architecture.<br />

Avellis (2008b) provides insights into how to relate this process view to<br />

a product view by introducing the role played by the architecture <strong>of</strong> a<br />

s<strong>of</strong>tware system <strong>and</strong> relating it to the NFRs, as shown in Figure 2. <strong>The</strong><br />

following figure is the extension <strong>of</strong> the scheme above in order to represent<br />

the traceability links with architectures <strong>of</strong> MSA, in order to reuse<br />

both requirements <strong>and</strong> architectures, <strong>and</strong> trace which architectures<br />

support which NFR.<br />

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process<br />

description<br />

generalizes/<br />

specialises<br />

replace/question/<br />

is-suggested-by<br />

generalizes/<br />

specialises<br />

de term ined-by<br />

generalizes/<br />

ascertains<br />

product<br />

description<br />

Figure 2 - Extension <strong>of</strong> the Scheme to Architectures<br />

Although a quality characteristic can be constructed independently <strong>of</strong><br />

the description <strong>of</strong> the development process <strong>of</strong> a product, it is useful to<br />

link the product <strong>and</strong> process descriptions to the quality characteristics.<br />

We introduce in Figure 2 the explicit representation <strong>of</strong> architecture in<br />

the annotation scheme <strong>of</strong> NFR given before in order to set a link between<br />

the process view <strong>and</strong> the product view <strong>of</strong> the s<strong>of</strong>tware system<br />

under evaluation. <strong>The</strong> complete scheme for the representation <strong>of</strong> the<br />

links between NFRs <strong>and</strong> architectures provides the explicit representation<br />

<strong>of</strong> the architectural description <strong>of</strong> the s<strong>of</strong>tware system <strong>and</strong> new<br />

links to architecture <strong>and</strong> statement (position) <strong>and</strong> procedure (argument),<br />

as follows:<br />

• supports (a statement is grounded on the specific choice <strong>of</strong> an architectural<br />

description <strong>and</strong> its upkeep. It becomes obsolete if the<br />

statement/position changes in the s<strong>of</strong>tware system. An architecture<br />

can be chosen as the alternative which satisfies the statements in<br />

strong/medium/weak or negatively way, following the QFD style);<br />

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• applied-to (a procedure has to be implemented by the related architecture,<br />

that is the architecture accomplishes or neglects a given<br />

procedure both formal or informal, which can also be provided as<br />

argument during the evaluation to improve the current s<strong>of</strong>tware<br />

system).<br />

In Avellis (2008b) we give an example <strong>of</strong> the application <strong>of</strong> the scheme<br />

above to a Banking Information System that has undergone a reengineering<br />

process to improve some NFRs, including its reusability.<br />

Pedagogical Evaluation<br />

Our aim is to perform further research in this context on how to address<br />

the pedagogical evaluation <strong>of</strong> MLC <strong>and</strong> MSAs in general, taking<br />

into account the move from the transmissive mode <strong>of</strong> teaching/learning<br />

toward the constructivist or socio-cognitive models, where<br />

the learner is at the heart <strong>of</strong> activities (Taylor, 2004; Taylor et al., 2006).<br />

Collaborative group work <strong>and</strong> sharing with peers (<strong>and</strong> others) can be a<br />

powerful way <strong>of</strong> confronting one's own conceptions (pre-conceptions),<br />

contributing to the perceived need to restructure one's cognitive schemas;<br />

learning then takes place in a social context versus learning at the<br />

individual level (Rogers, 2002). Thus, we underline <strong>and</strong> share this view<br />

where learning is perceived as being as much about communication as<br />

it is about content. This is why we intend we focus on argumentative<br />

approaches to evaluation on content <strong>and</strong> add the features <strong>of</strong> semantic<br />

hypermedia discourse (Shum, 2007) to address the second issue, the<br />

collaborative group aspect <strong>of</strong>learning.<br />

Some radical pedagogical approaches, facilitated by mobile computing,<br />

also suggest that no content is a useful starting point for learning - a<br />

group <strong>of</strong> learners may decide themselves what they are going to learn<br />

<strong>and</strong> how they are going to learn it, bringing their own material to bear<br />

in whatever way they feel appropriate. This is the approach <strong>of</strong> the<br />

MOBILe am project (MOBILearn, 2002) to usability evaluation, <strong>and</strong> it<br />

justifies its success from the pedagogic perspective. Pedagogical evaluation<br />

dem<strong>and</strong>s underst<strong>and</strong>ing, not only whether or not a learner has<br />

succeeded in learning, but also underst<strong>and</strong>ing the reasons for success or<br />

failure, which depends upon deep knowledge <strong>of</strong> the appropriate relationship<br />

<strong>of</strong> tasks to the technology in question - an area <strong>of</strong> knowledge<br />

that spans both the pedagogic/educational, <strong>and</strong> the technical fields.<br />

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MOBILe am results are very important in this context, especially in<br />

managing requirements for learning-on-the-move, working with interdisciplinary<br />

consortia joining telecom operators, broadcasters, content<br />

owners, publishers, <strong>and</strong> educational managers from Europe, the US<br />

(MIT <strong>and</strong> Stanford), <strong>and</strong> Australia. It is a large European project <strong>of</strong> 30<br />

months, <strong>and</strong> 8 Million <strong>of</strong> euros, founded in the context <strong>of</strong> the Information<br />

Society Technology <strong>of</strong> the 5th Framework Programme. <strong>The</strong> project<br />

coordinator is GIUNTI Interactive Labs, Italy, with the key objective<br />

to improve the knowledge level <strong>of</strong> individuals by developing learning<br />

processes that are time-efficient as well as cost-effective. We are<br />

interested in integrating the results <strong>of</strong> the MOBILearn project concerning<br />

user requirements <strong>and</strong> evaluation, as well as the work on pedagogical<br />

strategies for learning in mobile environments, in our evaluation<br />

scheme.<br />

Although there are tried <strong>and</strong> tested methods for pedagogic evaluation<br />

<strong>of</strong> specific applications <strong>of</strong> technology for learning (Draper et al., 1997;<br />

Scanlon et aI., 2000), there are no existing comprehensive frameworks<br />

for broader formative evaluation in the mobile environment, largely<br />

due to its novelty. A task-centered approach to user requirements,<br />

rather than technological advances, is the way suggested by<br />

MOBILEARN (2002) for an effective evaluation strategy. Addressing<br />

this issue, Taylor (2004) adopted the socio-cognitive engineering<br />

method for system design (Sharples 2000; Sharples et aI., 2002), which<br />

describes a two-stage process: first, that <strong>of</strong> activity analysis, which sets<br />

constraints on the system design <strong>and</strong> analyses how people work <strong>and</strong><br />

interact with their current tools <strong>and</strong> technologies; <strong>and</strong>, second, a stage<br />

<strong>of</strong> design <strong>of</strong> new technology integrated into the user's/learner's environment<br />

<strong>and</strong> activity structures.<br />

One such technique for engaging in activity analysis is the Future<br />

Technology Workshop (Vavoula et al., 2002). In these workshops,<br />

participants are encouraged to consider the range <strong>of</strong>, <strong>and</strong> benefits <strong>of</strong>,<br />

their existing activities before being supported in thinking about how<br />

those activities could be more effective when supported by new technologies<br />

<strong>and</strong> services. This allows participants to approach the concept<br />

<strong>of</strong> a new activity structure in a way that has their goals at the forefront<br />

<strong>of</strong> the discussion, rather than have their aims <strong>and</strong> objectives subsumed<br />

beneath the glamour <strong>and</strong> glitz <strong>of</strong> new technology for its own sake. In<br />

addition to this method, an activity theoretic view (Mwanza, 2001)<br />

helps the analysis <strong>of</strong> the environment in which the activities are taking<br />

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place, other potential collaborators in the activity, <strong>and</strong> the ways in<br />

which organizational requirements can impinge on those activities.<br />

Through this enriched view <strong>of</strong> users <strong>and</strong> their current <strong>and</strong> future activities,<br />

in which learning is viewed as a distributed activity, it is possible to<br />

better underst<strong>and</strong> the range <strong>of</strong> actions <strong>and</strong> opportunities that are on<br />

<strong>of</strong>fer to mobile learners <strong>and</strong> seek ways <strong>of</strong> extending this range to support<br />

what learners want to do - even if they themselves do not yet<br />

know what that is. This broadening <strong>of</strong> the scope <strong>of</strong> the 'learning system'<br />

enables a much deeper underst<strong>and</strong>ing <strong>of</strong> users' needs <strong>and</strong> the<br />

constraints which govern their behavior.<br />

From the evaluator's point <strong>of</strong> view, then, the task is to evaluate the<br />

effectiveness with which learners are able to achieve their goals <strong>and</strong><br />

complete learning activities, irrespective <strong>of</strong> the specific devices that<br />

might have been used in doing so. Indeed, the same or similar activities<br />

could be instantiated in a variety <strong>of</strong> different ways depending on availability<br />

<strong>of</strong> technical support (e.g., access to wireless LAN) <strong>and</strong> user preferences.<br />

In so doing, we will necessarily be evaluating the validity <strong>of</strong> the<br />

tasks themselves as vehicles for learning.<br />

<strong>The</strong> evaluation framework for the MOBIlearn project is driven both<br />

top-down <strong>and</strong> bottom-up. <strong>The</strong> theoretical perspectives <strong>of</strong> Activity<br />

<strong>The</strong>ory <strong>and</strong> constructivism, here represented by the socio-cognitive<br />

method, allow us to analyze learners in their appropriate contexts <strong>and</strong><br />

to underst<strong>and</strong> the nature <strong>of</strong> their learning tasks <strong>and</strong> how they go about<br />

them. <strong>The</strong> Future Technology Workshops provide much useful data on<br />

the views <strong>of</strong> potential mobile learners <strong>and</strong> what they see as crucial elements<br />

in their learning activities. At the same time, usability studies are,<br />

<strong>of</strong> course, essential. As the MOBIlearn system is being developed,<br />

st<strong>and</strong>ard usability testing is being performed on component s<strong>of</strong>tware<br />

<strong>and</strong> devices in parallel with higher-level evaluations <strong>of</strong> pedagogic benefit.<br />

