In the near future, students will utilize many convenient devices connecting to wireless networks to form a mobile learning environment in the classroom. The research outcomes of Nussbaum seem to imply that mobile learning devices can effectively improve conventional collaborative learning, e.g. providing every student equal opportunities for expressing himself as well as gathering essential information to formulate solid conclusions. Although there are many academic investigations related to mobile learning software and infrastructure development, it is rare to find feasible practices and solutions of platforms and methodologies to foster learning activities. The aim of this study is to deploy mobile CSCL scenario by means of integrated Educlasses, TupleSpaces and group scribbles, a collection of software designed to facilitate students engaging in face-to-face collaborative learning in class activities. The outcomes after the completion of learning activities showed this one-to-one mobile technology enhanced instructional design indeed arouses students' motivations and improves students' mutual interactions.
{"title":"A System Perspective to Establish a Mobile Collaborative Learning Environment (MCLE) - A Preliminary Study of Empirical Practice","authors":"Chiu-Pin Lin","doi":"10.1109/WMUTE.2008.45","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.45","url":null,"abstract":"In the near future, students will utilize many convenient devices connecting to wireless networks to form a mobile learning environment in the classroom. The research outcomes of Nussbaum seem to imply that mobile learning devices can effectively improve conventional collaborative learning, e.g. providing every student equal opportunities for expressing himself as well as gathering essential information to formulate solid conclusions. Although there are many academic investigations related to mobile learning software and infrastructure development, it is rare to find feasible practices and solutions of platforms and methodologies to foster learning activities. The aim of this study is to deploy mobile CSCL scenario by means of integrated Educlasses, TupleSpaces and group scribbles, a collection of software designed to facilitate students engaging in face-to-face collaborative learning in class activities. The outcomes after the completion of learning activities showed this one-to-one mobile technology enhanced instructional design indeed arouses students' motivations and improves students' mutual interactions.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113971952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M-learning research at the School of Computing and Information Systems (SCIS) at Athabasca University has been directed at improving mobile device access to distance learning materials through improved device detection, use of mobile device style sheets, and alternate files and graphics that are tailored to smaller screens. However, there is a greater significance placed in determining how learners perceive these enhancements to online learning. During this study, students were directed to access their regular online course materials using their mobile devices, then asked to complete a survey regarding their perception of this experience. This paper discusses the results from this study.
{"title":"Enhancing Mobile Learning Delivery through Exploration of the Learner Experience","authors":"M. Ally, Karen Stauffer","doi":"10.1109/WMUTE.2008.44","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.44","url":null,"abstract":"M-learning research at the School of Computing and Information Systems (SCIS) at Athabasca University has been directed at improving mobile device access to distance learning materials through improved device detection, use of mobile device style sheets, and alternate files and graphics that are tailored to smaller screens. However, there is a greater significance placed in determining how learners perceive these enhancements to online learning. During this study, students were directed to access their regular online course materials using their mobile devices, then asked to complete a survey regarding their perception of this experience. This paper discusses the results from this study.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128997000","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Along with the rapid development of information technology, one-to-one learning emerges. Research on the application of one-to-one learning in Chinese classical poem education is performed in this work using multidimensional methods. It is observed in our research that most learners can get accustomed to one-to-one learning mode, complete the expected learning contents and achieve preset goals. Further investigation and analysis are conducted on a small portion of the learners who are not willing to learn in one-to-one mode.
{"title":"Research on the Application of One-to-One Learning in Chinese Classical Poem Education","authors":"Min Ran, Shengquan Yu, Jun Liu","doi":"10.1109/WMUTE.2008.31","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.31","url":null,"abstract":"Along with the rapid development of information technology, one-to-one learning emerges. Research on the application of one-to-one learning in Chinese classical poem education is performed in this work using multidimensional methods. It is observed in our research that most learners can get accustomed to one-to-one learning mode, complete the expected learning contents and achieve preset goals. Further investigation and analysis are conducted on a small portion of the learners who are not willing to learn in one-to-one mode.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130949857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mobile learning objects must not be designed and developed as learning objects for personal computers, becoming just an adaptation to the restrictions of the interface of mobile devices. They should be designed, developed and used taking into consideration the advantages of mobile devices and the learning approaches that support mobile learning environments. In this paper we introduce a set of computational models for mobile learning objects. Our proposal consists of a personalization model, a collaboration model and an interaction model. These models are based on situated, collaborative and personalized learning, and support the context awareness, knowledge awareness and social awareness required for the effective use of learning objects in a mobile learning environment.
