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REPORT 11:
LITERATURE REVIEW IN MOBILE TECHNOLOGIES AND LEARNING

Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples
University of Birmingham
 


       

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research intro

literature reviews
     
3  TEACHING AND LEARNING WITH MOBILE TECHNOLOGIES – CASE STUDIES

This section presents both current and recent examples of teaching and learning with mobile technologies, categorised under the themes introduced in Section 2. The particular examples were chosen because they possess one or more of the following key characteristics:

• broad impact, mainly inferred from the number of learners supported

• strong theoretical basis

• support of an interesting or novel activity

• inclusion of both qualitative and quantitative evaluation results.



3.1 BEHAVIOURIST LEARNING

The following case studies demonstrate the unique capabilities for anytime, anywhere learning that mobile devices can offer, even for the most straightforward ‘drill and feedback’ activities.


3.1.1 Skills Arena

Skills Arena (Lee et al 2004) is a mathematics video game, implemented using the Nintendo Game Boy Advance system, that supplements traditional curricula and teaching methods. Drills in addition and subtraction are presented as a game with advanced scoring and recordkeeping, character creation and variable difficulty level. Students can select the name and physical traits of their character, which they use to compete in ‘matches’ against computer-generated opponents, ranked by difficulty. Difficulty is increased by increasing the speed at which the problems display on the screen.

Compared to traditional worksheets, Skills Arena was designed to offer faster feedback, the ability for each student to select the appropriate difficulty level and to provide increased motivation.

An initial pilot study of Skills Arena was tested with two classes of second grade students (39 students in total) over 19 days. Students completed an average of 1,296 problems each during this period, three times what would be expected with traditional worksheets. Skills Arena also had a significant impact on the classroom culture. Both teachers found the activity was easy to administer and control, and one teacher even used Skills Arena as a reward for good behaviour. Students’ active engagement with Skills Arena extended beyond the time allotted in the classroom, as they were inspired to create stories about both their experience and their characters.

Based on the results of the pilot study, additional classroom studies are planned to quantify whether using Skills Arena improves student’s performance in addition and subtraction, and to compare the impact with traditional drill activities such as worksheets.


3.1.2 BBC Bitesize

BBC Bitesize (2003; 2004) is an initiative to provide revision
  materials via mobile phones, using a downloadable Java game and SMS text messages. Given the limited amount of information that can be displayed on-screen and sent via text, the revision materials really are ‘bite-sized’. This initiative has been running since 2003, and has proved to be very popular, especially with the growing number of phones with Java capabilities. The main impact of the BBC Bitesize programme comes from the size of its audience - over 650,000 GCSE students (as well as a number of curious adult learners). Some implementation problems highlighted include:

• Problem of localised content: some questions were not relevant to what a particular student had studied.

• Lack of detailed feedback for learners: the small screen size and memory capacity of the mobile phones meant that no detailed feedback about question responses could be given. This was highlighted as a key issue that learners wanted to see addressed.

• Compatibility across devices: despite Java being promoted as a crossplatform environment, it was difficult to get the Java game running on all phones.

• Costs: the SMS service was originally free, but excessive demand forced the BBC to charge for messages, leading to a significant decline in popularity.



3.1.3 Mobile phones for language learning

Two mobile language learning systems for mobile phones were implemented and tested in 2003 (Thornton and Houser 2004). SMS was used as part of an English language course, where students were sent frequent vocabulary messages, which also act as reminders to revise. The lessons proved effective and were well received by the students. The system takes advantage of ‘push’ technologies and promotes regular study. Researchers did note, however, that students were postponing study until they would have the time to concentrate on the task.

Video delivered on mobile platforms (both mobile phone and PDA) was used to demonstrate the literal meaning and the special use of English idioms. Students found the video quality low, but the experience of using the videos engaging.

A related commercial application is Pocket Eijiro 1, started in December 2002 as an English-Japanese, Japanese-English dictionary. The site now receives more than 100,000 hits per day and subscribers number in the hundred thousands.


3.1.4 Classroom response systems

Classroom response systems can be implemented as either specialist systems, comprising both the hardware and software such as Educue 2, or as software-only systems that can be installed on mobile devices, such as Discourse 3.

Dufresne et al (1996) report on the use of a classroom response system called ‘Classtalk’ with first year physics students at the University of Massachusetts, USA.


1 http://ojr.org/japan/wireless/1080854640.php
2 www.educue.com
3 www.ets.org/discourse/about.html


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