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Showing posts with label mLearn. Show all posts
Showing posts with label mLearn. Show all posts

Thursday, 31 October 2013

Free #mobile research papers from #mLearn Qatar

Posted on 04:04 by Unknown
Free papers on mobile learning research are made available to all thanks to the mLearn Qatar organizing team. There is a wonderful and rich overview of the latest mLearning research available at 
http://www.qscience.com/toc/qproc/2013/3

With no particular reason except my own interest, I gladly highlight 3 papers I found interesting (so far, reading one paper at the time, whenever possible so lot of time to read still). 

The paper on "mobile learning through indigenous languages: learning through a constructivist approach" written by Mmaki Jantjies and Mike Joy was a treat to read. With their research they provide a possible solution to work around bilingual students (in this case African languages) and how this can be used to increase learning overall by allowing students to support themselves and use multilingual communication through mobile devices, and at the same time allow teachers to create solutions for the bilingual challenges. In the study learners created their own audio based bilingual learning material on mobile phones using a constructivist learning approach, in the subject area of physical science. A total of 32 high school learners and their teacher from a South African school participated in the study, and though semi–structured interviews and questionnaires learners reported on their experiences. Infrastructure challenges, including limited access to free electronic resources, and slow and expensive Internet access, became the main hurdles in supporting a constructivist learning environment. The mobile learning process however gave learners an opportunity to create their learning content in their own languages at any location at any time, and use the content later for revision. The audio option is key here (I think) as this allows people to work around writing as well. To me, it is easier to share French or German audio than to write in both languages, when I was a student an audio option would definitely have gotten me to support my peers more than only having a written option. This got me thinking about the lack of mobile OER again... will get to this in a later post. 

The paper by Edgar Napoleon Assiimwe and Sana Zubair Kahn on the topic of "Ubiquitous Computing in Education: A SWOT Analysis by Students and Teachers" immediately appealed to me as the idea of doing such an investigation is so needed! So, got reading. When going through all the strengths, weaknesses, threats and opportunities, I immediately found myself acknowledging many of them. "I am not alone!" immediately came to mind and that gives a good feeling. The paper provides an immediate overview of the SWOT analysis as provided by teachers and students and that very simple list of ideas provides an insight in what keeps all of us busy. So copied one of its tables here as the picture to lead this blogpost.  The nice thing is that comparing both, you can see that students and teachers often have the same basis that leads to the SWOT elements. And a heart warming opportunity coming from the student list of opportunities: "Cultural or political differences are overcome/ solved". That is a VERY nice read!

Another paper I found of interest was the "Integrating Interactive Videos in Mobile Learning Scenarios" presented by Dan Kohen-Vacs, Marc Jansen and Marcelo Milrad. My interest for reading this paper was ignited by my own wish to embed more fluent interactive video in mobile learning options as part of a seamless mobile pedagogy. Enabling interaction in a multiple device learning environment is quite challenging and these people seem to be able to come close to actual seamless engagement (nice!). Idea is simple: small video sizes (enabling download or streaming), short questions within video content (waiting for a response of the learner) and ... on to the next bit of (mobile) content. The authors provide a nice flow of the learning activity and the approach has been tested during 2013 on approx. 100 students in academic courses offered by 2 universities. But although the approach is promising and the need for this type of seamless learning is clear, challenges stay multiple. Looking forward to the future research building upon this. 
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Posted in eLearning, language, mLearn, mLearning, mobile, mobile learning, multimedia, OER, video | No comments

Wednesday, 17 October 2012

#mLearn12 Lauri Jarvilehto on #games the learning playing brain

Posted on 03:58 by Unknown
Learning as Fun: introducing gaming pedagogy by Lauri Jarvilehto.
www.filosofianakatemia.fi

Wonderful keynote linking gaming to pedagogy to neuro-science!

We can reproduce relevant information, because we engaged in it previously.

Games that truly engage children and high quality substance, might result in the best possible learning.

Flow channel: learning and engagement (Milhaly Csikszentmihalyi) sits on an axis of challenges and skills.

Boredom: (interesting Tedtalk Robinson related to ADHD non-accurancy) versus anxious.
Flow = total immersion of something that is happening now (cfr the Zone).

As teachers, you can redirect children into the flow.
We all have the neural mechanisms to get into the flow, but we need to be lucky!

Learning and the brain
Learning => new neuron connections.
The brain is constantly evolving.

Concentrated work: you need to switch of outside impulses.
Creative thinking is pushed by games, colorful things...
=> due to constant dynamic of our brain and how it is wired.

Dopamine is the most rewarding hormone => works at optimal level, giving a good feeling, it pushes our prefrontal areas to concentrate better. The neural links are strong and lasting, so being engaged and happy strengthens your learning and knowledge durability.
But overactivating the dopamine level => getting anxious.
Brain study of emotion has shown that emotion pushes learning (ex. sick by soup => no longer soup).

2 successful learning: having fun or dictatorship system => both result in emotionally constructed learning. Example: tiger mom approach (VERY strict raising, ex. Agassi's dad, forced to play tennis).

So how do we get our children into learning and play
Playing is an evolutionary requirement of every living creature (Stuart Brown: how it shapes the brain, 2009).

Experiment: stop playing (no intrinsical motivation), only do 'serious work'. By the end of one day, the majority of people showed sever symptoms of depression. Playing is at the very heart of what we are.
Play is also optimal for getting into the flow. And play can push us just a little bit further, hence learning.
Neuroplasticity is one of the major neuro-science fields of today (e.g. the brain can restructure, if a certain area is disconnected, other parts of the brain can take over, BUT the challenges first need to be lowered to get back into the flow).

Games (and horror) rise the dopamine levels in the brain => affecting learning.
Good games automatically adjust to the gaming actors.