<strong>The</strong> next step is to embed that system in an environment which can be<br />

used for the learning purposes envisaged. At that point, it is possible to<br />

address the higher-level evaluation involving socio-pedagogic perspectives<br />

<strong>and</strong> pedagogic validity. That is, it is possible to address what can<br />

best be described as deep human -computer interface (HCI), where the<br />

people are at the heart <strong>of</strong> the enterprise, <strong>and</strong> underst<strong>and</strong>ing them as<br />

they use mobile <strong>and</strong> h<strong>and</strong>held learning devices is the key objective. This<br />

involves much more than examining usability, interface design, or tool<br />

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use. It entails an examination <strong>of</strong> the many factors that can influence a<br />

person's approach to learning <strong>and</strong> that can impact upon his or her success,<br />

including pedagogical strategies for learning in mobile environments.<br />

To this end, we will investigate the hypermedia discourse approaches<br />

to contesting Networks <strong>of</strong> Arguments during the evaluation<br />

process (Shum, 2007), which is at the basis <strong>of</strong> the Compendium system,<br />

a dialogical medium for modeling the discourse around wicked problems,<br />

such as multi-perspective s<strong>of</strong>tware development <strong>of</strong> complex,<br />

typically heterogeneous, composite systems. This is because this kind <strong>of</strong><br />

evaluation is characterized by the existence <strong>of</strong> multiple participants/stakeholders,<br />

who hold multiple (<strong>of</strong>ten inconsistent) views on a<br />

problem or solution domain <strong>and</strong> who may express these views using<br />

different representation schemes <strong>and</strong> develop them using different<br />

development strategies.<br />

<strong>The</strong> framework developed in the context <strong>of</strong> MOBILeam project for<br />

pedagogical evaluation will be taken into account, <strong>and</strong> the novel approaches<br />

<strong>and</strong> techniques in HCI <strong>and</strong> Educational Technologies will be<br />

integrated with Quality Management techniques. <strong>The</strong> advantage is to<br />

introduce qualitative aspects in pedagogical evaluation <strong>of</strong> mobile leammg.<br />

Conclusions<br />

Further work includes applications <strong>of</strong> the scheme to the domain <strong>of</strong><br />

<strong>Mobile</strong> Services Application (MSAs). We plan to review the architectures<br />

in MSAs systems <strong>and</strong> analyze how the documented architectural<br />

styles in the literature support the NFRs <strong>of</strong> MSAs domain. This will be<br />

a difficult task in the chosen domain as the architectures <strong>of</strong> MSAs are<br />

not explicitly represented. <strong>The</strong> advantage <strong>of</strong> our approach consists in<br />

identifying the hidden architectural styles <strong>of</strong> MSAs by comparison with<br />

documented architectural styles in the literature. <strong>The</strong> aim is to investigate<br />

whether MSA applications have similar NFRs <strong>and</strong> architectures<br />

<strong>and</strong> to search for evidence whether there are common challenging ones<br />

that characterize the chosen domain. Based on these results, we will<br />

develop a lightweight but effective method to address the evaluation <strong>of</strong><br />

style suitability for fulfilling a given NFR, which can serve a broader<br />

community <strong>of</strong> MSA planners, managers, architects, <strong>and</strong> developers.<br />

<strong>The</strong> architectures <strong>of</strong> MSAs will be shown to exhibit characteristics <strong>of</strong><br />

various architectural styles. By analyzing how these styles support the<br />

NFRs, we can identify those styles that <strong>of</strong>fer the "best-fit" <strong>and</strong> provide<br />

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guidelines for the engineering <strong>of</strong> MSAs. Finally, the work will be validated<br />

in the chosen domain. Several case studies will be performed in<br />

the domain, in industry <strong>and</strong> SMEs interested to exploit the results with<br />

respect to its applicability in the near future time-to-market products.<br />

Mobility poses particular challenges <strong>and</strong> constraints on the development<br />

process (Haley et aI., 2004). <strong>The</strong>se include a need to cope with a<br />

changing environment, which itself has an impact on other qualities<br />

such security, reliability, <strong>and</strong> availability <strong>of</strong> information. Different models<br />

<strong>of</strong> s<strong>of</strong>tware development <strong>and</strong> <strong>of</strong> learning will be brought in this<br />

context, such as the results <strong>of</strong> the EPSRC Privacy Rights Management<br />

for <strong>Mobile</strong> Applications (PRiMMA) project at the Open University<br />

(OU) in collaboration with a multi-disciplinary team working with OU<br />

students <strong>and</strong> international researchers in digital privacy management,<br />

from IBM's TJ Watson Research Lab, Purdue University, <strong>and</strong> Carnegie­<br />

Mellon University. This project is overwhelming important to this research<br />

as a case study in security management (Haley et al., 2007).<br />

We aim to enhance our argumentative scheme by the hypermedia discourse<br />

approach adopted by the Compendium project developed at the<br />

Open University (OU) in collaboration with various US partners.<br />

Compendium is a s<strong>of</strong>tware tool providing a flexible visual interface for<br />

managing the connections between information <strong>and</strong> ideas. It places few<br />

constraints on how you organize material, though many have found<br />

that it provides support for structured working, for instance, following<br />

a methodology or modeling technique. We have a particular interest in<br />

visualizing the connections between people <strong>and</strong> mapping discussions<br />

<strong>and</strong> debates for evaluation <strong>of</strong> mobile learning by multiple stakeholders<br />

<strong>and</strong> what skills are needed to do so in a participatory manner that engages<br />

all stakeholders. Another aspect <strong>of</strong> our investigation concerns the<br />

application <strong>of</strong> the Compendium project results (Shum, 2007) <strong>of</strong> relating<br />

ideas <strong>and</strong> information at multiple levels, useful in implementing the<br />

scheme to relate quality requirements to architectures. Validated in both<br />

small <strong>and</strong> large-scale projects across diverse sectors in society, it is the<br />

result <strong>of</strong> over 15 years <strong>of</strong> research <strong>and</strong> development at the intersection<br />

<strong>of</strong> hypertext, collaborative modeling, organizational memory, computer-supported<br />

argumentation, <strong>and</strong> meeting facilitation. Compendium<br />

has been applied on more than 50 projects at NYNEX, Bell Atlantic,<br />

<strong>and</strong> Verizon.<br />

Finally, we aim to include in our scheme problem-oriented approaches<br />

to representation <strong>and</strong> analysis <strong>of</strong> requirements <strong>and</strong> the relationships<br />

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between problem <strong>and</strong> solution structures, i.e., requirements <strong>and</strong> architectures<br />

(Hall et al., 2002).<br />

Acknowledgement<br />

This work has been partly fmancially supported by the European<br />

Commission under the Human Capital <strong>and</strong> Mobility scheme, <strong>and</strong> the<br />

European projects ERMES (EuRopean Multimedia Educational S<strong>of</strong>tware)<br />

(Avellis <strong>and</strong> Capurso, 1999), MACS (M:aintenance Assistance<br />

Capabilities for S<strong>of</strong>tware) (Avellis, 1990), <strong>and</strong> MOBITECH (European<br />

SMEs Challenge m <strong>Mobile</strong> Communication Technologies)<br />

(M:OBITECH Consortium, 2001). <strong>The</strong> author thanks Pr<strong>of</strong>. Antony<br />

Finkelstein (UCL, London, UK), Pr<strong>of</strong>. Bashar Nuseibeh <strong>and</strong> Pr<strong>of</strong>. Josie<br />

Taylor (OU, Milton Keynes, UK) for their support <strong>and</strong> encouragement<br />

to this research.<br />

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Author<br />

Gianna Avellis is Senior Researcher in ICT,<br />

TECNOPOLIS CSATA Science Park, Valenzano<br />

(Bari), Italy. She has been involved as coordinator<br />

<strong>and</strong> project manager in a number <strong>of</strong> European projects<br />

in S<strong>of</strong>tware Engineering, Multimedia, <strong>and</strong> <strong>Mobile</strong><br />

Telecommunications. She is board member <strong>of</strong><br />

Marie Curie Fellows Association (MCFA) <strong>and</strong> ITWIIN (Italian Women<br />

Innovators <strong>and</strong> Inventors Network), interested in women in Science<br />

<strong>and</strong> Technology. She is member <strong>of</strong> IADIS <strong>and</strong> WSEAS. Her current<br />

research interests are in e-Iearning <strong>and</strong> m-Iearning. She served the EU<br />

Commission as independent expert evaluator <strong>of</strong> European projects in<br />

S<strong>of</strong>tware & Services.<br />

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Guy, R (Ed.). (2009).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infon:n.ing Science Press. (pp. 271-289).<br />

Chapter 12<br />

<strong>The</strong> Future <strong>of</strong> <strong>Mobile</strong> <strong>Learning</strong>:<br />

<strong>The</strong> Paradigm Pioneers <strong>of</strong> Pedagogy<br />

Craig Wishart<br />

Introduction<br />

Of all the civil rights for which the world has struggled <strong>and</strong><br />

fought for 5,000 years, the right to learn is undoubtedly the<br />

most fundamental ... <strong>The</strong> freedom to learn ... has been bought<br />

by bitter sacrifice. And whatever we may think <strong>of</strong> the curtailment<br />

<strong>of</strong> other civil rights, we should fight to the last ditch to<br />

keep open the right to learn, the right to have examined in our<br />

schools not only what we believe but what we do not believe;<br />

not only what our leaders say, but what the leaders <strong>of</strong> other<br />

groups <strong>and</strong> nations, <strong>and</strong> the leaders <strong>of</strong> other centuries have<br />

said. We must insist upon this to give our children the fairness<br />

<strong>of</strong> a start which will equip them with such an array <strong>of</strong> facts <strong>and</strong><br />

such an attitude toward truth that they can have a real chance<br />

to judge what the world is, <strong>and</strong> what its greater minds have<br />

thought it might be. (Du Bois, 1949)<br />

<strong>The</strong> greatest challenge facing the future <strong>of</strong> mobile learning in the<br />

