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Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)最新文献

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Rescue Knowledge M-Learning System by 3G Mobile Phones 3G手机救援知识移动学习系统
Shu-Chen Cheng, Wei-Zhi Tsai, Yun-Zhong Chen
Generally, people have insufficient knowledge with regard to first-aid. When people mention first- aid, they tend to focus on CPR instead of the introduction such as fracture or poisoning. Except for the medical personnel, people rarely have the opportunity to access to the rescue knowledge. Thus, this study aims to provide a rescue knowledge m- learning system by using the capabilities of wireless connection of mobile devices. Through simple operation, we can obtain the first-aid steps of certain diseases. With the rescue m-learning system, we can obtain the professional instructions. Users can connect to the knowledge server provided by this project via connection devices. The design of this project is relatively simple and allows learners to accomplish diseases or injuries searching by inputting the observed symptoms. Term frequency and inverse document frequency are applied for the information retrieval. After searching, we can learn and follow the first-aid instructions or ask for the experts' opinions through the system.
一般来说,人们对急救知识缺乏了解。当人们提到急救时,他们往往把重点放在心肺复苏术上,而不是诸如骨折或中毒之类的介绍。除了医务人员,人们很少有机会接触到救援知识。因此,本研究旨在利用移动设备的无线连接能力,提供一个救援知识m学习系统。通过简单的操作,我们可以获得某些疾病的急救步骤。借助救援移动学习系统,我们可以获得专业的指导。用户可以通过连接设备连接到本项目提供的知识服务器。这个项目的设计比较简单,学习者可以通过输入观察到的症状来完成疾病或损伤的搜索。采用词频和逆文档频进行信息检索。通过搜索,我们可以学习和遵循急救指导,或者通过系统询问专家的意见。
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引用次数: 5
Evaluating the Effects of Mobile Technology on an Outdoor Experiential Learning 评估移动技术对户外体验式学习的影响
F. Chen, C. Lai, Jie-Chi Yang, Jing-San Liang, T. Chan
The aim of this study is to evaluate the effects of mobile technology on an outdoor experiential learning. We developed a mobile learning system with a learning flow to support an outdoor activity and then analyzed how PDA devices were incorporated and implemented in two classes of primary school students. The results indicate that knowledge creation was more effective in the class with PDAs than in the one without them. However, using activity theory as an analytical framework, we further discovered that underlying tensions provided rich insights into system dynamics and that technological affordances could be limited by a mismatch between the tools as such, and the way in which they were used by learners or were arranged by the instructor. The subtle human factors present in the use of technologies should be carefully considered. The influence of mobile devices on learner experiences in experiential learning is also thoroughly discussed.
本研究的目的是评估移动技术对户外体验式学习的影响。我们开发了一个具有学习流程的移动学习系统来支持户外活动,然后分析了PDA设备如何在两个班的小学生中使用和实施。结果表明,有pda的班级知识创造比没有pda的班级更有效。然而,使用活动理论作为分析框架,我们进一步发现,潜在的张力提供了对系统动力学的丰富见解,并且技术支持可能受到工具本身与学习者使用或教师安排的方式之间的不匹配的限制。应该仔细考虑技术使用中存在的微妙的人为因素。本文还深入探讨了移动设备对体验式学习中学习者体验的影响。
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引用次数: 6
Beyond the Ownership of Handheld Devices: Active Learning with Ubiquitous Learning Minds 超越手持设备的所有权:泛在学习思维的主动学习
Chen-Chung Liu
Whether mobile and ubiquitous learning becomes a substantial learning scenario depends on how the mobile and ubiquitous technologies facilitate new learning demand in the future. The ownership of devices and the mobility of the personally-owned devices are not the only critical issues as computational power becomes universally available. The rapidly changing world creates new challenges for learners beyond learning existing knowledge. It requires learners live and learn with an active learning mind that promotes personal autonomy, social collaboration and intelligence as well as epistemic pluralism in order to create innovation with the aid of technologies. Transformative pedagogies and environment are required to facilitate the cultivation of such learning mind. Encouraging contribution, technology adoption, social intelligence and socially promotive collaboration become the critical issues when learners are augmented with distributed learning minds through mobile and ubiquitous technologies.