Danger of non serious games: a game without substance will lift the dopamine level, but without a learning award (e.g. Angry birds (classic), there is Angry birds Space (substance)).

Substance is VERY important to get a meaningful, rewarding experience.
Example dragonbox: algebra application with really complex algebra, and based on dragons and boxes.

We all have all the tools available, so let's see what we can out of this.

(Inge, look at this flow model for your own learning!)
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Posted in cognitive brain, creativity, games, mLearn, mLearning, mobile, mobile learning | No comments

Tuesday, 13 March 2012

mLearning #research focus: new features of #html5 for future offline #mLearning

Posted on 03:39 by Unknown

Chillian researchers from the Universidad de Chile, Santiago have a wonderful and useful research paper focusing on new features of html5 and how they can be used for situated learning scenarios. The full paper can be found here (English) at page 252 of the mLearn2011 proceedings. The authors of the paper are: Nelson Baloian, Jonathan Frez, Marc Janser, Gustavo Zurita.

It is a long paper that is both theoretical, technical and practical = great combination. And I gladly share some of the paper's content here.

What I found of immediate interest was their list of new, useful html5 features related to offline mLearning and semantic features - really nice:

HTML5 provides a number of new features that almost all yield to the possibility to enrich HTML sites either by new communication mechanisms or by new presentation techniques. In the following the three most important new features with respect to mobile learning scenarios will be presented shortly:

Canvas: With the new CANVAS implementation HTML5 provides the possibility for an easy and flexible provision of 2D graphics. Therefore, the new CANVAS object provides e.g. the possibility to draw simple lines, circles and rectangles. Furthermore, images can be added to a canvas that can be moved, rotated and scaled. Furthermore, simple graphical functionality like transparency can be used. All these functions are available over simple JavaScript commands.

WebSockets:
Historically, a website was only able for uni-directional communication from the website to the server. The only way to receive data from the server was implementing pull methods (ex, AJAX). This changed with the implementation of WebSockets, since this approach allows for bi-directional communication. In order to be able to receive data send over a WebSocket, the website needs to implement the different JavaScript-Callback methods:
 onopen: gets called when the WebSocket is openend.
 onmessage: gets called when a message arrives over the socket.
 onclose: gets called when the WebSocket connection is closed.
The onmessage method works just like a push call from the remote server.

Web Database: HTML5 provides an implementation of SQLite that allows associating a Web application with a local database and load remote data into it.

LocalStorage: consists in a hash table with 10Mb capacity to store values; these data are related to the Web application in online and offline mode.

FileSystem, manifest and offline mode: The key of developing web applications is the combined use of FileSystem and the Manifest file. FileSystem is an API that provides an independent file system from other applications and user files. Manifest is a declaration of which are the files that make up the application by local references to them. The Manifest is used by browsers to download these files and load them to a local filesystem, allowing offline operation.

Geolocation: Given the capacity of current mobile devices, there are many applications that use the georeference api, HTML5 provides this api that allows to know the coordinates of the access device, so its possible integrate the information. The data available are: latitude, longitude, altitude, accuracy, altitude accuracy, heading, speed.

WebWorker: is a simplification to work with threads in a web environment, since the browser controls the threads; it is not possible to manipulate from Javascript. However, a WebWorker permits simultaneous and asynchronous operations, regardless of the strands of the browser.

Semantic elements : Allow roles different visual components of HTML, for example assign a header role to a div, and footer to another. Thus it is the device's browser that allocates positions screen as character of it.

WebGL: In addition to the new 2D capabilities provided by the HTML5 CANVAS, a third technology, closely related to HTML5 showed up recently that provides 3D capabilities based on OpenGL, called WebGL. Making use of this technology, it would be possible to easily enrich mobile learning scenarios by 3D content.

The authors of this paper then continue on how they embed these new features in the learning scenario's, really interesting and a good read.

As I read a lot of research papers and come across a lot of projects, I thought it would be nice to share those that caught me eye in particular. Hoping to do so every two weeks - ambitious :-D
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Posted in html5, mLearn, mLearning, paper, research | No comments

Thursday, 20 October 2011

Read #MobiMOOC team's best #paper award for #mLearning research

Posted on 23:14 by Unknown


What a thrill it has been. At the beginning of 2011 I got the idea of organizing a mLearning course, simply because there was no open and free course available. Taking up the Massive Open Online Course format to design the couse felt logical. The course was entitled MobiMOOC and ... off it went. After the six weeks course there was a certain inspiring dynamic, so I wondered if anyone would be willing to co-author a paper and six other people immediately stepped to the plate, and of course these are all fabulous people.

So we are now seven members in the MobiMOOC research them (alphabetical order): Sean C. Abajian, Michael Sean Gallagher, Rebecca Hogue, Nilgün Özdamar Keskin, Apostolos Koutropoulos, Osvaldo Rodriguez and myself Inge de Waard.

Writing the paper was a very dynamic process. After various iterations, where all of our combined ideas were put into the paper, we came to a consensus and ... the work and friendly, inspiring collaboration payed off. The team got 'Best Paper Award at the academically prestigious mLearn conference in Beijing. We all feel this is a true honor, as the paper came out of a thorough peer review process. I have uploaded the conference paper to academia, you can also download the conference paper here.

The wonderful thing about the MobiMOOC research team is that it is an informally build group. We just got together and started collaborating on a joint interest: MOOCs and mobile learning. It was uncharted territory. The international dimension of the group adds to the diverse perspectives and - at least for me - it has been enlightening.

The great thing is, the mLearn conference full papers also get published in a peer reviewed mLearning journal iJIM, so ... we are all excited!

Michael Sean Gallagher, Rebecca Hogue and Nilgün Özdamar Keskin were at mLearn2001 and they gave the presentation accompanying the paper. I gladly share their presentation here.


