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2012 IEEE Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education最新文献

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A Design of Mobile Application for English Learning 手机英语学习应用程序的设计
Chen-Chung Chi, Chin-Hwa Kuo, Kuo-Yang Lin
Learners can listen to music and read the synchronous lyrics using this mobile music playing application. The proposed system will make questions that correspond to lyrics for EFL (English as Foreign Language) learners studying. This approach focuses on retrieving verb-noun collocations and making appropriate questions automatically. BNC (British National Corpus) has been chosen to calculate mutual information to get the correct collocations, and the synset of Word Net has been used to make wrong candidates which people often make mistakes for using collocations. Therefore the learner can study anytime, anywhere by using mobile devices, proposed mobile application, lyrics reading and music listening.
学习者可以听音乐和阅读同步歌词使用这个移动音乐播放应用程序。该系统将提出与歌词相对应的问题,供英语学习者学习。这种方法的重点是自动检索动名词搭配并提出适当的问题。选择BNC (British National Corpus)计算互信息以获得正确的搭配,并使用Word网络的同义词集来生成错误的候选词,这是人们在使用搭配时经常犯的错误。因此,学习者可以随时随地通过使用移动设备、拟议的移动应用程序、阅读歌词和听音乐来学习。
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引用次数: 5
Designing Mobile Language Learning Applications Using Multimedia: Implications from a Small-scale Prospective Learner Study 使用多媒体设计移动语言学习应用:来自小规模前瞻性学习者研究的启示
Maria Uther, A. Ipser
This paper sets out to provide a preliminary guidance on developing mobile language learning applications, with consideration for using multimedia. A set of initial findings are presented from a small-scale pilot learner study, along with other considerations from findings in the literature. These preliminary guidelines could be further developed in later iterations to provide an overall framework for developing and evaluating other multimedia elements in mobile language learning applications and possibly also other mobile learning applications that use multimedia extensively (e.g. musical learning).
本文旨在为开发移动语言学习应用程序提供初步指导,并考虑使用多媒体。从一个小规模的试点学习者研究中提出了一组初步发现,以及文献中发现的其他考虑。这些初步指导方针可以在以后的迭代中进一步发展,为开发和评估移动语言学习应用程序中的其他多媒体元素以及可能广泛使用多媒体的其他移动学习应用程序(例如音乐学习)提供一个总体框架。
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引用次数: 6
Evaluation of Serious Games in Mobile Platforms with QEF: QEF (Quantitative Evaluation Framework) 基于QEF的手机平台严肃游戏评估:QEF(定量评估框架)
P. Escudeiro, N. Escudeiro
In this paper we present the overall evaluation of the Quantitative Evaluation Framework (QEF) approach which has been applied in an operational teaching environment for the last year. This environment includes the development of a serious game, supported by a web platform and extended to mobile platforms, which is being supervised by the research group GILT (Graphics, interaction & learning technologies) under the frame of an international project. The serious game that has been developed is called "Time Mesh". Time Mesh is a funded quasi experimental educational software project which is being developed under the frame of a quality evaluation environment, Quantitative Evaluation Framework (QEF) (Escudeiro Paula and Bidarra José, 2006), that measures system quality throughout its development life cycle. The quality evaluation process started with a careful planning phase. It has included the purpose of the evaluation, the timing of the evaluation and who should be conducting the evaluation process. Moderating the development of "Time Mesh" with QEF assures the quality of the final product.
在本文中,我们提出了定量评估框架(QEF)方法的总体评价,该方法已在去年的操作教学环境中应用。这个环境包括开发一个严肃的游戏,由一个网络平台支持,并扩展到移动平台,在一个国际项目的框架下,由研究小组GILT(图形,交互和学习技术)监督。这款严肃的游戏被称为“时间网格”。Time Mesh是一个资助的准实验性教育软件项目,它是在质量评估环境的框架下开发的,定量评估框架(QEF) (Escudeiro Paula和Bidarra jos, 2006),在其整个开发生命周期中测量系统质量。质量评估过程从仔细的计划阶段开始。它包括评价的目的、评价的时间和谁应该进行评价过程。用QEF调节“时间网格”的发展可以保证最终产品的质量。
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引用次数: 13
SCROLL: System for Capturing and Reminding of Ubiqitous Learning Log 卷轴:系统捕获和提醒无处不在的学习日志
Mengmeng Li, H. Ogata, Bin Hou, Noriko Uosaki
This paper describes a ubiquitous learning log system called SCROLL (System for Capturing and Reminding of Ubiquitous Learning Log). The aim of SCROLL is to aid users to simply capture the learning logs they have learned, review and reflect their old learning logs, reuse the knowledge when in need, be reminded at right time at right place and be recommended others' learning logs properly. Both its functions and architecture are introduced in this paper.