United States is the acceptance <strong>of</strong> this means <strong>of</strong> instruction. Despite<br />

overwhelming market dem<strong>and</strong> for alternative methods <strong>of</strong> education<br />

delivery, academics <strong>and</strong> their traditional institutions <strong>of</strong> learning resist<br />

the communication innovations that US corporations have rapidly<br />

adopted over the decades. <strong>The</strong> concern underlying this resistance is<br />

quality instruction <strong>and</strong> assurance <strong>of</strong> learning. With institutional reputations<br />

on the line, this concern cannot be underestimated. Often the<br />

"cutting edge" <strong>of</strong> technological innovation is the "bleeding edge" for<br />

the consumers, who may become overwhelmed with frustration in face<br />

<strong>of</strong> the challenges <strong>of</strong> technology development <strong>and</strong> infrastructural sup-<br />

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port for these innovations. Additionally, academics must contend with<br />

anxiety <strong>and</strong> uncertainty, as they struggle to keep up with the accelerated<br />

learning curve dem<strong>and</strong>ed in adopting these technology changes. After<br />

decades <strong>of</strong> practice, their core pedagogical competency in traditional<br />

classroom settings is threatened by the paradigm shift technology pr<strong>of</strong>fers.<br />

Yet currently, the US is falling behind this axial change in pedagogical<br />

practices. Given the torrential growth <strong>of</strong> the global market place<br />

<strong>and</strong> its torrid impact upon the US economy, failing to address the educational<br />

requirements <strong>of</strong> our post-industrial age will yield devastating<br />

consequences. Rather than retrenching into predictable practices <strong>of</strong><br />

past, we need to embrace technological innovation, enabling pioneers<br />

to create radically new pedagogies that will "pull" rather than "push"<br />

American academic institutions into the future.<br />

Dem<strong>and</strong> for Alternative Methods <strong>of</strong><br />

Education Delivery<br />

College education is no longer a luxury <strong>of</strong> the fortunate few. <strong>The</strong> world<br />

is dem<strong>and</strong>ing a more highly skilled workforce to effectively compete in<br />

the 21 st Century global marketplace. <strong>The</strong> outsourcing millions <strong>of</strong><br />

United States jobs over the past decade has left few prospects for those<br />

without a college degree, <strong>and</strong> retaining employment necessitates continued<br />

training <strong>and</strong> education. Consequently, record numbers <strong>of</strong> students<br />

today are seeking to reap the benefits <strong>of</strong> an education <strong>and</strong> the<br />

promise <strong>of</strong> a better future (Association <strong>of</strong> American Colleges <strong>and</strong> Universities,<br />

2007).<br />

With college education more important than ever before,<br />

both to individual opportunity <strong>and</strong> to American prosperity,<br />

policy attention has turned to a new set <strong>of</strong> priorities: the<br />

expansion <strong>of</strong> access, the reduction <strong>of</strong> costs, <strong>and</strong> accountability<br />

for student success. (Association <strong>of</strong> American Colleges<br />

<strong>and</strong> Universities, 2007, p. 1)<br />

With more than 3.2 million students taking online courses during the<br />

fall term <strong>of</strong> 2005, representing an increase <strong>of</strong> more than 850,000 students<br />

<strong>and</strong> an unprecedented annual growth rate <strong>of</strong> 35 percent, the market<br />

dem<strong>and</strong> for e-Iearning cannot be denied (Allen <strong>and</strong> Seaman, 2006).<br />

This rapid growth suggests the need for institutions <strong>of</strong> higher education<br />

to provide alternative methods <strong>of</strong> education delivery to contend with<br />

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the changing demographic <strong>of</strong> both undergraduate <strong>and</strong> graduate students.<br />

Due to the alarming increase in costs <strong>of</strong> higher education, students<br />

<strong>of</strong>ten carry one <strong>and</strong> two part-time jobs, or engage in full time employment,<br />

while pursuing their studies. Older students seek out re-training<br />

to secure their futures in face <strong>of</strong> uncertain <strong>and</strong> increasingly competitive<br />

industries. <strong>The</strong>se "non-traditional" students are far outpacing the number<br />

<strong>of</strong> traditional campus-housed students <strong>of</strong> decades ago, with nearly<br />

85 percent <strong>of</strong> the nations matriculating college students categorized as<br />

non-traditional aISC Development Group, 2005).<br />

<strong>The</strong> majority no longer follow a traditional path through college. Nearly<br />

60 percent <strong>of</strong> those who earn a baccalaureate degree now enroll in two<br />

or more institutions before they finish their studies (Bradburn et aI.,<br />

2003). Most students work, many attend part-time, <strong>and</strong> since 40 percent<br />

are twenty-four or older, many are raising families as well (Hom <strong>and</strong><br />

Nevill 2006). <strong>The</strong>se trends will accelerate as higher education reaches<br />

out with new vigor to increase college access for those who have historically<br />

been underserved: low-income students <strong>and</strong> racial <strong>and</strong> ethnic<br />

minorities (Association <strong>of</strong> American Colleges <strong>and</strong> Universities, 2007).<br />

Because higher education is one <strong>of</strong> many priorities this new population<br />

<strong>of</strong> student must balance in their lives, they express the need for convenient<br />

schedules, a preference for working at their own pace, <strong>and</strong> the<br />

desire for self-directed learning as their primary reasons for seeking<br />

online learning (Chen et al., 2006).<br />

In the current environment <strong>of</strong> wireless <strong>and</strong> mobile technologies, the<br />

potential to reach these non-traditional students, as well as create dynamic<br />

learning opportunities in the classroom, is unprecedented. <strong>The</strong><br />

national agendas to exp<strong>and</strong> college access <strong>and</strong> make full use <strong>of</strong> these<br />

new educational technologies are a burgeoning reality. <strong>The</strong> present<br />

challenge is to create rich learning opportunities through the use <strong>of</strong><br />

effective, engaging, <strong>and</strong> innovative educational practices. Recent studies<br />

identify that active, engaged, collaborative, <strong>and</strong> inquiry-based methods<br />

are a means <strong>of</strong> achieving elusive learning outcomes (Association <strong>of</strong><br />

American Colleges <strong>and</strong> Universities, 2007). "Social constructivism, in<br />

which learners actively formulate ideas through collaborative <strong>and</strong> group<br />

activities <strong>and</strong>/or dialogue, is widely adopted as a model <strong>of</strong> learning in<br />

all parts <strong>of</strong> the post-[secondary education] sector. As a result, learning<br />

<strong>and</strong> discussion are now as inextricably linked as learning <strong>and</strong> informa-<br />

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tion retrieval once were" aISC Development Group, 2005, p. 26). <strong>The</strong><br />

wireless devices <strong>and</strong> mobile technologies are tools well suited to enhance<br />

these practices, since they have already become indispensable to<br />

modem life, creating rich social networks <strong>and</strong> informal learning opportunities,<br />

through web browsing, chat forums, <strong>and</strong> online communities.<br />

Leveraging these technologies for education delivery challenges prevailing<br />

presumptions about how, when, <strong>and</strong> where students can learn. <strong>The</strong><br />

portability <strong>of</strong> wireless mobile devices enables students to connect anytime,<br />

anywhere, with instant access to resources <strong>and</strong> communication,<br />

providing the flexibility for self-paced <strong>and</strong> self-directed learning experiences<br />

<strong>of</strong> active <strong>and</strong> engaged learners (Sharples, 2006; JISC Development<br />

Group, 2005).<br />

An attempt to comprehensively characterize the unique nature <strong>of</strong> mobile<br />

learning is difficult at best, since it means many different things<br />

depending upon the perspective held. Focusing upon the technology,<br />

some argue that mobile learning is distinct from e-Iearning, with the<br />

advent <strong>of</strong> wireless connectivity <strong>and</strong> the functionality <strong>of</strong> these devices,<br />

such as laptops, tablet PC's, mobile phones, PDA's <strong>and</strong> iPods. Rather<br />

than the device, others focus upon the mobility <strong>of</strong> the learner. Unlike<br />

distance education that tethers students to specific locations or remote<br />

campuses for learning, the radical implication <strong>of</strong> mobile learning is that<br />

the learner is not fiXed to a predetermined location. Meanwhile, other<br />

researchers identify the informal learning contexts as the critical factor<br />

<strong>of</strong> mobile learning that is revolutionizing pedagogical practices (Winter,<br />

2006) . Yet a common thread emerges among the divergent views, when<br />

mobile learning is generally conceptualized from the leamer's perspective<br />

as the adaptation <strong>of</strong> technology to enable learning that is flexible,<br />

location free, <strong>and</strong> learner centered.<br />

Learner Centered Education<br />

Developing a theory <strong>of</strong> mobile learning for the 21 st Century entails<br />

developing different theories about how we learn <strong>and</strong> what we define as<br />

learning. A learner centered theory <strong>of</strong> mobile education is not focused<br />

on information transmission, but as Winter (2006) suggests, it "might<br />

be trans formative in nature, i.e. allow learners to achieve things they<br />

couldn't have achieved before," embodying key characteristics that:<br />

• Enable knowledge building by learners in different contexts<br />

• Enable learners to construct underst<strong>and</strong>ings<br />

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• <strong>Mobile</strong> technology <strong>of</strong>ten changes the pattern <strong>of</strong> learning/work<br />

activity<br />

• <strong>The</strong> context <strong>of</strong> mobile learning is about more than time <strong>and</strong><br />

space. (p. 7)<br />

While researchers persist in the debate on the specific definition <strong>of</strong><br />

mobile learning, the JISC Development Group (2005) compiled case<br />

studies on mobile education that suggested three universal qualities that<br />

add the greatest value for learners: any time, any place learning, widening<br />

participation, <strong>and</strong> personalized learning. Wireless <strong>and</strong> mobile technologies<br />

serve to create spontaneous <strong>and</strong> immediate learning opportunities.<br />