MobiMOOC: where MOOC meets mLearning as a new pedagogical format
View more presentations from Inge Ignatia de Waard
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Posted in collaborative working, connectivism, mLearn, mLearning, mobimooc, mooc | No comments

Thursday, 11 August 2011

Share your #mlearning idea to win the #IAmL #mobile learning Award (1000 GBP, 1600 $, 1100 €)

Posted on 00:14 by Unknown
Mobile learning is still on the rise and there are still many areas that can be explored. If you have a wonderful idea for a mobile learning (mLearning) application, share it!



The International Association for Mobile Learning (IAMLearn, www.iamlearn.org), in collaboration with Epic (www.epic.co.uk), is proud to announce the Mobile Learning Challenge.



The Mobile Learning Challenge is searching for innovative and visionry solutions for learning using mobile technologies. So if you are a practitioner, a student, a young researcher or a visionary, feel free to contribute your inspiring and visionary concepts. Specific technical skills are not required for participating!

What you need to provide: a structured, clear description of your idea in English.



Full details here:

http://www.iamlearn.org/competition.php



The first prize: money

The winner of the Challenge will receive £1000 (one thousand GBP, or approx. 1600$, or approx. 1100 EUR - monetary rates willing).



The winning solution will be presented to the mLearn 2011 conference audience either by the winner (if present at the conference) or by the President of IAmLearn.

This prize is co-sponsored by IAmLearn and Epic.



The second prize: access to a mobile knowledge network

The runner-up will receive a prize of 5 years’ free membership of IAmLearn.



Deadline for Submissions is Wednesday, 14 September 2011 24:00 GMT.



Objective

Identify a learning challenge and think of an innovative and yet practical mobile solution for this challenge. A winning solution is an answer to the following question:

How does mobile learning support educational needs or create a clear and innovative educational opportunity?

The Mobile Learning Challenge is open to creative solutions for all kinds of learning, be it for schools, universities, in the work place, or in leisure time.

A solution can be related to research, design, educational practice, or evaluation. It must not represent work that has already been done, but should focus on a problem or opportunity that has not yet been successfully addressed by mobile learning so far.

Your task

  • Identify a learning or educational challenge that can be solved with mobile technologies.
  • Briefly describe your mobile learning challenge in up to 20 words.
  • Explain your mobile learning challenge in up to 200 words.
  • Provide a solution to how this challenge can be solved.

The solution can be a scenario description, a prototype design (mock-up), an interface walk through, a storyboard, a visionary essay, or a video.

A solution needs to be
  • achievable
  • concrete
  • inspiring
  • addressing a real learning need or creating an opportunity for learning

Your solution should be realistic and implementable within 6-18 months. This does not mean that you have to implement it in case of winning.

Target group

The challenge is open to everybody; however, entrants must be members of IAmLearn on the date of submission. Submissions by individuals and small teams are possible although each prize is limited to one person.

Submission

All submissions need to use English descriptions.

Deadline for Submissions is Wednesday, 14 September 2011 24:00 GMT.

The winner will be announced by the end of September.

Rating the solutions - criteria

  • The identification of the challenge
  • The imaginativeness of the challenge
  • Appropriateness for mobile learning
  • The creativeness of the solution
  • The practicality of the solution
  • Overall presentation
Common, get your idea out there! I will.

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Posted in award, mLearn, mobile, mobile learning | No comments

Thursday, 13 January 2011

What are priority #mLearning #research topics? Answers from mLearn experts

Posted on 03:44 by Unknown
Conferences are always a great way to learn, but sometimes the ideas and knowledge gathered there stays located to the participants. To try and get some of the knowledge on mobile learning out to all of us, I recorded some small videos with my mobile device. I asked 8 people to give me feedback, but due to the quality of the recordings only 5 were editable.

In this video you will see Herman Van der Merwe (Dean of the North West University in South Africa), Agnes Kukulska-Hulme (from the Open University in the UK, and currently IAmLearn president), John Traxler (Director of the Learning Lab and Professor of Mobile Learning at the University of Wolverhampton), Riitta Vanska (senior manager at Nokia), and David Metcalf (Institute for Simulation and Training University of Central Florida), they give their view on mobile priority research topics.

Some of the topics they mentioned as mLearning research topics of interest:

- mobile assessment
- collaborative learning
- enhancing communication and learning
- calculus
- peer learning
- location based learning
- health care and mobiles
- mobile games and learning
- language learning via mobiles
- broaden the mLearning horizons: picking up missing fields
- sustainability of mobile projects
- researching mobile research
- augmented reality
- teachers and mLearning
- researching new technologies in connection with mLearning
- applying technologies to holistic learning solutions


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Posted in mLearn, mLearn10, mLearning, mobile, mobile learning, research, vodcasting | No comments

Wednesday, 10 November 2010

Brandon Hall award for best in mLearning: gold medal!

Posted on 05:21 by Unknown


What a wonderful feeling to get noticed by peers when developing a technology enhanced learning project! It was an honour to get gold (yes, gold! so happy!) in the best of mLearning category. When the Brandon Hall team was calling out all the winners, we sure got excited when they called out our names!

This was a team effort and everyone pitched in, but all of the content was redesigned for mobile by the team in Peru, so please let me mention some of the key people involved: Beto Castillo Llaque, Luis Fucay,Carlos Kiyan, Maria Zolfo, Lut Lynen and all of our colleagues.

For those interested in the project, underneath the ppt of the project.

Mobile Moodle and mLearning project for mLearncon in San Diego
View more presentations from ignatia.
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Posted in award, devlearn, eLearning guild, mLearn, mLearning | No comments

Friday, 22 October 2010

#mLearn2010 Sustainable, scalable and affordable mobile learning service for formal education in South Africa / Finland by Riitta Vanska

Posted on 00:37 by Unknown
Riitta Vanska is a blond woman wearing white clothes and glasses, she is part of the responsible corporate world who looks for sustainable projects (nice).

concrete examples, scalable solutions that can give evidence of good educational results from Mobile learning, so governments will understand the importance of putting money into mobile education.