移动和泛在学习是否成为一个实质性的学习场景取决于移动和泛在技术如何促进未来新的学习需求。随着计算能力变得普遍可用,设备的所有权和个人拥有设备的移动性并不是唯一的关键问题。快速变化的世界给学习者带来了学习现有知识之外的新挑战。它要求学习者以积极的学习思维生活和学习,促进个人自主,社会协作和智能以及知识多元主义,以便在技术的帮助下创造创新。这种学习思维的培养需要变革的教学方法和环境。当学习者通过移动和无处不在的技术增强分布式学习思维时,鼓励贡献、技术采用、社会智能和社会促进协作成为关键问题。
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引用次数: 7
Combining Physical Activities and Mobile Games to Promote Novel Learning Practices 体育活动与手机游戏相结合促进新颖的学习实践
Daniel Spikol, M. Milrad
Mobile outdoor games can be seen as fertile ground for conducting novel learning activities that involve children in different tasks including physical motion, problem solving, inquiry and collaboration; all those are activities that support different cognitive and social aspects of learning. Co-design and human centric design practices have been the focus of current research efforts in the field of educational technologies but not as prevalent in mobile games to support learning. In our current research we are exploring which design methods are appropriate for developing innovative ways of learning supported by mobile games. This paper presents all those aspects related to the design and implementation of a mobile game called Skattjakt (Treasure Hunt in Swedish). The outcome of our activities has provided us with valuable results that can help us to bridge the gap between learning in informal and formal settings. Moreover, we believe that involving children in the design process of mobile games may give us new insights regarding the nature of their learning practices while learning with games.
移动户外游戏可以被视为开展新奇学习活动的沃土,让儿童参与不同的任务,包括身体运动、解决问题、探究和合作;所有这些活动都支持学习的不同认知和社会方面。协同设计和以人为中心的设计实践一直是当前教育技术领域的研究重点,但在支持学习的手机游戏中并不普遍。在我们目前的研究中,我们正在探索哪种设计方法适合开发由手机游戏支持的创新学习方式。本文将呈现与手机游戏《Skattjakt》(瑞典语为《Treasure Hunt》)的设计和执行相关的所有内容。我们活动的结果为我们提供了宝贵的成果,可以帮助我们弥合非正式和正式环境下学习之间的差距。此外,我们相信让儿童参与手机游戏的设计过程可以让我们对他们在游戏中学习的本质有新的认识。
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引用次数: 54
My Sports Pulse: Increasing Student Interest in STEM Disciplines through Sports Themes, Games and Mobile Technologies 我的运动脉搏:通过体育主题、游戏和移动技术提高学生对STEM学科的兴趣
D. Metcalf, M. Milrad, D. Cheek, Sara Raasch, Angela Hamilton
My Sports Pulse is a program designed to promote student achievement and interests in science and math disciplines using sports themed scenarios and celebrity athlete presence delivered over mobile devices to reach the broadest possible audience. The program is set up to pilot in five different geographic locations around the globe, followed by a broader public launch. During the phase one pilot, research questions include the effectiveness of the program in promoting student engagement and interests in math and science. The research data will provide insight into the effectiveness of extrinsic motivators, and their transference to intrinsic motivation using games and simulations toward the study of STEM (Science, Technology, Engineering, and Mathematics) disciplines. In this paper, we will present the design heuristics and conceptual framework for the My Sports Pulse program.
“我的运动脉搏”是一个旨在提高学生在科学和数学学科方面的成就和兴趣的项目,通过移动设备提供体育主题场景和名人运动员的存在,以达到尽可能广泛的受众。该计划将在全球五个不同的地理位置进行试点,随后将向更广泛的公众推出。在第一阶段的试点中,研究问题包括该计划在促进学生对数学和科学的参与和兴趣方面的有效性。研究数据将深入了解外部激励因素的有效性,以及它们在STEM(科学、技术、工程和数学)学科研究中使用游戏和模拟的内在动机的转移。在本文中,我们将提出我的运动脉搏程序的设计启发和概念框架。
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引用次数: 26
PALLAS: Personalised Language Learning on Mobile Devices 移动设备上的个性化语言学习
S. A. Petersen, Jan-Kristian Markiewicz
Mobile and ubiquitous learning facilitates language learners to continue their learning process outside the formal classroom, when and where they desire. While more and more learning resources are accessible via a mobile device, there is a challenge in providing access to appropriate personalised learning resources. Personalisation and contextualisation are often used as synonyms. In our work, we distinguish between these two concepts and consider personalisation as a part of contextualisation. This paper describes the PALLAS system which enables real life language learning scenarios by providing personalised and contextualised access to learning resources via a mobile device. The dynamic and static parameters for contextualisation and personalisation of language learning resources are discussed.
移动和无处不在的学习使语言学习者能够随时随地在正式课堂之外继续学习。虽然越来越多的学习资源可以通过移动设备访问,但在提供适当的个性化学习资源方面存在挑战。个性化和语境化经常被用作同义词。在我们的工作中,我们区分了这两个概念,并将个性化视为情境化的一部分。本文介绍了PALLAS系统,该系统通过移动设备提供个性化和情境化的学习资源访问,使现实生活中的语言学习场景成为可能。讨论了语言学习资源语境化和个性化的动态参数和静态参数。
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引用次数: 54
Supporting Rich Interaction in the Classroom with Mobile Devices 用移动设备支持丰富的课堂互动
G. Zurita, N. Baloian, F. Baytelman
Mobile computing devices facilitate mobility and face-to-face interaction when compared with desktop computing, but lacks of the computing power of the latter. Therefore, a key aspect to ensure success of a learning supporting mobile application is whether mobility is really needed for the activity it supports and if mobile devices do really represent an added value compared with the same application implemented on non-mobile devices. In this work we first analyze the best known collaborative learning practices trying to find out which are the real need for mobility and face- to-face interaction and then design and develop an application called MC-Supporter implementing a, problem-based, collaborative learning application based on these requirements.