Regardless <strong>of</strong> their location, students can learn when they feel<br />

ready from a portable device that enables communication <strong>and</strong> access to<br />

information <strong>and</strong> resources at the point <strong>of</strong> need. <strong>The</strong>se devices take<br />

education to the student, enabling easy access to learning <strong>and</strong> increasing<br />

their participation in contemporary cultural life. Where learners were<br />

once isolated or dispersed, these mobile devices enable contact with<br />

wider learning communities comprised <strong>of</strong> learners <strong>of</strong> all ages. Finally,<br />

learners can take ownership over learning, adjusting it to meet their<br />

personal needs. Access to the variety <strong>of</strong> multimedia resources accommodates<br />

learners' different learning styles <strong>and</strong> preferences for assessment,<br />

as well as transcends common barriers to education for disabled<br />

learners. As personal information management systems, these devices<br />

enhance learners' communication, collaboration, <strong>and</strong> time management:<br />

skills that are crucial for success in any workplace today.<br />

Market Driven Education<br />

<strong>The</strong> future <strong>of</strong> mobile learning will serve to transform pedagogical practices<br />

from the traditional dissemination <strong>of</strong> information, control <strong>of</strong><br />

learning processes, <strong>and</strong> evaluation <strong>of</strong> comprehension, to the creation <strong>of</strong><br />

unbounded dynamic learning opportunities that will unleash the creative<br />

minds <strong>of</strong> life long learners who can ensure the economic prosperity<br />

<strong>and</strong> security <strong>of</strong> the nation in the 21st Century.<br />

<strong>The</strong> United States Department <strong>of</strong> Defense is America's largest single<br />

consumer <strong>of</strong> higher education, yet the military is dissatisfied with the<br />

learning outcomes <strong>of</strong> prominent online learning service providers that<br />

fall short on pr<strong>of</strong>essor involvement <strong>and</strong> pr<strong>of</strong>essional guidance for their<br />

soldiers. An effective response to this clarion call for providing service<br />

men <strong>and</strong> women with quality education is not only necessary for na-<br />

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tional security, but also a moral responsibility that academic institutions<br />

should not leave unanswered.<br />

<strong>The</strong> force <strong>of</strong> the future will require life-long learning. <strong>The</strong><br />

speed <strong>and</strong> complexity <strong>of</strong> our missions will only increase<br />

with modernization, <strong>and</strong> critical thinking skills, in addition<br />

to technological knowledge, will be required at every level<br />

<strong>of</strong> comm<strong>and</strong>. In a multipolar world with complex missions,<br />

subjects like history, geography, languages, diplomacy,<br />

economics <strong>and</strong> many others will become key to mission<br />

success .... We will seek efficiencies in all <strong>of</strong> our programs,<br />

so I call upon each <strong>of</strong> you to use an entrepreneurial<br />

spirit to find new ways to accomplish our goals <strong>and</strong> to use<br />

the resources available as efficiently as possible. And as our<br />

force becomes more mobile <strong>and</strong> deploys with greater frequency,<br />

we must become even better at using technology,<br />

such as distance learning, to leverage the delivery <strong>of</strong> our<br />

voluntary education services. (pang, 1997, p. 20)<br />

Due to force reductions <strong>and</strong> budget constraints in recent years, the<br />

military is urging institutions <strong>of</strong> higher education to develop smarter,<br />

harder working, <strong>and</strong> more competent career oriented men <strong>and</strong> women<br />

in their ranks. Record numbers <strong>of</strong> enlistees are enrolling in courses<br />

resulting in a nearly 300 percent increase in tuition assistance expenditures<br />

over the last six years (Baker, 2007). In response to the concomitant<br />

scrutiny upon authorized <strong>of</strong> education service providers, Vickers<br />

(2007) identified six parameters to successfully market education programs<br />

to the Department <strong>of</strong> Defense:<br />

1. Content - provide measurable skill based competencies through a<br />

comprehensive curriculum that promotes critical thinking, problem-solving,<br />

<strong>and</strong> analysis<br />

2. Context - provide interactive learning experiences that engage<br />

instructors <strong>and</strong> peers in collaboration <strong>and</strong> analytical discussion.<br />

3. Modality - utilize the latest technologies to provide flexible, location<br />

free, synchronous <strong>and</strong> asynchronous instruction through interactive<br />

rich media that serve to create a vital learning community.<br />

4. Modularity - design instructional modules in "digestible chucks"<br />

with measurable leaning outcomes that support self-paced completion<br />

in face <strong>of</strong> unscheduled deployments <strong>and</strong> training requirements<br />

5. Scalability - provide the technological infrastructure <strong>and</strong> faculty<br />

support to enable personalized learning <strong>and</strong> pr<strong>of</strong>essional support<br />

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6. Efficacy - demonstrate capacity to deliver seamless enrollment,<br />

matriculation <strong>and</strong> learning outcomes for students located anywhere<br />

in the world with minimal disruption to their present job.<br />

A 2007 report from the Head Quarters <strong>of</strong> Air Force Education indicated<br />

that over the last three years enrollment in distance learning<br />

courses nearly doubled to 44 percent, with a 20 percent decline in traditional<br />

classroom instruction (Vickers, 2007). <strong>The</strong> prevailing distance<br />

education <strong>and</strong> online instruction methods have proven ill equipped to<br />

contend with this global consumer. Innovation in instructional technologies<br />

through the adaptation <strong>of</strong> wireless <strong>and</strong> mobile devices is an<br />

immediate means <strong>of</strong> meeting this unprecedented dem<strong>and</strong>.<br />

In the civilian sector <strong>of</strong> the UK, a seminal research project for innovation<br />

in learning strategies examined experiential learning in the workplace<br />

using mobile technologies. In 2003, Anglia Ruskin University<br />

launched the BA (Honors) <strong>Learning</strong>, Technology <strong>and</strong> Research (BA<br />

LTR) fully online degree program that integrated work <strong>and</strong> online<br />

higher education learning (Arnold, 2007). This innovative program<br />

sought to capitalize upon the students' work experience as a vehicle for<br />

reflection <strong>and</strong> learning about what they do <strong>and</strong> development <strong>of</strong> additional<br />

skills <strong>and</strong> competencies that serve to enhance their work life <strong>and</strong><br />

benefit their employers. Utilizing various technologies, the learners<br />

became competent researchers exploring areas <strong>of</strong> knowledge relevant<br />

to their specialties. Because this action research based learning initiative<br />

was self-directed <strong>and</strong> inquiry-led, the learners discovered the concrete<br />

application <strong>and</strong> relevance <strong>of</strong> knowledge in the workplace. <strong>The</strong> learning<br />

outcomes were tangible rather than abstract, which motivated them to<br />

attain their learning goals. <strong>The</strong> students designed the content <strong>of</strong> their<br />

learning needs in alignment with the educational requirements <strong>of</strong> the<br />

program, their personal goals, <strong>and</strong> their job skills, thereby developing<br />

the critical thinking, problem-solving, decision-making, <strong>and</strong> learningdesign<br />

skills that serve their day-to-day lives.<br />

As we struggle to contend with a shape-shifting world, being dramatically<br />

transformed by scientific <strong>and</strong> technological innovations, economic<br />

<strong>and</strong> political upheavals, <strong>and</strong> global interdependence, students <strong>of</strong> the<br />

future need to develop competencies <strong>of</strong> self-directed learning, creativity,<br />

<strong>and</strong> adaptation to their context. <strong>The</strong> subject-specific curriculum <strong>of</strong><br />

traditionally conceptualized liberal studies programs located in reified<br />

institutions <strong>of</strong> higher education cannot adequately address the knowledge<br />

needs <strong>of</strong> the 21 st Century global market. To remain relevant,<br />

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higher education needs to escape its hermetically sealed walls <strong>of</strong> the<br />

classroom, leverage the mobile learning technologies in partnership<br />

with employers to prepare students for 21 st Century realities.<br />

Resistance to Change<br />

Despite pervasive belief that online education is reaching students not<br />

served by traditional face-to-face programs, as well as general agreement<br />

that it is critical to the long-term strategy <strong>of</strong> their institutions, <strong>and</strong><br />

recognition <strong>of</strong> the dem<strong>and</strong> from potential students <strong>and</strong> acceptance by<br />

potential employers, Allen <strong>and</strong> Seaman (2006) report that <strong>of</strong> the responses<br />

from over 2,200 colleges <strong>and</strong> universities, nearly 40 percent <strong>of</strong><br />

Chief Academic Officers contend that online learning is an inferior<br />

means <strong>of</strong> educating, <strong>and</strong> less than 28 percent <strong>of</strong> faculty accepted the<br />

value <strong>and</strong> legitimacy <strong>of</strong> online education. Whether citing lack <strong>of</strong> student<br />

discipline, difficulty <strong>of</strong> teaching online, or costs <strong>of</strong> developing courses<br />

as significant barriers to widespread adoption <strong>of</strong> online learning, a<br />

seminal work from 16th Century points to an additional source <strong>of</strong> this<br />

resistance to change:<br />

[I]t must be considered that there is nothing more difficult to<br />

carry out, nor more doubtful <strong>of</strong> success, nor more dangerous<br />

to h<strong>and</strong>le, than to initiate a new system. For the initiator has<br />

enemies in all those who pr<strong>of</strong>it by the old system, <strong>and</strong> only<br />

lukewarm defenders in all those who would pr<strong>of</strong>it by the new<br />

system, this luke warmness arising partly from the fear <strong>of</strong> their<br />

adversaries who have the past in their favor; partly from the<br />

incredulity <strong>of</strong> mankind, who do not truly believe in anything<br />

new until they have had actual experience <strong>of</strong> it ... (Machiavelli,<br />

1532/1992)<br />

<strong>The</strong> history <strong>of</strong> institutional reform points to the unfortunate truth <strong>of</strong><br />

Machiavelli's "Law <strong>of</strong> innovation." Despite international attention to<br />

changing educational systems across the world, the implementation <strong>of</strong><br />

innovation is <strong>of</strong>ten met with retrenchment, hostility, <strong>and</strong> fear.<br />

<strong>The</strong> technology <strong>of</strong> e-Iearning has been exhaustively researched, successful<br />

innovations thoroughly documented, millions <strong>of</strong> students have enrolled,<br />

<strong>and</strong> billions in pr<strong>of</strong>its reaped by private for-pr<strong>of</strong>it online educational<br />

programs. Yet many purveyors <strong>of</strong> learning in the hallowed halls<br />

<strong>of</strong> academia begrudgingly plod forward into the 21 st Century's technological<br />

revolution. Meanwhile, the pioneers <strong>of</strong> pedagogical innovation<br />