Background
October 2008 the project started. South Africa felt the time was right, so Nokia was asked to give prove of concept of how mobiles can be harnessed for formal education.

Basic frame from the start
  • approaching and engaging children with their own tools
  • learning is part of children's life
  • learner is in focus
  • positive competition
  • for formal and for informal learning
  • combining learning and social networking
  • for learners and for teachers
  • free service for learners
  • scalable
  • affordable
  • replicable
  • sustainable
  • co-operation with global and local experts
So they wanted to create solutions that fit children's life and their way of learning and to connect their learning to their own social network. And it needed to be free, so children could access it sustainable.
We wanted to make sure that once the researchers would leave, the project would stay alive. This was not completely reached, but they hope this project will eventually become completely sustainable.

Concept design principles
active learning environment (not only content push/pull)

Two phases, scaling up from 300 (first year) to 2000 (second year).

19 million children are using MXIT - they are always on it. This made it possible to go where the learner goes, Nokia digitalized much of the content to be put on Moodle. The content was scaffolded with reflective narration towards the math solution, with clever hints (not bluntly given) really empowering the learner in mathematics.

The project is called MoMath.

Results: MoMaths is used most of the time during vacations, early morning and late evening, and weekends. They can practice as much as they like, 9700 additional exercises for grade 10 mathematics, and these exercises are randomized.

Teachers knows the status of their learners understanding at every stage of the year, they can help adjust students if necessary and when needed. The telecom operators zero-rated some IP-addresses for this project, this was exceptional, and it would be nice if operators would zero-rate the IP-addresses for education.
Inside classrooms a mobile kit was given to the students, because many of them share phones.
It is easier to develop flashy, hype smartphones applications, then all covering viral educational mobile projects. This project is also an open source application.
An important success factor was the local experts that were used as local consultants.
To make this sustainable for all partners, a business validation plan needs to be build for all stakeholders.

Key findings and outcome
  • overwhelming response from learners, teachers and schools
  • 54% chose targeted learners ere active users
  • 82% was using the service outside school environment
  • 66% of teachers used the service, 23% frequently
  • learners whose teachers did not use it frequently, still used service independently
  • of 513 study sample, we saw a 14% increase in competency
  • because of this outcome, there is goodwill and opportunity for the future.
The project had three locations (under-which a really rural school in Western Cape, which actually gave the best results).

future
similar project started in Finland (inge you should ask for chicago blok in antwerp?)
Exploring possibilities to build learner and teacher global communities across countries

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Posted in mLearn, mLearn10, mLearning, mobile, mobile learning | No comments

Thursday, 21 October 2010

#mLearn2010 An mlearning Journey: Mobile Web 2.0 Critical Success Factors. Thom(as) Cochrane

Posted on 07:38 by Unknown

Thom(as) Cochrane is a gray bearded man who is silently, very knowledgeable and who started of with an eye-catching movie excerpt. This is also a real project to check out and definitely a man to follow!
Look at this massive illustrative website http://web.me.com/thom_cochrane/MobileWeb2/

The journey starts with visuals from mobile movies from architecture students. These movies were build in teams, that twittered to be connected, looking at the architecture of a Maori architectural objects.
The used Wikitude to enhance the real world architecture.

The project is all about social constructivism to facilitate mobile learning. (note from me: to far for my QRcode reader to connect)
How can we use the tool to bring about social constructivist learning. The lecturers got interested as the project moved into the next years, which has lead to complete integration of mobile learning for graduate degrees.
Each year new curriculum's appeared, new projects, within each project the actual learning was researched.

The learners were not as digitally savvy as was expected (not digital natives, and this has not changed much during the years)

There is a Learning management system, but this is not essential to the projects (sometimes they use wikipages).

Critical success factors gotten out of all these projects:
  • pedagogical integration (design framework looks really cool);
  • lecturer modelling of the pedagogical use of the tools;
  • creating a supportive learning community;
  • intentional COP reproduction reconseptualising teaching and learning;
  • appropriate choice of supporting technologies (WND rubric which also looks great)
  • technical and pedagogical support;
  • staging, scaffolding and the PAH continuum;
  • ontological shifts: reconceptualizing teaching and learning.


Abstract (as described in the proceedings)
This paper discusses six critical success factors for mobile web 2.0 implementation identified throughout fifteen mlearning action esearch projects carried out and evaluated between 2006 and 2009.
The paper briefly outlines the implications of each of the five learning contexts involved in the projects in light of these critical success factors. The resultant development of strategies for future mlearning projects in 2010 and beyond are also briefly discussed.

Conclusion (as described in the proceedings)
Mobile web 2.0 is a continually evolving environment with new technologies and affordances developing at an astonishing rate. However this research has illustrated that by identifying and putting in place strategies to support mobile web 2.0 critical success factors it is possible to transform teaching and learning.
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Posted in augmented learning, augmented reality, mLearn, mLearn10, mLearning, mobile, mobile learning, social media | No comments

#mlearn2010 Embedding Moodle into Ubiquitous Computing environments by Chris Glahn

Posted on 05:39 by Unknown

Christian Glahn wears a nice suite, and he is nicely shaved with a smooth voice, he mentions at the start of his presentation that this project is about a framework in construction.