本文描述了一个泛在学习日志系统,称为SCROLL (system for capture and remind of ubiquitous learning log)。SCROLL的目的是帮助用户简单地捕获他们所学的学习日志,回顾和反映他们的旧学习日志,在需要时重用这些知识,在正确的时间和地点被提醒,并正确地推荐其他人的学习日志。本文介绍了该系统的功能和结构。
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引用次数: 2
Sortko: Learning Sorting Algorithms with Mobile Devices Sortko:使用移动设备学习排序算法
I. Botički, Antea Barisic, S. Martín, N. Drljević
In this paper we present a semester-long study on using smart phone devices in computer science engineering education. We developed Sortko, an Android smart phone application, which helps students in learning sorting algorithms, an important undergraduate computer science topic. The application consists of four main components - the module for interactive sorting, the scaffolding module, the motivational module and the graphical user interface module, each with a distinct role of helping students in learning sorting algorithms. Our research methodology included data collection in which we administered two surveys, collected exam and usage results. Analysis of the collected data shows our approach is an effective way of learning sorting algorithms.
在本文中,我们提出了一个学期的研究使用智能手机设备在计算机科学工程教育。我们开发了Sortko,一个Android智能手机应用程序,它可以帮助学生学习排序算法,这是一个重要的本科计算机科学课题。该应用程序由四个主要组件组成-交互式排序模块,脚手架模块,激励模块和图形用户界面模块,每个模块都有不同的作用,帮助学生学习排序算法。我们的研究方法包括数据收集,其中我们进行了两次调查,收集了考试和使用结果。对收集数据的分析表明,我们的方法是一种学习排序算法的有效方法。
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引用次数: 6
Supporting Field and In-class Collaborative Learning: Towards a Generalized Framework 支持领域与课堂协作学习:迈向一个广义框架
M. Ahmad, Niels Pinkwart
Field activities and collaborative learning are prominent educational approaches. Various devices have been used to implement these approaches. For example, mobile devices have been excellently employed to facilitate outdoor learning, as desktops and laptops have been for indoor collaborative learning. But the use of laptops and desktops for group activities has some limitations like support for limited number of learners who can use a device at a time. Recently, interactive multi-touch tables with shareable interfaces and large displays have reached the market. We propose to integrate all these technologies in a common framework to provide a seamless learning environment providing assistance for learning both indoors and outdoors.
实地活动和协作学习是主要的教育方法。已经使用了各种设备来实现这些方法。例如,移动设备已被很好地用于促进户外学习,台式机和笔记本电脑已被用于室内协作学习。但是使用笔记本电脑和台式电脑进行小组活动有一些局限性,比如一次只能支持有限数量的学习者使用一种设备。最近,具有可共享界面和大型显示器的交互式多点触摸表已进入市场。我们建议将所有这些技术整合到一个共同的框架中,提供一个无缝的学习环境,为室内和室外的学习提供帮助。
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引用次数: 5
Towards Combating Youth Obesity with a Mobile Fitness Application 用移动健身应用程序对抗青少年肥胖
F. Lu, Jessica Welton
This paper presents the results of the first phase in a multi-phase study developing an educational fitness application on mobile devices to help combat the growing levels of obesity among youth age 11 to 17. This first phase studies demographic differences across age and gender with regards to physical activities, computer games and mobile technology usage in order to develop an adaptive mobile fitness application that requires physical movement by the user while maintaining interest and enjoyment levels. Results indicate significant differences in gender in social activities versus action oriented type games but little difference in types of fitness activities. Across age groups there were some significant differences in terms of their interest in games involving strategy, action and violence. Also of note was that youth in the range of 14-15 tended to view physical activities as more difficult versus those both older and younger than them for the ages we studied. Youth also differed significantly in the type of mobile facilities they used with those older than 13 tending to use G.P.S., music and video facilities much more than those aged 11 to 13. These results have been incorporated into an initial prototype fitness application that will be tested on subjects in the next study phase.