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sprint into the future, calling back to their colleagues to join them in<br />

celebration <strong>of</strong> their discoveries <strong>and</strong> the potential <strong>of</strong> technology. Despite<br />

cynical resistance, these pioneers persist in documenting the benefits <strong>of</strong><br />

e-Iearning <strong>and</strong> learning outcomes in hopes <strong>of</strong> change. It may be that<br />

finally their day has come. In the current environment, mobile technology<br />

is becoming embedded in everyday practice, a ubiquitous presence<br />

in all realms <strong>of</strong> pr<strong>of</strong>essional <strong>and</strong> private life. In conjunction with national<br />

policy commitments to make college education accessible to all<br />

our citizens, even the most recalcitrant cannot deny that traditional<br />

methods are failing to meet dem<strong>and</strong> <strong>of</strong> quality education <strong>and</strong> consistent<br />

learning outcomes <strong>and</strong> must recognize the utility technology. We are in<br />

the throws <strong>of</strong> axial change, in which new paradigms <strong>of</strong> pedagogical<br />

practice need to be embraced.<br />

Current research confirms that new methods <strong>of</strong> education are working.<br />

Chen et al. (2006) report that "distance learners are generally as engaged<br />

<strong>and</strong> <strong>of</strong>ten more engaged than their campus-based counterparts, with<br />

the exception <strong>of</strong> engagement in active <strong>and</strong> collaborative learning activities.<br />

In addition, the self-reported gains <strong>of</strong> distance learners tend to be<br />

greater than those reported by their campus-based counterparts" (p. 4).<br />

With the adoption <strong>of</strong> wireless devices <strong>and</strong> potential for enhanced collaborative<br />

engagement, learning communities <strong>of</strong> mobile learners are on<br />

the horizon. Chen <strong>and</strong> colleagues also report that distance learners were<br />

more academically challenged, engaged in more reflective thinking,<br />

gained more practical competencies, achieved greater underst<strong>and</strong>ing <strong>of</strong><br />

self <strong>and</strong> other, <strong>and</strong> found the educational experience to be more enriching<br />

<strong>and</strong> satisfying.<br />

Studies confirm the positive outcomes <strong>of</strong> high grades, satisfaction, <strong>and</strong><br />

persistence that result from this quality <strong>of</strong> engagement in both face-t<strong>of</strong>ace<br />

<strong>and</strong> online learning (Grahm et aI., 2001; Richard & Swan 2003;<br />

Nelson Laird et aI., 2005), yet Jones et aI. (2006) identifiy key motivating<br />

factors <strong>of</strong> mobile learning that inspire student engagement:<br />

• control (over goals)<br />

• ownership<br />

• fun<br />

• communication<br />

• learning-in-context<br />

• continuity between contexts<br />

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Because the informal activities in mobile learning allow the students to<br />

experience freedom in the design <strong>of</strong> their work <strong>and</strong> the control over<br />

their own goals <strong>and</strong> interests, the learning process creates a learner<br />

centered locus <strong>of</strong> control <strong>and</strong> ownership <strong>of</strong> learning, which enhances<br />

their intrinsic motivation to accomplish their tasks <strong>and</strong> become passionate<br />

about the topics <strong>of</strong> study.<br />

While these affective components may be the most compelling draw<br />

for students to engage mobile learning, with careers on the line <strong>and</strong><br />

institutional reputations at stake, educators are cautious to adopt these<br />

instructional innovations because these positive outcomes are not consistent<br />

across all age groups (Association <strong>of</strong> American Colleges <strong>and</strong><br />

Universities, 2007). <strong>The</strong> unstructured nature <strong>of</strong> online courses appeals<br />

to the older students, who have the self-discipline, maturity, <strong>and</strong> dedication<br />

to manage self-directed learning. Currently, a vast majority <strong>of</strong><br />

online learners are "adults," aged 25 or older. Of the students surveyed<br />

in Chen et al.'s (2006) study, 65 percent were categorized as adults, with<br />

median ages <strong>of</strong> 25 for first year students <strong>and</strong> 32 for seniors. Furthermore,<br />

a 2006 report from the University <strong>of</strong> North Carolina General<br />

Administration indicated roughly 25,000 students across the 16 campuses<br />

were taking online courses in the Fall semester, representing a<br />

250 percent increase in three years. Over 10,000 <strong>of</strong> these students were<br />

designated distance only learners, <strong>of</strong> which more than 90 percent were<br />

categorized as "adults", with a median age range <strong>of</strong> 31-40 years (Board<br />

<strong>of</strong> Governors, 2006). If these two examples are representative <strong>of</strong> the<br />

biographical <strong>and</strong> academic characteristics <strong>of</strong> online learners, then the<br />

reports <strong>of</strong> student success rates should not be generalized, nor serve as<br />

an useful argument for adopting mobile technologies to promote educational<br />

excellence with younger students.<br />

Assessment <strong>of</strong> <strong>Learning</strong><br />

Allen <strong>and</strong> Seaman (2006) reported that nearly two-thirds (63.6%) <strong>of</strong> the<br />

2,200 institutions surveyed believe that online courses require students<br />

to become more disciplined, suggesting that control <strong>of</strong> the process <strong>and</strong><br />

assessment <strong>of</strong> learning is required to assure success in education. This<br />

factor was the cited as the greatest barrier to the widespread adoption<br />

<strong>of</strong> online learning across the nation. This perception is not surprising,<br />

<strong>and</strong> a frustrating reality for many educators who must contend with the<br />

casualties <strong>of</strong> our public education systems. Subjected to an educational<br />

pipeline that pushes children through a mechanistic <strong>and</strong> impersonal<br />

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regimen <strong>of</strong> disciplines, most <strong>of</strong> these college bound youth are conditioned<br />

to passive learning in controlled educational environments.<br />

Compounded by the federally m<strong>and</strong>ated No Child Left Behind st<strong>and</strong>ards-based<br />

education reform act <strong>of</strong> 2001, pedagogical practices that<br />

inspire creative engagement <strong>and</strong> passion for learning were shelved as<br />

teachers grappled to comply with the outcome-based assessments. Because<br />

<strong>of</strong> the antiquated public education systems <strong>and</strong> failed reforms <strong>of</strong><br />

the past decade, many college students do not feel ownership <strong>of</strong> their<br />

learning, rebel against the system <strong>of</strong> educational oppression, <strong>and</strong> seek<br />

only to achieve a grade. Higher education is a merely a means to an end<br />

- the certificate that will grant them their freedom to enter into a complex<br />

world for which they are woefully unprepared.<br />

Yet, perhaps the research about the positive learning outcomes <strong>of</strong> mobile<br />

learning point to the need to re-evaluate the measures currently<br />

used to assess student success in college. <strong>The</strong> st<strong>and</strong>ard dimensions <strong>of</strong><br />

enrollment, persistence, <strong>and</strong> degree attainment that empirically measure<br />

student flow into <strong>and</strong> through college to a degree or certificate (Ewell<br />

<strong>and</strong> Wellman, 2007) do not document the deeper learning that Nelson<br />

Laird et al. (2005) discuss or the quality <strong>and</strong> content <strong>of</strong> learning <strong>and</strong><br />

learners' positive educational experiences (Grahm et aI., 2001; Richard<br />

& Swan 2003; Nelson Laird et aI., 2005; Chen et al., 2006; Jones et al.,<br />

2006).<br />

<strong>The</strong> National Leadership Council for Liberal Education<br />

<strong>and</strong> America's Promise believes that the policy commitment<br />

to exp<strong>and</strong>ed college access must be anchored in an<br />

equally strong commitment to educational excellence. Student<br />

success in college cannot be documented - as it usually<br />

is - only in terms <strong>of</strong> enrollment, persistence, <strong>and</strong> degree<br />

attainment. <strong>The</strong>se widely used metrics, while important,<br />

miss entirely the question <strong>of</strong> whether students who<br />

have placed their hopes for the future in higher education<br />

are actually achieving the kind <strong>of</strong> learning they need for a<br />

complex <strong>and</strong> volatile world. (Association <strong>of</strong> American Colleges<br />

<strong>and</strong> Universities, 2007, p. 11)<br />

<strong>The</strong> Liberal Education <strong>and</strong> America's Promise (LEAP) initiative is an<br />

example <strong>of</strong> an attempt to focus on the learning outcomes that are key<br />

to economic vitality <strong>and</strong> individual opportunity in the 21 st century.<br />

While this initiative will continue through 2015, the formative investigation,<br />

representing over 1,100 colleges <strong>and</strong> universities, suggests key<br />

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factors for success to include "an education that intentionally fosters,<br />

across multiple fields <strong>of</strong> study, wide-ranging knowledge <strong>of</strong> science,<br />

cultures, <strong>and</strong> society; high-level intellectual <strong>and</strong> practical skills; an active<br />

commitment to personal <strong>and</strong> social responsibility; <strong>and</strong> the demonstrated<br />

ability to apply learning to complex problems <strong>and</strong> challenges"<br />

(Association <strong>of</strong> American Colleges <strong>and</strong> Universities, 2007).<br />

Bleeding Edge for Consumers<br />

While the marvels <strong>of</strong> wireless devices are second nature to the youth<br />

generation, who navigate the mountains <strong>of</strong> technological innovation<br />

with the pr<strong>of</strong>icient expertise <strong>of</strong> an Alpinist, the experience for progressively<br />

older generations is far more treacherous, if not absolutely defeating.<br />

While many effectively adapt into their lives these changes,<br />

some seek to merely adopt what is necessary to function in this increasingly<br />

convoluted world. Yet, others are resigned to sit back as the torrent<br />

<strong>of</strong> technological change passes them by. <strong>The</strong> culture <strong>of</strong> technology<br />

is widening the gap between generations.<br />

Modern children have a different perception <strong>of</strong> technology<br />

to older people. <strong>The</strong>y re-appropriate it for their own uses,<br />

they have different expectations <strong>of</strong> it, <strong>and</strong> it is an integral<br />

part <strong>of</strong> their everyday world. <strong>The</strong>se social, psychological,<br />

experiential <strong>and</strong> technical differences are <strong>of</strong>ten not fully<br />

understood, <strong>and</strong> even more rarely utilized, by existing or<br />

proposed systems, <strong>and</strong> yet they need to be if the systems<br />

are to have a more significant impact (Beale, 2006, p. 13).<br />

In our response to the national m<strong>and</strong>ate to increase access to education,<br />

institutions must attempt bridge this gap as these technologies<br />

become embedded into mainstream instructional practices. We must<br />

remain cognizant that the "cutting edge" <strong>of</strong> innovation can be the<br />