{"title":"Towards Computational Models for Mobile Learning Objects","authors":"G. Ayala, S. Castillo-Perez","doi":"10.1109/WMUTE.2008.15","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.15","url":null,"abstract":"Mobile learning objects must not be designed and developed as learning objects for personal computers, becoming just an adaptation to the restrictions of the interface of mobile devices. They should be designed, developed and used taking into consideration the advantages of mobile devices and the learning approaches that support mobile learning environments. In this paper we introduce a set of computational models for mobile learning objects. Our proposal consists of a personalization model, a collaboration model and an interaction model. These models are based on situated, collaborative and personalized learning, and support the context awareness, knowledge awareness and social awareness required for the effective use of learning objects in a mobile learning environment.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114613184","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With its widespread use and its features and functions such as mobility, reachability, localization, and personalization, mobile phone technology offers a great potential in learning environments. With this consideration, our first and foremost aim in this study has been to make use of this profound interest and potential, and contribute to the efforts to enhance existing educational practices, particularly in the developing regions of the world. Therefore, we developed instructional materials to be delivered through mobile phones operated in second generation GSM technology in order to improve English language learners' vocabulary acquisition. The multimedia messages in this study allowed students to see the definitions of words, example sentences, related visual representations, and pronunciations. After students finished reading multimedia messages, interactive short message service (SMS) quizzes for testing their learning were sent. This paper suggests some important points to consider while creating MMS content and a SMS quiz system for educational purposes.
{"title":"Use of Mobile Phones in Language Learning: Developing Effective Instructional Materials","authors":"Murat Saran, K. Cagiltay, Gölge Seferoğlu","doi":"10.1109/WMUTE.2008.49","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.49","url":null,"abstract":"With its widespread use and its features and functions such as mobility, reachability, localization, and personalization, mobile phone technology offers a great potential in learning environments. With this consideration, our first and foremost aim in this study has been to make use of this profound interest and potential, and contribute to the efforts to enhance existing educational practices, particularly in the developing regions of the world. Therefore, we developed instructional materials to be delivered through mobile phones operated in second generation GSM technology in order to improve English language learners' vocabulary acquisition. The multimedia messages in this study allowed students to see the definitions of words, example sentences, related visual representations, and pronunciations. After students finished reading multimedia messages, interactive short message service (SMS) quizzes for testing their learning were sent. This paper suggests some important points to consider while creating MMS content and a SMS quiz system for educational purposes.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114853134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stis Wu, A. Chang, Maiga Chang, Tzu-Chien Liu, J. Heh
Ubiquitous learning extends e-learning from indoor to outdoor but also overcomes the weakness of mobile learning which only provides the specific domain knowledge to learners in particular learning environment. A ubiquitous learning environment covers the knowledge of different domains, hence, how to offer individual learner the learning sequence according to the learner's preference is an important issue. In order to solve the research issue, this paper first builds a context-awareness knowledge structure to store the different domain knowledge in a ubiquitous learning environment. After that, with pre-built stories and learning objects' characteristics, the system can aware of what domain knowledge learners are interesting with. Several exhibition rooms and artifacts in museum are used to demonstrate the idea of this research.
{"title":"Identifying Personalized Context-Aware Knowledge Structure for Individual User in Ubiquitous Learning Environment","authors":"Stis Wu, A. Chang, Maiga Chang, Tzu-Chien Liu, J. Heh","doi":"10.1109/WMUTE.2008.21","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.21","url":null,"abstract":"Ubiquitous learning extends e-learning from indoor to outdoor but also overcomes the weakness of mobile learning which only provides the specific domain knowledge to learners in particular learning environment. A ubiquitous learning environment covers the knowledge of different domains, hence, how to offer individual learner the learning sequence according to the learner's preference is an important issue. In order to solve the research issue, this paper first builds a context-awareness knowledge structure to store the different domain knowledge in a ubiquitous learning environment. After that, with pre-built stories and learning objects' characteristics, the system can aware of what domain knowledge learners are interesting with. Several exhibition rooms and artifacts in museum are used to demonstrate the idea of this research.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125258844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Advances of handheld devices such as a PDA afford learners to conduct synchronous discussions and individual ideas made in a group could be synthesized easily. To achieve effective group learning in the classroom, we proposed a PDA-based English vocabulary acquisition game entitled Wireless Crossword Fan-Tan Game (WiCFG) that facilitates English vocabulary building for constructive learning environment. A Cooperative-Competitive module is embedded into this sharing construction learning environment. It is our hope that the game will facilitate students' learning motivation and have much fun.
