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.
{"title":"Rescue Knowledge M-Learning System by 3G Mobile Phones","authors":"Shu-Chen Cheng, Wei-Zhi Tsai, Yun-Zhong Chen","doi":"10.1109/WMUTE.2008.47","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.47","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"42 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":"132045823","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}
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.
{"title":"Evaluating the Effects of Mobile Technology on an Outdoor Experiential Learning","authors":"F. Chen, C. Lai, Jie-Chi Yang, Jing-San Liang, T. Chan","doi":"10.1109/WMUTE.2008.19","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.19","url":null,"abstract":"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.","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":"131258924","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}
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.
{"title":"Beyond the Ownership of Handheld Devices: Active Learning with Ubiquitous Learning Minds","authors":"Chen-Chung Liu","doi":"10.1109/WMUTE.2008.54","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.54","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"1 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":"128804642","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 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.
{"title":"Combining Physical Activities and Mobile Games to Promote Novel Learning Practices","authors":"Daniel Spikol, M. Milrad","doi":"10.1109/WMUTE.2008.37","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.37","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"21 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":"128074689","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}
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.
{"title":"My Sports Pulse: Increasing Student Interest in STEM Disciplines through Sports Themes, Games and Mobile Technologies","authors":"D. Metcalf, M. Milrad, D. Cheek, Sara Raasch, Angela Hamilton","doi":"10.1109/WMUTE.2008.38","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.38","url":null,"abstract":"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.","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":"134332774","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 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.
{"title":"PALLAS: Personalised Language Learning on Mobile Devices","authors":"S. A. Petersen, Jan-Kristian Markiewicz","doi":"10.1109/WMUTE.2008.17","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.17","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"4 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":"115536220","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 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.
{"title":"Supporting Rich Interaction in the Classroom with Mobile Devices","authors":"G. Zurita, N. Baloian, F. Baytelman","doi":"10.1109/WMUTE.2008.28","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.28","url":null,"abstract":"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.","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":"114521662","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}
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.
{"title":"The Design of an Ubiquitous Learning System with Research Problem-Based Learning (RPBL) Model for Qualitative Studies","authors":"Ju-Ling Shih","doi":"10.1109/WMUTE.2008.48","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.48","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"103 Suppl 1 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":"123389352","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}
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.
{"title":"Analysis on the Prospects of Parent-Adolescent Communication Served by Mobile Technology","authors":"Shenggang Yang, Qian Li, Xiaochen Wang, Yushun Li, Ronghuai Huang","doi":"10.1109/WMUTE.2008.27","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.27","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"59 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":"125996389","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}
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.
{"title":"Content Development for CPR over Handheld Devices","authors":"Chiu-Pin Lin, M. Lee, Kuo-Ping Liu","doi":"10.1109/WMUTE.2008.40","DOIUrl":"https://doi.org/10.1109/WMUTE.2008.40","url":null,"abstract":"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.","PeriodicalId":398579,"journal":{"name":"Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education (wmute 2008)","volume":"13 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":"129200185","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}