''bleeding edge" for the consumers. Lack <strong>of</strong> familiarity with devices,<br />

s<strong>of</strong>tware conflicts <strong>and</strong> unpredictable failures can change a wonderful<br />

learning opportunity into a nightmare <strong>of</strong> frustration for the unseasoned<br />

user. Infrastructural development, as well as user training <strong>and</strong> technical<br />

support need to be the primary concerns <strong>and</strong> top priorities for any<br />

successful launch <strong>of</strong> mobile learning initiatives.<br />

Additionally, in the current environment, when students are <strong>of</strong>ten reluctant<br />

to incur the expense <strong>of</strong> books, bearing the cost <strong>of</strong> the wireless<br />

devices is an undeniable barrier to mobile learning. Before chasing after<br />

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the latest fad in wireless innovation, the students return on investment<br />

<strong>and</strong> learning outcomes need to remain the primary focus in determining<br />

the value <strong>of</strong> change.<br />

Furthermore, emotional factors can affect the acceptance <strong>of</strong> any technology.<br />

While formative research on the integration <strong>of</strong> mobile devices<br />

has proven beneficial in supporting learning activities, communication,<br />

<strong>and</strong> enjoyment aones et al., 2006), some studies have shown that learners<br />

perceive it as invasion into their private lives, personal choices, <strong>and</strong><br />

freedoms aISe Development Group, 2005; Beale, 2006). For many<br />

learners, education is responsibility that is compartmentalized: a distinctly<br />

separate activity from their private lives. "We need to ensure that<br />

we underst<strong>and</strong> more about the roles <strong>of</strong> technology in supporting the<br />

interactions between formal <strong>and</strong> informal learning, <strong>and</strong> in the underst<strong>and</strong>able<br />

personal needs <strong>of</strong> people to tum things <strong>of</strong>f, to be out <strong>of</strong> contact,<br />

<strong>and</strong> so on" (Beale, 2006, p. 13).<br />

<strong>Learning</strong> Curve for Faculty<br />

<strong>The</strong>se changes in technology pose a particular challenge for faculty,<br />

who are focused upon their disciplines <strong>of</strong> expertise <strong>and</strong> are already<br />

burdened by an unrelenting workload. <strong>The</strong> dem<strong>and</strong>s <strong>of</strong> their jobs to<br />

remain current in their field, research <strong>and</strong> publish, contribute to the<br />

community, as well as teach <strong>and</strong> mentor students, overload their schedules.<br />

Developing competence in the use <strong>of</strong> new pedagogical innovations<br />

is <strong>of</strong>ten perceived as an additional burden for which they have<br />

little time. To overcome these hindrances, they need to be convinced <strong>of</strong><br />

the potential <strong>of</strong> any new practice, the nature <strong>of</strong> its use, <strong>and</strong> whether it<br />

has a chance to be institutionalized, before they will direct their attention<br />

to it. Whether "adapters," "adopters," or "resisters" <strong>of</strong> wireless<br />

technologies, these innovations in pedagogical practice require faculty<br />

to remain on the edge <strong>of</strong> an accelerated learning curve. "A further <strong>and</strong><br />

more potent challenge for practitioners, however, lies in identifying<br />

when <strong>and</strong> how mobile technologies are best deployed, including the<br />

appropriate matching <strong>of</strong> devices with learners <strong>and</strong> learning outcomes in<br />

the effective design <strong>of</strong> learning activities" aISe Development Group,<br />

2005, p. 15).<br />

Furthermore, many are concerned with privacy <strong>and</strong> rights <strong>of</strong> ownership<br />

<strong>of</strong> recorded media. Beale (2006) contends that "the new technologies<br />

allow us to develop full digital records <strong>of</strong> our lives <strong>and</strong> experiences, <strong>and</strong><br />

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those <strong>of</strong> others, <strong>and</strong> yet doing that may well impinge on both the actual<br />

enjoyment <strong>of</strong> those experiences in the first place, <strong>and</strong> on the rights <strong>of</strong><br />

others to have their experiences without being recorded or observed by<br />

others. In addition, the security <strong>and</strong> privacy <strong>of</strong> our own experiences<br />

needs to be understood <strong>and</strong> respected, since determining rights over<br />

this material is complex, especially if it involves others." With fully<br />

documented recordings <strong>of</strong> courses, what need is there for continued<br />

employment <strong>of</strong> faculty? <strong>The</strong> economies <strong>of</strong> scale that recorded media<br />

enable, may limit the long-term dem<strong>and</strong> for faculty. Additionally, some<br />

have expressed concern about the "marginalization <strong>of</strong> curriculum areas<br />

less amenable to the introduction <strong>of</strong> mobile <strong>and</strong> wireless formats"<br />

aISC Development Group, 2005, p. 47). In sum, some faculty fear that<br />

the changes new technologies entail will serve to undermine job security<br />

<strong>and</strong> radically alter the conditions <strong>of</strong> academic life.<br />

Education <strong>of</strong> the 21 st Century<br />

While changes in pedagogical practices are <strong>of</strong>ten disconcerting, "without<br />

a serious national effort to recalibrate college learning to the needs<br />

<strong>of</strong> the new global century, however, too few <strong>of</strong> these students will reap<br />

the full benefits <strong>of</strong> college" (Association <strong>of</strong> American Colleges <strong>and</strong><br />

Universities, 2007, p. 7). This is an especially disheartening prediction,<br />

considering that we are already experiencing the consequences <strong>of</strong> our<br />

lethargy to embrace change. Among the Organization for Economic<br />

Cooperation Development (OECD) nations, the US currently ranks<br />

19th in rates <strong>of</strong> high school completion <strong>and</strong> has fallen from 1st to 7th in<br />

college completion for young adults. Over the past twelve years,<br />

OECD countries have on average increased the number <strong>of</strong> college<br />

graduates by 36 percent, while the US produced only a 5 percent increase<br />

(Ewell <strong>and</strong> Wellman 2007). More than twenty years ago, India<br />

invested public expenditures into revitalizing their educational institutions,<br />

promoting literacy <strong>and</strong> access to education in order to transition<br />

into a technological economy. While currently facing their own challenges<br />

<strong>of</strong> growth <strong>and</strong> the paralysis <strong>of</strong> their traditional institutions (Kapur<br />

& Mehta 2004), the state funded promotion <strong>of</strong> math, science, <strong>and</strong><br />

engineering curricula over the years generated a technology workforce<br />

that rivals the US. <strong>The</strong> aftermath <strong>of</strong> the Dot com crash in 2001 <strong>and</strong> the<br />

international outsourcing <strong>of</strong> technology experts <strong>and</strong> computer programmers<br />

to countries like India was a tragic awakening to powerful<br />

influence <strong>of</strong> the technology markets <strong>and</strong> the vulnerability <strong>of</strong> the US<br />

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workforce to the highly skilled <strong>and</strong> educated competition in the global<br />

marketplace.<br />

Universities <strong>and</strong> colleges will continue to work in fiercely<br />

competitive markets, regionally, nationally <strong>and</strong> globally <strong>and</strong><br />

will have to exploit innovative mobile technologies within<br />

their corporate strategies. Efficiency will be a major driver<br />

for the continued implementation <strong>of</strong> large-scale technology-supported<br />

learning. <strong>The</strong> agenda to widen participation<br />

will increase diversity amongst the student population.<br />

More students will enter higher education without formal<br />

qualifications <strong>and</strong> increasingly they will have substantial<br />

part time jobs in order to fund their education. <strong>The</strong> issue<br />

<strong>of</strong> retention will consequently be significant <strong>and</strong> technology-based<br />

solutions will be required to deliver learning <strong>and</strong><br />

support to wherever students are, whenever they want it<br />

arsc Development Group, 2005, p. 46).<br />

Sharples (2006) suggests that the rich social networking <strong>and</strong> media<br />

sharing that young people generate through s<strong>of</strong>tware <strong>and</strong> mobile technologies<br />

are invaluable resources for "developing transferable skills that<br />

employers prize, such as knowledge working, media production <strong>and</strong><br />

collaborative working. Soon they will be able to carry out all these activities<br />

on the move, through powerful converged devices that combine<br />

personal media player, phone, camera <strong>and</strong> games console" (p. 22).<br />

While there currently exists a dynamic tension between the legitimacy<br />

<strong>of</strong> informal networked interaction as a form <strong>of</strong> learning <strong>and</strong> the structured<br />

patterns <strong>of</strong> discourse in formal classroom education that supports<br />

curriculum (Sharples, 2006), capitalizing upon the proliferation <strong>of</strong> mobile<br />

social networking activities can serve as a powerful means <strong>of</strong> sustaining<br />

interest <strong>and</strong> participation, peer support, <strong>and</strong> retention in school.<br />

Over time, as learners are unshackled from institutional settings that<br />

separate them from their day-to-day activities, learning will become<br />

embedded in daily life, promoting unbounded cross-fertilization <strong>of</strong><br />

ideas in applied contexts.<br />

Embracing New Paradigms <strong>of</strong> Pedagogy<br />

Winter (2006) points to changing our perspective on mobile learning<br />

applications as mediating tools in the learning process as a means <strong>of</strong><br />

resolving this tension between informal <strong>and</strong> formal learning <strong>and</strong> sug-<br />

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gests that wireless <strong>and</strong> mobile technologies "are not ends in themselves<br />

<strong>and</strong> should be related to other learning tools that students <strong>and</strong> teachers<br />

are already using, <strong>and</strong>/or tools that have arisen as a result <strong>of</strong> technological<br />

development" (p. 7). Focusing upon "mediated" rather than<br />

mobile learning reframes attention from the devices to the context <strong>of</strong><br />

learning <strong>and</strong> guides what the learner is constructing. From this perspective,<br />

designing effective learning activities would address questions <strong>of</strong>:<br />