Virtual learning environments are basically not aware of the overarching context. And it is fairly difficult to integrate any virtual learning environment in physical learning environments. they were interested in how can we make a context-aware environment and secondly how can we integrate this in a learning environment?

research is based on three pillars:
  • adaptation and personalization
  • orchestrating learning
  • learner mobility
Adaptation and personalisation
Starting from Adaptive presentation (Brusilovsky (thank you very much Mark Melia from Dublin to direct me to the name!). How can we adapt the learning material on different devices or output modes.
Device selection is also possible.
Why do we want to look at contextualization: we want learners to keep relationships across context (their community or knowledge domains), because learning experiences take place across contexts.

Orchestrating learning
Orchestrating learning consists of tasks, roles, rules, and the environment. So they have looked at how knowledge is constructed within the learning environment.
When we look at VLE (particularly Moodle), strong emphasis on learning tasks, and there is a supposed dependency on Moodle. But if we look at the reality of learning, then we see that there is a mutual influence between the environment and the learning task.

Learner mobility
Both laptops and mobile devices have been strongly influenced with the computing metaphore, but contemporary reality is much more social media oriented (and collaborative).
Mobile social interfaces: e.g. they have used a software that recognizes the user of the laptop and then switches to the appropriate learner.
What is important to ubiquitous learning is the diversity of devices for the learner depending on the situation. The learning environment needs to be aware of the changes in time that affect the learner as well.
How did we build an architecture from the Moodle environment
They started with Specht's et al interaction layer.
semantic layer for meaningful layer
(and two others, but i was too far from the screen to read).
What do we have in Moodle
centralized logging function used by all Moodle plugins
This logging function was first made more complex.
On top of this a layer was placed to give meaningful logging information to the teacher.
This context model can be configured by the teachers to make it more meaningful to them.
They added a little database of devices, which enables to build a triggering software to be build.

Another problem which comes from web-based environments: whenever a learner reloads Moodle, but in a ubiquitous environment this push type of output should be enabled for different devices.

Context awareness and context challenges challenge the users.

Abstract (as described in the proceedings)
Over the past years several attempts for connecting Moodle to mobile devices have been made. The past attempts are focused on making the functions of the virtual learning environment (VLE) available on mobile devices. For this particular form of enabling access to learning the mobile device is limited to a special display type.
Features of personalizing learning experiences based on the learners’ mobility and their changing information needs in different contexts is typically not considered by these developments. This conceptual paper analyses the underlying concepts for a system-architecture for device adaption for mobile learning. The analysis focuses on educational and technical perspectives for system design. The results of this analysis are transferred
for integrating Moodle into ubiquitous computing environments.

conclusion (as described in the proceedings)
This conceptual paper analysed the underlying concepts for a system-architecture for device adaption for mobile learning. The analysis focuses on educational and technical perspectives for system design. The results of this analysis are transferred for integrating Moodle into ubiquitous computing environments.
Integrating Moodle into ubiquitous computing environments required the development of new service interfaces for the system. Nevertheless, the central user-tracking component of Moodle has been reused. This has the main benefit that this architecture allows to use other learner activities within the VLE as contextualizing factors for the adaptation process because all operations for contextualization and adaptation are built on top of this component. Furthermore, the architecture can be easily
transferred to other VLE, because most systems have similar learner-tracking components.
Given the technical scope of this study further research is needed with regard to the effect of this extended perspective on device adaptation for personalized learning and instructional design.
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Posted in conferences, liveBlog, mLearn, mLearn10, mLearning, mobile, mobile learning, moodle | No comments

#mlearn2010 Virtual Mobile City Guide by A. Dingli

Posted on 03:45 by Unknown
Based on Wikitude and depending on the user they can choose different applications.

The way forward to sustain such a system: have the plumbing in place. Get information from stakeholders (commerce, public). The end users were surveyed beforehand to know what they would like to know.
Their was also some space for commercial information from the commercial entities.

This project got a Learning award in Munich just last week. They are interested to join forces for future projects.

they will now enhance it with Gyro (all movements) and implement it for iPad and iPhone.

Abstract as mentioned in the proceedings
The Virtual Mobile City Guide (VMCG) is a mobile application which aims to provide the user with digital equivalent tools which tourists normally use while travelling and provides them with factual information about the city. Using Android technology, the VMCG is a mash up of different APIs which together with an information infrastructure provides the user with information about different attractions and guidance around the city in question. While providing the user with the traditional map view by making use of the Google maps API, the VMCG also employs the Wikitude® API to provide the user with an innovative approach to navigating through cities. This view uses augmented reality to indicate the location of attractions and displays information in the same augmented reality. The VMCG also has a built in recommendation engine which suggests attractions to the user depending on the attractions which the user is visiting during the tour and tailor information in order to cater for a learning experience while the user travels around the city in question.

conclusion as mentioned in the proceedings
The concept of having a mash-up application designed to assist tourists during their visit was welcomed by many during the evaluation and promises positive prospects. It was also shown that the Android platform provides the adequate environment to develop such applications.
The graphical user interface (GUI) was given special attention in the design of the VMCG but more diverse user interaction methods such as audio should be sought.
The GUI should also be developed to cater for directions and improve accessibility by allowing varying text size among other possible adjustments. A suggestion which also emerged from the evaluation was the possibility of having the VMCG in different languages. In the effort to also meet the solutions proposed by Brown and Chalmers, the collaborative aspect of the VMCG has to be developed by possibly allowing connection to social networking sites.
The evaluation also showed the lack of willingness of users to update the information in the application while they travel. This can be overcome by designing business models which enable incentives to the user. The guidebook aspect of the VMCG should also be developed by providing more in-depth information and also illustrating possible transport connections to other cities in proximity to the city being visited.
In this paper we also presented how to apply different technological developments in the field of tourism in order to address the needs in the latter field. The views presented in the VMCG were satisfactorily welcomed by the potential users. It was concluded that the GUI considerations are important for the users of the system and more effort should be invested in order to allow different and rich ways in which the users can interact with the system. The development of this application in the context of a framework which caters for both pre-visiting and postvisiting is our next challenge.
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Posted in augmented reality, mLearn, mLearn10, mLearning, mobile, mobile learning | No comments

#mLearn2010 Augmented Reality and Mobile Learning - some lessons learned by Gunnar Liestol

Posted on 03:38 by Unknown

Gunnar is a curly person with glasses, who just gives an AMAZING presentation!! Please if you can, look this research up! It is so strongly build (sustainable, new, well-thought throug). Just amazing!