{"title":"The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example","authors":"Chiu-Pin Lin, S. Young, Hui-Chun Hung","doi":"10.1109/WMUTE.2008.50","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.50","url":null,"abstract":"Advances of handheld devices such as a PDA afford learners to conduct synchronous discussions and individual ideas made in a group could be synthesized easily. To achieve effective group learning in the classroom, we proposed a PDA-based English vocabulary acquisition game entitled Wireless Crossword Fan-Tan Game (WiCFG) that facilitates English vocabulary building for constructive learning environment. A Cooperative-Competitive module is embedded into this sharing construction learning environment. It is our hope that the game will facilitate students' learning motivation and have much fun.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121024452","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shu-Yuan Tao, K. Ho, Chen-Wei Chung, Baw-Jhiune Liu, Chen-Chung Liu
This study proposed a groupware and a flow of learning activity to guide students in learning arithmetic word problem with handheld devices. Appropriating the concept of semi-situated learning which was aided by the 4-frame comic embedded into the PDA, this study expected the comic to play as a catalyst to trigger students in articulating some theme associated with the content of the 4-frame comic. The scenario and features of this groupware are presented in the paper and a preliminary study at an elementary school is also described and discussed.
{"title":"Designing a Groupware with Handheld Devices for Learning Mathematics","authors":"Shu-Yuan Tao, K. Ho, Chen-Wei Chung, Baw-Jhiune Liu, Chen-Chung Liu","doi":"10.1109/WMUTE.2008.23","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.23","url":null,"abstract":"This study proposed a groupware and a flow of learning activity to guide students in learning arithmetic word problem with handheld devices. Appropriating the concept of semi-situated learning which was aided by the 4-frame comic embedded into the PDA, this study expected the comic to play as a catalyst to trigger students in articulating some theme associated with the content of the 4-frame comic. The scenario and features of this groupware are presented in the paper and a preliminary study at an elementary school is also described and discussed.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122896371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
To implement intelligent macro-level learning arrangement in intelligent tutoring systems, a variable-size model of control architecture was proposed based on comprehensive information theory(CIT), which describes an consolidated information model of pragmatic, semantic and grammatical information. The three aspects in CIT correspond orderly to the learning arrangement level, content interaction level and form level in our variable-size model. An intelligent tutoring system was then implemented. The evaluation of our test among 14 students shows that the system has sufficient intelligence in adapting the holistic learning process.
{"title":"A Comprehensive Information Based Variable-Size Model for Intelligent Tutoring Systems","authors":"Xing Jin","doi":"10.1109/WMUTE.2008.8","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.8","url":null,"abstract":"To implement intelligent macro-level learning arrangement in intelligent tutoring systems, a variable-size model of control architecture was proposed based on comprehensive information theory(CIT), which describes an consolidated information model of pragmatic, semantic and grammatical information. The three aspects in CIT correspond orderly to the learning arrangement level, content interaction level and form level in our variable-size model. An intelligent tutoring system was then implemented. The evaluation of our test among 14 students shows that the system has sufficient intelligence in adapting the holistic learning process.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122298310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, we use the concept of game-based learning and ubiquitous learning to help science experiment learning in elementary school. After the experiment we found the scores of two groups are almost the same but the behavior and attitude toward the science experiment are quite different. Student who learning in the formal ubiquitous learning environment thinks experiment progress is an extension of learning but experiment set think it is part of game. We discuss these phenomenons happened in the experiment and conclude some issues for future researches.
{"title":"Dog Detective - An Experience of Game-Based Ubiquitous Learning in Elementary School Science Experiment Class","authors":"Sheng-Hui Hsu, Po-Han Wu, Yueh-Min Huang","doi":"10.1109/WMUTE.2008.29","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.29","url":null,"abstract":"In this paper, we use the concept of game-based learning and ubiquitous learning to help science experiment learning in elementary school. After the experiment we found the scores of two groups are almost the same but the behavior and attitude toward the science experiment are quite different. Student who learning in the formal ubiquitous learning environment thinks experiment progress is an extension of learning but experiment set think it is part of game. We discuss these phenomenons happened in the experiment and conclude some issues for future researches.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130864808","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}