本文介绍了一项多阶段研究的第一阶段的结果,该研究开发了一款移动设备上的教育健身应用程序,以帮助对抗11至17岁青少年中日益增长的肥胖水平。第一阶段研究不同年龄和性别的人群在体育活动、电脑游戏和移动技术使用方面的差异,以便开发一款适应性移动健身应用程序,该应用程序要求用户在保持兴趣和享受水平的同时进行身体运动。结果表明,社会活动与动作导向型游戏的性别差异显著,但健身活动的类型差异不大。不同年龄段的玩家对策略、动作和暴力游戏的兴趣存在显著差异。同样值得注意的是,在我们研究的年龄范围内,14-15岁的年轻人倾向于认为体育活动比比他们年长和年轻的人更困难。青少年在使用移动设备的类型上也存在显著差异,13岁以上的青少年比11至13岁的青少年更倾向于使用gps、音乐和视频设备。这些结果已被纳入一个初始原型健身应用程序,将在下一阶段的研究中对受试者进行测试。
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引用次数: 8
Development of a Mobile Video Learning System for Cellular Phone 手机移动视频学习系统的开发
Y. Hada
The Open University of Japan is a university by distance education with broadcasting via TV and radio. Recently, not only TV and radio but also Internet are being introduced experimentally. In order to keep pace with the situation and to reply the needs from students, we are developing the mobile video learning system. In this paper, the mobile learning system in the ongoing project is described.
日本开放大学是一所通过电视和广播进行远程教育的大学。最近,不仅电视和广播,而且因特网也在试验性地引入。为了跟上形势,回应学生的需求,我们正在开发移动视频学习系统。本文对正在进行的项目中的移动学习系统进行了描述。
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引用次数: 2
What, How and Why - A Peek into the Uses and Gratifications of Ubiquitous Computing for Pre-service Teachers in Singapore 什么,如何和为什么——新加坡职前教师对普适计算的使用和满足的一瞥
Wenli Chen, Cheryl Lee, A. Tan, Chiu-Pin Lin
This paper looks into the different ways in which a group of pre-service teachers used ICT in their classrooms and the resulting sense of gratification. The data collected was used to analyse what might have motivated or demotivated the pre-service teachers from using more ICT devices and applications in the classroom, given their experiences during the practicum period. The data collected showed that most of the pre-service teachers did not use highly varied forms of ICT in their classrooms. In fact, for about half of them, PowerPoint presentations and visualisers were about the only forms of ICT used although the ubiquitous computing infrastrucrure is available. The findings have implications for policy makers and teacher training institution to decide how to allocate ICT resources more effectively and what (additional) ICT training to put in place.
本文研究了一组职前教师在课堂上使用信息通信技术的不同方式以及由此产生的满足感。根据他们在实习期间的经验,收集到的数据被用来分析是什么促使或阻碍了职前教师在课堂上使用更多的信息和通信技术设备和应用程序。收集的数据显示,大多数职前教师在课堂上没有使用多种形式的信息通信技术。事实上,对他们中的一半人来说,虽然无处不在的计算基础设施是可用的,但ppt演示和可视化工具是唯一使用的信息通信技术形式。这些发现对决策者和教师培训机构决定如何更有效地分配信息通信技术资源以及实施哪些(额外的)信息通信技术培训具有启示意义。
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引用次数: 1
Analysing Research Trends of Mobile Learning with the Milky Way 用银河分析移动学习的研究趋势
Brendan Flanagan, Chengjiu Yin, S. Hirokawa, Han-Yu Sung, Gwo-jen Hwang
Identifying research trends is an integral part of the planning phase of academic research and can be a daunting task for those not familiar with the process. This paper proposes the use of the Milky Way search engine to assist novice students who are beginning to undertake research. Using data-processing and data-mining techniques with data from SciVerse Scopus, the Milky Way search engine can provide students with a way to investigate research trends and test trend hypothesis' in their field. We evaluated the use of the Milky Way search engine in the field of mobile learning to analyze research trends.
确定研究趋势是学术研究规划阶段的一个组成部分,对于那些不熟悉这一过程的人来说,这可能是一项艰巨的任务。本文提出利用银河搜索引擎来辅助刚开始从事研究的新手。利用SciVerse Scopus的数据处理和数据挖掘技术,Milky Way搜索引擎可以为学生提供一种调查研究趋势和检验趋势假设的方法。我们评估了银河系搜索引擎在移动学习领域的使用情况,以分析研究趋势。
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引用次数: 2
期刊
2012 IEEE Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education
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