Mostly working with digital media, on the textual level (the individual digital text and the new genres of new media). So they try to experiment with new media's. Normally the social science follows the hard science, but then they are not the constructors of the media. this is why they want to put the things together, construct the technologies upfront. They want to come up with new media and then suggest certain devices to employ and exploit built upon their media criteria.
they used: GPS, sensors for movements, compass
working with AOS (Apple), but they also want to go with android platform. They focus on 3D, thinking about this as a prototype genre that does not yet exist.

With this augmented reality, they wanted to show the parthenon and overlay information to give a complete, comprehensive experience of the Parthenon. The mobility and the movement of the perspective also give extra value.
In May they made a prototype from the Roman Forum (e.g. Caesar's temple where you can access the classical text). they also created a feature where students and teachers can add their own links or texts. the teacher can host their presentation in relation to its context (WAW, GREAT). And the students can post their assignments. As such the AR environment will work as a memory chamber of stuff you want to learn about.

They did not only want to display the temples, but also give a simulations of the events leading up to the temple of Augustus. The different events that lead to the building of the temple, are all open for the learner to explore, e.g. Marcus Antonius giving a speech. There is multimedia content, text, links... yes, full and useful (sorry, but I am enthusiastic! this is augmented learning with a vengeance!).

Testing and evaluation: tested with 3rd and 10th graders, the whole system was intuitive and easy to use. Two similar test groups. in February 2010 with Parthenon with classical students, they said that the mobile should not be 'competing' with the real objects. These same students were used for testing the Julius Caesar temple, they were enthusiastic and liked the fact that they could add their own comments and the dramatic features, but again they said this should not replace the real academic professor, but that it could compliment him/her.
this will be made available to the Apple marketplace as an application for adult users.

Abstract as described in the proceedings of the conference
We here describe experiments with a potential mobile augmented reality genre for learning, a so-called 'situated simulation' (sitsim).
Several prototypes and their key features and functionalities are presented and discussed as they have evolved over several years of design and development work. A particular focus is on the use of sequences of events and actions in the virtual environment.
This opens up for new kinds of story lines and narrative structures, which are then described and discussed in relation to narrative theory. Finally, design features for further research and development are suggested.

CONCLUSION – FURTHER DESIGN AND DEVELOPMENT (as put forward in the proceedings of the conference)
The development of the sitsim genre prototype is conducted in the context of digital genre design. An overarching approach to this endeavour is to develop a method for how to create innovative communicative and expressive forms based on emerging digital technologies, such as mobile augmented reality on regular smartphones. Feedback from the user testing shows that we are on the right track. The purpose now is to make the sitsims available to larger user groups, for example via Apple's App store for free download. This will hopefully generate more feedback so that we, the developers can explore the potential of this 'genre' further. In future versions of the Temple of Divus Iulius sitsim we also plan to include different interpretations of both objects and events. The current version of the Temple is Corinthian and based on german scholar Christian Hülsen's interpretation, but the temple might have been of the composite style. Descriptions of the events surrounding Marc Anthony's speech also differ, depending on which classical source one read, Appian, Suetonius, Dio or Plutarch. In the current version we used Shakespeare's interpretation from his tragedy Julius Caesar, which was again based on Plutarch's account. To be able to switch between alternative interpretations of historical data/accounts will add a valuable dimension to the application Learning is contextual. It is a function of the activity and culture in which it occurs. Lave and Wenger (1991) call this pedagogical approach “situated learning.” In situated learning the contextual space and place are central. With mobile augmented reality and situated simulations it is possible to support and extend the “situatedness” of learning and education in new ways by means of information technologies (IT). This is not limited to historical topics as described above. It extends to any discipline or subject matter that may benefit from making present what is absent, be it past, current, or future topics.
The combination of the real and the virtual (what is simulated) also provides added experience and value. It gives the learner information from multiple sources—what Gregory Bateson in his epistemology has deemed “double description.” (Bateson 1988) In his view, the combination of two sources of information generates a new type of knowledge and experience, as is the case with binocular vision (of depth). The notion of double description has been an important perspective in combining the virtual and the real when designing the sitsims presented here, and we believe it has a great potential for future solutions.
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Posted in augmented learning, augmented reality, mLearn, mLearn10, mLearning, mobile, mobile learning | No comments

Wednesday, 20 October 2010

#mLearn2010 Podcasting for mobile learners: using ubiquitous technologies to enhance learning in large classes by Dick Ng'ambi

Posted on 06:36 by Unknown

Dick Ng'ambi is a suave speaker with such a clear intelligent, interdisciplinary look that it immediately caught the attention of everybody.

In south African context in Cape Town.

in Africa there are two worlds in one: first world and third world. Difference in access to technology. In cape town, the majority of people will commute into cape town. So what happens in a large class with students that do not have a necessary one-to-one interaction with the teacher (411 learners in the class).
so it is not possible to have them all participate in the classroom.
use of podcasts is increasingly becoming common in education.
In large classes and where some learners ar taught in a language other than their mother tongue (mostly the 4 language).
students may have difficulty understanding the lectures.
When they come to compass they will have high connectivity, off campus very varied.
But when on campus their is only limited time to reflect on their own learning, BUT they are moved from the better connected areas.
use of ubiquitous technology is low on campus, but high off campus.
Mobile network was excellent, both on and off campus.