1. <strong>The</strong> learner <strong>and</strong> their personal relationships (peer groups,<br />

teachers, etc.)<br />

2. What is the leaner learning (topic, relationship to prior experience,<br />

etc.)?<br />

3. Where <strong>and</strong> when are learners learning? (p. 7)<br />

Winter (2006) contends that "by answering these questions, the application<br />

will be designed from the ground up to form the basis for a distributed<br />

learning network. This construct sees mobile learning as part<br />

<strong>of</strong> a greater whole in which learning tools, activities, contexts <strong>and</strong> people<br />

are distributed over time <strong>and</strong> space" (p. 7). Addressing these questions<br />

will generate new ideas about both the kinds <strong>of</strong> learning students<br />

need <strong>and</strong> the new paradigms <strong>of</strong> pedagogical practices that will enable<br />

students to develop the kinds <strong>of</strong> interpersonal skills <strong>and</strong> practical competencies<br />

required by the 21 st Century workplace (Association <strong>of</strong><br />

American Colleges <strong>and</strong> Universities, 2007). Perhaps, as JISC Development<br />

Group (2005) suggests, "<strong>Mobile</strong> <strong>and</strong> wireless technologies could<br />

transform the concept <strong>of</strong> learning, by shifting the focus from knowing<br />

about something to knowing how to fmd things out. Skills <strong>of</strong> information<br />

literacy could be more vital than factual knowledge for the 21st<br />

century learner" (p. 47). Whatever form these practices take, the challenge<br />

for the 21 st century is for educational communities to continuously<br />

revisit <strong>and</strong> re-evaluate essential learning outcomes as the guidepost<br />

for innovation.<br />

References<br />

Association <strong>of</strong> American Colleges <strong>and</strong> Universities (2007). College<br />

learning for the new global century. A Report from the National<br />

Leadership Council for Liberal Education & America's Promise.<br />

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Allen,1. & Seaman,]. (2006). Making the Grade: Online Education in<br />

the United States. <strong>The</strong> Sloan Consortium: Olin <strong>and</strong> Babson<br />

Colleges.<br />

Arnold, L. (2007). Experiential Work-Integrated Online <strong>Learning</strong>:<br />

Insights from an Established UK Higher Education Program.<br />

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Baker, C. (2007) Department <strong>of</strong> Defense Voluntary Education:<br />

Personnel <strong>and</strong> Readiness. Chief <strong>of</strong> Continuing Education,<br />

Department <strong>of</strong> Defense. Council <strong>of</strong> College <strong>and</strong> Military<br />

Educators 2007 Symposium: Monterey, CA. Retrieved from:<br />

http://www.ccmeonline.org/svm2007/docs/CBaker.f!Pt<br />

Beale, R (2006). How to Enhance the Experience Without Interfering<br />

with it? In M. Sharples (Ed.), Big Issues in <strong>Mobile</strong> <strong>Learning</strong>: Report<br />

<strong>of</strong> a workshop by the Kaleidoscope Network <strong>of</strong> Excellence <strong>Mobile</strong><br />

<strong>Learning</strong> Initiative. University <strong>of</strong> Nottingham, p. 10-14.<br />

Board <strong>of</strong> Governors (2006). Report on Exp<strong>and</strong>ing Access to Higher<br />

Education Through State-Funded Distance Education Programs.<br />

<strong>The</strong> University <strong>of</strong> North Carolina General Assembly. Retrieved<br />

from: http://www.northcarolina.edu/content.php/aalplanning/reports.htm<br />

Bradburn, E., Berger, R, Li, X., Peter, K., & Rooney, K. (2003). A<br />

Descriptive Summary <strong>of</strong> 1999-2000 Bachelor's Degree Recipients 1<br />

Year Later: With an Analysis <strong>of</strong> Time to Degree. Education<br />

Statistics QuarterlY. National Center for Education Statistics:<br />

Washington, DC.<br />

Chen, P., Chen, D., Gonyea, R & Kuh, G. (2007). <strong>Learning</strong> at a<br />

Distance: Engaged or Not? Innovate. Fischler School <strong>of</strong><br />

Education <strong>and</strong> Human Services, Nova Southeastern University.<br />

Retrieved from: http://www.innovateonline.infolindex.php?view=article&id=4 38<br />

Du Bois, W. (1949). <strong>The</strong> Freedom to Learn. In P.S. Foner (Ed.), W.E.B.<br />

Du Bois Speaks. New York: Pathfinder, p. 230-231.<br />

Ewell, P. & Wellman,]. (2007). Enhancing Student Success in<br />

Education: Summary Report <strong>of</strong> the NPEC Initiative <strong>and</strong> National<br />

Symposium on Postsecondary Student Success. National<br />

Postsecondary Education Cooperative.<br />

Graham, c., Cagiltay, K., Lim, B., Craner,]. & Duffy, T. (2001) Seven<br />

Principles <strong>of</strong> Effective <strong>Teaching</strong>: A Practical Lens for Evaluating<br />

Online Courses. Technology Source, Marchi April.<br />

Horn, L. & Nevill, S. (2006). Pr<strong>of</strong>ile <strong>of</strong> Undergraduates in U. S.<br />

Postsecondary Education Institutions: 2003-2004, with a Special<br />

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Analysis <strong>of</strong> Community College Students. National Center for<br />

Education Statistics: Washington, De.<br />

JISC Development Group (2005). Innovative Practice with e-<strong>Learning</strong>:<br />

A good practice guide to embedding mobile <strong>and</strong> wireless<br />

technologies into everyday practice. Higher Education Funding<br />

Council for Engl<strong>and</strong> (HEFCE): JISe.<br />

Jones, A., Scanlon, K., Clough, G., & McAndrew, P. (2006) Using<br />

<strong>Mobile</strong> Devices for <strong>Learning</strong> in Informal Settings: Is it Motivating?<br />

Paper presented at IADIS International Conference <strong>Mobile</strong><br />

<strong>Learning</strong>. July 14-16, 2006, Dublin.<br />

Jones, A., Issr<strong>of</strong>f, K. & Scanlon, E. (2006). Affective Factors in<br />

<strong>Learning</strong> with <strong>Mobile</strong> Devices. In M. Sharples (ed.), Big Issues in<br />

<strong>Mobile</strong> <strong>Learning</strong>. Kaleidoscope Network <strong>of</strong> Excellence <strong>Mobile</strong><br />

<strong>Learning</strong> Initiative: University <strong>of</strong> Nottingham, p. 15-20.<br />

Kapur, D. & Mehta, P. (2004). Indian Higher Education: From Half­<br />

Baked Socialism to Half-Baked Capitalism. Center for<br />

International Development, Working Paper No. 108. Harvard<br />

University.<br />

Machiavelli, N. (1992). <strong>The</strong> Prince (N. H. Thompson, Trans.).<br />

Cambridge, UK: Cambridge University Press. (Original work<br />

published in 1532.)<br />

Nelson Laird, Thomas, Rick Shoup, <strong>and</strong> George Kuh (2005).<br />

Measuring Deep Approaches to <strong>Learning</strong> Using the National<br />

Survey <strong>of</strong> Student Engagement. Paper presented at the Annual<br />

Meeting <strong>of</strong> the Association for Institutional Research, May 14-<br />

18, Chicago, IL.<br />

Pang, F. (1997). Quality <strong>of</strong> Life: A ~filitary Preparedness Priority.<br />

Department <strong>of</strong> Defense Worldwide Education Symposium '97,<br />

St. Louis, July 8, 1997. Volume 12, Number 36.<br />

Richardson, J. & Swan, K. (2003) Examining Social Presence in Online<br />

Courses in Relation to Students' Perceived <strong>Learning</strong> <strong>and</strong><br />

Satisfaction. JALN, 7(1), p. 68-88<br />

Sharples, M. (2006). How can we address the conflicts between<br />

personal information <strong>and</strong> traditional classroom education? In M.<br />

Sharples (ed.), Big Issues in <strong>Mobile</strong> <strong>Learning</strong>. Kaleidoscope<br />

Network <strong>of</strong> Excellence <strong>Mobile</strong> <strong>Learning</strong> Initiative: University <strong>of</strong><br />

Nottingham, p. 21-24.<br />

<strong>The</strong> Association <strong>of</strong> American Colleges <strong>and</strong> Universities (2007). College<br />

<strong>Learning</strong> for the New Global Economy. <strong>The</strong> National Leadership<br />

Council.<br />

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Vickers, D . (2007) . Military Opportunities <strong>and</strong> Challenges for the<br />

University North Carolina System. Presented at the 12/3/2007<br />

meeting <strong>of</strong> the North Carolina Distance <strong>Learning</strong> Forum.<br />

Winter, N . (2006) . What is <strong>Mobile</strong> <strong>Learning</strong>? In M. Sharples (ed.), Big<br />

Issues in <strong>Mobile</strong> <strong>Learning</strong>. Kaleidoscope Network <strong>of</strong> Excellence<br />

<strong>Mobile</strong> <strong>Learning</strong> Initiative: University <strong>of</strong> Nottingham, p. 5-9.<br />

Author<br />

Dr. Craig Wishart has a PhD. in Organizational<br />

Behavior from Case Western Reserve University.<br />

His research <strong>and</strong> writing has focused upon sustainable<br />

community development, education research<br />

<strong>and</strong> reform, as well as change processes in personal<br />

<strong>and</strong> organizational life. Dr. Wishart has fifteen years<br />

experience as an organizational consultant in the<br />

non-pr<strong>of</strong>it <strong>and</strong> business sectors, including a variety <strong>of</strong> public, private,<br />

educational, community, <strong>and</strong> international organizations. He has a<br />

broad base <strong>of</strong> experience as a designer <strong>and</strong> developer <strong>of</strong> non-pr<strong>of</strong>it<br />

business <strong>and</strong> academic programs, researcher <strong>and</strong> designer <strong>of</strong> organizational<br />

capacity innovations, designer <strong>and</strong> facilitator <strong>of</strong> conferences <strong>and</strong><br />

team building retreats, <strong>and</strong> is an author <strong>of</strong> articles <strong>and</strong> papers for academics<br />

<strong>and</strong> practitioners. Currently, he is the MBA Director at Fayetteville<br />