移动计算设备与桌面计算相比,方便了移动性和面对面的交互,但缺乏桌面计算的计算能力。因此,确保学习支持移动应用程序成功的一个关键方面是,它所支持的活动是否真的需要移动性,以及与在非移动设备上实现的相同应用程序相比,移动设备是否真的代表了附加价值。在这项工作中,我们首先分析了最著名的协作学习实践,试图找出哪些是对移动性和面对面交互的真正需求,然后设计和开发一个名为mc - support的应用程序,实现基于这些需求的基于问题的协作学习应用程序。
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引用次数: 9
The Design of an Ubiquitous Learning System with Research Problem-Based Learning (RPBL) Model for Qualitative Studies 基于研究性问题学习(RPBL)模型的泛在学习系统设计
Ju-Ling Shih
This paper describes the design and development of an ubiquitous learning system for students who are initiating educational qualitative studies. The learning system aims to enhance the mobility of field research that it allows students to access teaching and learning assets when they are in the field, and traces learners' research progress on the Web. Therefore, the paper proposes a research problem-based learning (RPBL) model as the system structure in order to lead students through a systematic pedagogical process, but at the same time makes adaptive learning possibilities available through the customizable task list. The preliminary formative evaluation suggests minor modification of the system and provides positive feedbacks to its instructional use and development.
本文描述了一个泛在学习系统的设计和开发,为学生发起教育定性研究。该学习系统旨在增强实地研究的移动性,使学生能够在实地访问教学和学习资产,并在网络上跟踪学习者的研究进展。因此,本文提出了一个基于研究问题的学习(RPBL)模型作为系统结构,以引导学生完成系统的教学过程,同时通过可定制的任务列表提供自适应学习的可能性。初步的形成性评价建议对系统进行微小的修改,并为其教学使用和发展提供积极的反馈。
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引用次数: 1
Analysis on the Prospects of Parent-Adolescent Communication Served by Mobile Technology 移动技术服务的亲子交流前景分析
Shenggang Yang, Qian Li, Xiaochen Wang, Yushun Li, Ronghuai Huang
Parent-child's relationships has attracted more and more attention reveals the lack of exploration of advanced technology in family education. Based on the collaborative project between Beijing Normal University and NOKIA, this article concerns about the prospects of providing services in family education by using mobile technology. This project is conducted by virtue of the combination of qualitative research methods and quantitative research methods. Survey results showed that mobile technology will do good to the parent-child's relationship. Based on the results, the author will analyze the possibilities of providing services in parent-adolescent communication. The author also hopes that this study could expand the scope of using technology in education, especially set a good application in the domain of family education.
亲子关系受到越来越多的关注,揭示了家庭教育对先进技术探索的不足。本文以北京师范大学与诺基亚的合作项目为背景,探讨了利用移动技术提供家庭教育服务的前景。本项目采用定性研究方法与定量研究方法相结合的方法进行。调查结果显示,移动技术将有利于亲子关系。基于研究结果,笔者将分析在亲子沟通中提供服务的可能性。笔者也希望本研究能够拓展技术在教育中的应用范围,特别是在家庭教育领域有良好的应用。
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引用次数: 1
Content Development for CPR over Handheld Devices 手持设备上CPR的内容开发
Chiu-Pin Lin, M. Lee, Kuo-Ping Liu
Handheld devices are portable lightweight devices. Its advantages are changing location, more immediate interaction, and small enough to fit in a pocket. Learning by doing simulation content development for cardiopulmonary resuscitation, (CPR) over handheld devices can take us to a place that we are unable to experience directly. They may provide an opportunity to experiences life-like situations and react to unexpected and challenging problems. The richer knowledge and experience is more effective while adopting CPR.
手持设备是轻便的便携设备。它的优点是可以改变位置,更直接的互动,并且足够小,可以放在口袋里。通过在手持设备上进行心肺复苏术(CPR)的模拟内容开发来学习,可以把我们带到一个我们无法直接体验的地方。他们可能会提供一个机会去体验类似生活的情况,并对意想不到的和具有挑战性的问题做出反应。采用心肺复苏术时,知识和经验越丰富,效果越好。
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引用次数: 1
期刊
Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)
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