When learners came to class, they transitioned from clusters of power (peer clusters) to a space where they felt powerless (suppressed voices) as co-producers of knowledge.
learners with dominant voices in class also transitioned from clusters of equals (peer clusters) to clusters of power (dominant voices).

So how could they make use of all these facts?

Podcasting and Learner Mobility
Students in a postgraduate programme use low-cost offline devices to record audio for uploading when they have access to broadband internet when on campus.
peers' podcasts are downloaded and listened to when offline and use anonymous SMS to post questions and receive answers through the Q&A tool.

mediating reflective learning
learning is a reflective process and without reflection, learning cannot take place.

lecturers were recorded their lectures, and uploaded the audio files on the course site (also for prerequisites).

Most of the time the students (for security reasons) will listen to podcasts on the move.

for data check out the paper, because here again the time was limited and his presentation was cut short (will ask Dick if he has his presentation on Slideshare, because it was GREAT!).

sms' were adding to the learner knowledge database, and it created a community feeling between the learner's.

podcasts were on average ten minutes.
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Posted in low resource setting, mLearn, mLearn10, mobile, mobile learning | No comments

#mlearn2010 Raising the bar of challenge with collaboration social flow in mobile learning by David Parsons

Posted on 06:23 by Unknown

David Parsons spoke on behalf of his team.

Does mobile learning really mean social learning? mentioned by Savannah (2004)
What triggers collaboration (Csikszentmihalyi, 1990)
In order for people to get into the zone there has to be a balance between the skills they are using, with the challenge they are up to.
We try to go beyond the Zone.

From gaming experience we have observed that these games are all about working with other people and from those experiences they begin to learn.
What we have been looking at is looking at literature outside Learning: Cohen et al., 2009: recent biological evidence suggests that team-play allows individuals to take on more risks and challenges (rise above the pain).

Social flow
Walker's 'social flow' (2010) indicate that is doing it together gets you to do more.
collaborative physical activity was rated as being more enjoyable when collaborating (overcome more barriers, so more social flow).

Social flow in mobile learning
Activity theory and desing frameworks, can we show a collaborative working to come to social flow with mLearning.

Research method: simulated campus security training
three situated learning settings (solitary mobile learning, immediate mLearning collaboration, time delayed mLearning collaboration). Dividing the groups was done at random (in total: 45 students).

Apparatus enables
talking to one another, exchange ideas,
instructions about what they are supposed to learn
...

Design and measures? (look at the paper, time was limited so from here on David was speaking ever quicker)

Procedure: two days of activities.

collaborative activities
sharing observations,
sharing photographs
structured debate with scaffolding words (problem, theory, agreement, disagreement, suggestion) to get some kind of qualitative idea.

Results
The unvisited personal places were significantly different within the groups.
a lot more negotiation within the face-to-face group, time delay group. From a qualitative perspective: the interaction was smoother when happening all the time.
collaborative was much higher when going on whole the time.
significant difference in cognitive curiosity and intrinsic interest and risk-taking.

Lessons learned
positive self-improvement opportunities
opportunities might be reciprocal

future work
the communication channel: would richer communication be better for collaboration?
level of social bond: would close friends meet the challenges better?
the types of collaboration: would the be able to co-develop challenging tasks.
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Posted in mLearn, mLearn10, mobile, mobile learning, research | No comments

#mlearn2010 Andy Goff on Augmented reality for Learning

Posted on 03:26 by Unknown
Andy Goff can be followed on twitter: http://twitter.com/andygoff

Canada is a magnet for interactive jobs on learning. There is a big demand for well educated people that are into interactive media.

Engagement in learning is key, and augmented reality enhances the real world, increases

QR-codes that trigger added layers of 3D 'roman centurions' ..., if you put it on a record player, it turns around, nice gimmick :-)

SSAT website (http://www.ssatrust.org.uk not sure of this website), look at it for the free (anatomic trigger, lung heart, blatter...).
Sometimes two markers are used to build interaction: multiple tracking.

(remark to myself: wear a QR-code t-shirt for your presentation)

types of AR
  • accelerometer, gps, and compass
  • CV - camera reads maker
  • CV - camera reads images/objects.

The AR gets people into conversations, into discussions, increasing understanding.

Great interaction with markers, that trigger at learner relevant moments or locations.

A different human interface
Confucius: tell me and I will forget, show me and I will remember, involve me and I will understand.

eyePet from PS3: he does different things, ongoing interaction with your pet through your ps-camera (realllllly nice: used by Foxhill Primary School. This increased their confidence because the classroom felt more creative.

Also linking to SecondSightExperience: Romeo and Juliet Pilot. Markers were put down that triggered the students.

Culture and Heritage are nice AR opportunities, language understanding... Wroxeter Roman City, English Heritage (Should see this). NT Cragside - Lord Armstrong.

check out: Lustucru - in the highstreet (upper curve of application).

Olympus camera AR is nice, which allows you to click on yellow buttons with your laptop's touchpad, to trigger different elements of the AR camera. So interacting as much as possible with actual camera without having the camera in hand. (http://blog.t-immersion.com/2010/06/30/get-the-picture-total-immersion-teams-with-olympus-for-breakthrough-augmented-reality-camera/)

AR: see Astom AR from total immersion movies, look at video below.

Augmented reality vs. vitual reality: which is ... (statistic graph)

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Posted in augmented learning, augmented reality, mLearn, mLearn10, mobile, mobile learning | No comments

#mLearn2010 keynote of Agnes Kukulska Hulme on Conversations en route to Learning

Posted on 02:26 by Unknown

Live from mlearn 2010 Wednesday 2010. Liveblogging Agnes Kukulska Hulme (so typo's might appear due to time restraints of live blogging)

Agnes in a beautiful checkered dress with autumn colors

two meanings that interests Agnes
  1. increasingly conversations take place between learners on their way to learning => interested in moving
  2. second the metaphorical one: the learners are gearing up to learn while they have the conversations, so this is an interesting mental state.
Conversations are a very strong form of human communication.
A broad topic, so only highlighting some issues on mobile communication and learning
She starts off with her own mobile journey, which is very close to narrative learning and I like it.
Big interest in Learner-led mobile language learning.