State University, working to enhance the content, design <strong>and</strong> delivery<br />

<strong>of</strong> the program. His recent research <strong>and</strong> scholarship in online<br />

learning guides the e-Iearning changes that signal a significant opportunity<br />

for growth in the MBA program.<br />

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Guy, R (Ed.). (2005).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Infonning Science Press. (p. 291).<br />

Editorial Review Board<br />

Chaka Chaka, Walter Sisulu University (Africa)<br />

John Traxler, University <strong>of</strong>Wolverhampton (UK)<br />

Jorge Barbosa, University <strong>of</strong> Vale do Rio dos Sinos (Brazil)<br />

Debora Barbosa, Unilasalle University (Brazil)<br />

Rodrigo Hahn, UNISINOS (Brazil)<br />

Solon Rabelllo, University <strong>of</strong> Vale do Rio dos Sinos (Brazil)<br />

Lalita Kumar, IGNOU (India)<br />

Teija Vainio, Tampere University <strong>of</strong> Technology (Findl<strong>and</strong>)<br />

Jeremy Dickerson, East Carolina University (USA)<br />

James Browning, Brunswick Community College (USA)<br />

Antonio Fern<strong>and</strong>ez, University <strong>of</strong>MaIaga (Spain)<br />

Giovanna Avellis, TECNOPOLIS CSATA (Italy)<br />

Amarolinda Saccol, University <strong>of</strong> Vale do Rio dos Sinos (Brazil)<br />

Craig Wishart, Fayetteville State University (USA)<br />

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Guy, R (Ed.). (2005).<br />

<strong>The</strong> <strong>Evolution</strong> r!f <strong>Mobile</strong> <strong>Teaching</strong> <strong>and</strong> <strong>Learning</strong>.<br />

Santa Rosa, California: Informing Science Press. (p. 293-296).<br />

Index<br />

A<br />

activity theory, 10,263<br />

assessment <strong>of</strong>iearning, 280<br />

Assessment Rubric, 68, 71<br />

audio delivery technologies, 61<br />

B<br />

behaviorism, 22<br />

behaviorist-type, 6<br />

blended learning, 81, 97<br />

blended learning strategy, 160, 167,<br />

171<br />

Brazil,120<br />

adoption <strong>of</strong>m-Iearning, 103<br />

Bronco <strong>Mobile</strong>, 145, 146<br />

c<br />

Capability Maturity Model<br />

Integration, 215<br />

cellular systems, 16<br />

classical mobile learning, 79<br />

Classtalk,22, 143<br />

cognitivism,24<br />

collaborative learning,S, 7, 19,32,<br />

81,89,92,104,160,261,279<br />

ComGRefe, 120, 121, 125, 135<br />

Co<strong>Mobile</strong>, 144<br />

Computer Engineering GRefe. See<br />

ComGRefe<br />

computer supported co-operative<br />

work,182<br />

ConcertStudeo, 143<br />

connectivism,lO<br />

constructivism, 25<br />

constructivist activity, 6<br />

content delivery technologies, 60<br />

context, 26, 275, 276<br />

definition, 27<br />

context aware applications, 27<br />

context aware computing, 119<br />

converged devices, 250, 285<br />

Conversational Framework, 9<br />

corporate m-Iearning cases, 110<br />

corporate training, 109<br />

D<br />

deep HCI, 263<br />

deictic learning, 97<br />

design rationale, 257, 259<br />

dissemination <strong>of</strong> m-Iearning, 113<br />

distributed learning, 96<br />

domain modeling, 259<br />

E<br />

economic challenges to<br />

dissemination, 113<br />

efficiency, 220<br />

e-Iearning tool, 159<br />

error-correcting codes, 16<br />

e-Vi va proj ect, 20<br />

experiential learning, 182<br />

F<br />

field testing, 145<br />

first generation (lG) networks, 16<br />

formal learning, 178, 285<br />

formative assessment, 23<br />

functionality,216<br />

future <strong>of</strong> mobile learning, 271<br />

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Future Technology Workshop, 262<br />

G<br />

games based learning, 38<br />

games consoles, 2, 84, 87, 98<br />

generation <strong>of</strong> a value model, 256<br />

global system for mobile<br />

communications, 16<br />

H<br />

h<strong>and</strong>held technologies, 5, 57, 59, 81<br />

health <strong>and</strong> safety issues, 41<br />

human-computer interaction, 178,<br />

182<br />

Hybrid learning, 97<br />

informal <strong>and</strong> lifelong learning, 7, 21<br />

information systems quality<br />

measuring, 214<br />

instant messaging, 32<br />

iPods, 21, 34, 36, 86<br />

ISOIIEC 9126, 215<br />

I<br />

K<br />

knowledge management system, 183<br />

L<br />

learner analysis, 64<br />

learner centered education, 274<br />

learning objects (LOs), 84<br />

<strong>Learning</strong> Project, 121, 125<br />

Liberal Education <strong>and</strong> America's<br />

Promise, 281<br />

M<br />

maintainability, 221<br />

MALL (mobile assisted language<br />

learning), 80, 81<br />

management issues, 108<br />

MappiE 24h project, 177, 187,205<br />

market driven education, 275<br />

mashups,93<br />

memory cleanup metric, 236<br />

meta-learning, 96, 97<br />

metrics for quality, 224<br />

midlets, 164<br />

m-Iearning, 80, 104<br />

definition, 2, 104,212<br />

dissemination <strong>of</strong>, 113<br />

future <strong>of</strong>, 271<br />

quality metrics, 224<br />

m-Iearning adoption in Brazil, 103<br />

m-Iearning <strong>and</strong> organizations, 110<br />

m-Iearning information systems, 211<br />

m-<strong>Learning</strong> pan-European mobile<br />

learning research project, 20<br />

m-Iearning s<strong>of</strong>tware, 112<br />

m-Iearning systems, 211<br />

problems, 213<br />

quality aspects, 215<br />

m-Iearning technology, 111, 112<br />

m-Iearning tool, 160<br />

mobile computing, 119, 124<br />

<strong>Mobile</strong> Devices, 16, 18,40,267<br />

mobile journalism, 177, 179, 182,<br />

184<br />

mobile journalism application, 197<br />

<strong>Mobile</strong> Journalist Toolkit, 186, 195<br />

mobile learning. See also m-Iearning<br />

evaluation, 249<br />

mobile learning contents, 249<br />

<strong>Mobile</strong> <strong>Learning</strong> Contents, 256, 267<br />

mobile learning projects, 142<br />

mobile multimedia computers, 179<br />

mobile phones, 15,40,83,112,165<br />

mobile robots, 121, 123, 131<br />

research, 131<br />

mobile social s<strong>of</strong>tware (MoSoSo)<br />

applications, 80<br />

mobile technology instruction, 64<br />

<strong>Mobile</strong> Web 2.0, 79, 80<br />

MOBILearn, 261, 264<br />

MoBIO Threat, 120<br />

MoBIO Threat learning project, 126<br />

Moblogs,88<br />

MoLeNET,3<br />

Moodie, 58,160,164,170,171<br />

MoSoSo technologies, 82, 88, 96, 99<br />

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Index<br />

MSNs (mobile social networks), 91<br />

m-VoIP, 82, 93, 98<br />

m-Web 2.0 learning, 82<br />

MWlCT,103<br />

N<br />

nano-learning, 96<br />

NFRs. See non-functional<br />

requirements<br />

non-functional requirements, 250<br />

definition, 251<br />

o<br />

operant conditioning, 22<br />

organizational use <strong>of</strong>m-learning,<br />

109<br />

organizations <strong>and</strong> m-learning, 110<br />

organizations, m-learning in, 104<br />

p<br />

paradigms <strong>of</strong> pedagogy, 285<br />

participatory simulations, 26<br />

PDAs,2, 15,59,84,90, 111, 144,<br />

184<br />

pedagogical challenges to<br />

dissemination, 114<br />

pedagogical evaluation, 252, 254,<br />

261,264<br />

pedagogical issues, 108<br />

peer instruction, 23<br />

Personal Response System, 143<br />

pervasive computing, 119, 121<br />

pervasive games, 126, 135<br />

phenomenography,25<br />

photojournalism, 180<br />

podcasting, 33, 36, 90<br />

portability, 222<br />

Privacy Rights Management for<br />

<strong>Mobile</strong> Applications, 265<br />

process-oriented view, 259<br />

product-oriented view, 259<br />

Q<br />

quality engineering, 251<br />

quality function deployment, 253,<br />

258<br />

Quality Function Deployment, 267,<br />

268<br />

quality in use, 223<br />

quality <strong>of</strong> m-learning information<br />

systems, 211<br />

R<br />

radio frequency identification, 129<br />

Rave Wireless, 145<br />

Really Simple Syndication, 33, 82,<br />

94<br />

reliability, 217<br />

requirements management tools, 259<br />

requirements traceability, 253<br />

Robot Sumo, 134<br />

RSS. See Really Simple Syndication<br />

s<br />

Savannah, 144<br />

second generation (2G) systems, 16<br />

selecting mobile technologies for<br />

instruction, 63<br />

short message service (SMS), 22, 28<br />

situated activity, 7<br />

situated learning, 177, 179, 181,200,<br />

203<br />

social <strong>and</strong> contextual challenges to<br />

dissemination, 115<br />

socio-cognitive engineering method,<br />

262<br />

s<strong>of</strong>tware architecture, 251<br />

s<strong>of</strong>tware process modeling, 259<br />

Spain, 159<br />

T<br />

technocentric, 6<br />

text delivery technologies, 62<br />

third generation (3G) systems, 16<br />

time division multiple access, 16<br />

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u<br />

Undergraduate Course <strong>of</strong> Reference,<br />

120<br />

usability, 218<br />

user experience, 177, 181, 183, 191,<br />

192,200<br />

user experience framework, 192, 202<br />

user-product interaction, 183<br />

v<br />

video delivery technologies, 60<br />

visual journalism, 185, 186, 194<br />

vodcasting, 20, 34, 36<br />

w<br />

Web 2.0 technologies, 79, 82, 97<br />

widgetization, 98<br />

WiTEC,142<br />

296<br />

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