Human ingenuity enters: for instance post restante (a letter send to Paris, and once the person arrived in Paris they would pick up the letter. Nice, for it shows that even in adverse circumstances people create conversations). Another example is the wish tree: a wish is for themselves, but really it is communication and the end point of the communication is not defined.
All these ideas comes from the past and pervades the new technologies as well.

There is an intensity about these communicative, mediated conversations, linked to your own attitude towards travel and communication. A lot of important conversations take place when people move in between places: Wright, N. (2010) Twittering in teacher education: reflecting on practicum experiences, Open Learning, 25(3). The conversation builds the community, through the use of twitter on their phones. the study recalls how the teachers shared thoughts while driving home, to reflect on their experience.

Second case study is by Madoe, M (2010) Exploring the use of MXit - a cellphone social network to facilitate learning in distance education, Open learning 25(3).

But sometimes it does not work, these conversations on route.

There has been done a lot of work on conversations and learning (going back to Pask, 1976), Sharples (2003), Laurillard (2002, 2007).

The pervasive learning space still needs to be researched extensively. We have to understand the changing surroundings. there are shifting conditions, time constraints... this leads to different states of mind while traveling, moving, waiting, lying down (learners with disabilities).

Physical traveling has become more complex. so we should investigate how learning en route is affected by complexity of the route itself.

How do mobile and ubiquitous technologies affect our conversations?
  • Conversations are becoming layered (people working together with the remote mediator, virtual additional layer). We should look at all these layers and the interactions between them.
  • We also need to look at multilogues: often conversations start in one place, and then they continue in another. Often it is due to practical or social situations (switch to group preferred mediums). So we use multiple media. "... in a world marked by fluidity, provisionality and instability" Pachler, bachman and Cook (2010).
  • Speech acts become artefacts: conversations become artefacts that travel across cyberspace and have lives of their own (the collection forms its own narrative, which in its part becomes a new artefact).
  • More opportunities now to 'Converse with Sel'. This inner dialogue is often important in a learning dialogue.
  • Any questions answered service (AQA): any question you post from your phone will be answered by unknown people that will deliver the answer anonymously. The answer is succinct, which triggers to want to know more. It would be good to explore being a learner. Nice also because you can use it anywhere.
The nature of conversations en route to learning should be researched, how?
  • donate your sms texts to research ( http://www.sms4science.org/?q=en ), additional layer to your conversational layer. At the moment you have to send the message, but potentially you could have a conversation with the researchers, but interesting way forward for such research.
  • research data from conversations with self: mappiness application which monitors your mood. Build by London school of economics (remark from me: I think, not sure, but something with economics). You share pictures, sms... and you obtain graphs with feedback. GREAT, but also into private area for LSE researchers.
  • This highlights the limits of human language. Nolfi & Mirolli (2010) evolution of communication and language in Embodied Agents, pp 23-24. Really interesting remark on human communication as it is mostly done on external communication.
  • Digital jewelery as conversational prop (Jayne Wallace http://www.digitaljewellery.com ). So as you move through space, film movie exerts are played which can trigger conversations with people around you (great also).
  • Innovative ways of starting conversations

Human communication uses all senses
  • artefacts
  • sound
  • touch, gesture and movement
  • smell and taste
  • thought and feeling
  • bodily reactions,
  • space
  • time
our challenge is to look at all of them and get a deeper understanding.

Time and turn-taking in conversation is also an interesting research, how do we understand the laps of time in between conversations.
Multimodal turn-taking has been researched as well (like comments on pictures, for which you need to see the picture in order to understand it).

New media as a lingua franca
when speakers do not share each other's language, they use a lingua franca.
in contrast with the problems encountered by non-native speakers when interacting with native speakers (C.Meierkord, Linquistik online 5, 1/00, 2000. So maybe the new media will enable joint construction.

Rebecca West (: there is no such thing as conversation, they are only intersecting monologues (remark from me: interesting as this would underline learner-centered learning).
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Posted in communication, conferences, constructivism, conversation, liveBlog, mLearn, mLearn10, mobile, mobile learning | No comments

Tuesday, 17 August 2010

mLearn conference in Malta, if you can go, join and let's meet

Posted on 04:22 by Unknown

The city of Valletta on the island of Malta will be the venue of the 9th mLearn 2010 conference. The mLearn conference is one of the top mobile learning conferences around and it features high quality academic research (which reminds me I still have to post some information on mLearn2008). The nice thing about this conference is also the very open atmosphere of sharing knowledge. The conference will take place from 19 - 22 nd October 2010.

If anyone is interested, this is the paper on 'Mobile learning for HIV/AIDS health care workers' training in Peru', which I will be presenting during the conference. It is a paper on the mobile learning project in Lima, Peru that was set up jointly by the Institute of Tropical Medicine in Antwerp, Belgium and the Institute of Tropical Medicine Alexander von Humboldt in Lima, Peru.

So if you have the possibility to come over and join this conference, rush over to the registration bit of the website and let us meet once we are there. By the way Malta has an amazing archeological treasure dating all the way back to the Neolithic era, and has buildings 1000 years older than the pyramids (yes, wonderful!) and I am already looking forward to strolling about the island, looking for (mostly) Roman remains. It is also a perfect sailing area... anyone interested?
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Posted in ITM, mLearn, mLearn10, mobile, mobile learning | No comments
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