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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




the most
effective design
approaches that
incorporated
audio-visual
coherence and
interactive
messages
     
information delivered on the PDA during exploration was not as successful, possibly because the coupling between the physical activity and the digital feedback was not close enough. Stage 3 was engaging and fun, and verified that children were able to make accurate hypotheses.There are currently no reports on how the Ambient Wood experience compared with more traditional field trips.


3.3.2 Natural science learning in Taiwan

A butterfly-watching system was implemented and tested at an elementary school in Taiwan (Chen et al 2004). The objective was for the students to learn about natural sciences, and more specifically about the different kinds of butterflies in the region.

The project was based on the premises of independent learning, with the assumption being that providing appropriate mobile tools would help students to become capable, self-reliant, self-motivated and independent. The system was implemented using a wireless ad-hoc networking environment, comprising of a (teacher’s) notebook with a WiFi wireless LAN card that acted as the local server, and student PDAs with 802.11 LAN cards and small-sized CCD cameras.

A database of different butterfly species in Taiwan was used with a content-based image retrieval system, and an online nature journal system. The students visited a butterfly farm, where the networking environment was set up and they could use their PDA cameras to take photographs of the butterflies they observed. Using the photos, they could then query the database, which would send back possible matches. The students could then decide which match was best, and the database would verify based on image content similarity. The students then made the final decision, which they recorded on their journal together with their notes of the whole experience, and posted to the teacher. The teacher in turn sent feedback to the students on their PDAs.

In the evaluations, a control group used a text-based butterfly guidebook and the experimental group used the system described above. Multiple choice tests on the key features of the butterfly species were administered before and after the trial. Six field trips were conducted in total, with students encountering three new species and three old species at each trip. In four out of the six field trips, the experimental group was able to more correctly identify the key features than the control group.


3.3.3 Multimedia tours at the Tate Modern

The Tate Modern museum in London (Proctor and Burton 2003) launched an interactive audio-visual tour in July 2002. A wireless network implementation allowed visitors using iPAQ 3850 Pocket PCs to view video and still images, listen to expert commentary and reflect on their experience by answering questions or mixing a collection of sound clips to create their own soundtrack for an artwork. The wireless network was location-sensitive, which meant that they did not have to search out the information.

The pilot tour was taken by 852 visitors. Through evaluations and focus groups, visitors reported their
  enthusiasm for the tour and the services it provided. The average visitor spent about 55 minutes on the tour and over 70% reported that they had spent longer than they would have without the multimedia tour. Interestingly, 45% of the visitors found the system difficult to use, with older visitors reporting more technological difficulties than younger visitors.

Regarding the content itself, the most effective design approaches were those that incorporated audio, particularly audio-visual coherence and interactive messages. Visitors did not respond well to long messages, particularly those that were primarily text-based. A second phase of trials ran until May 2004, with comprehensive results expected later in the year.


3.3.4 MOBIlearn

MOBIlearn, a major European research project, is focusing on the context-aware delivery of content and services to learners with mobile devices (Lonsdale et al 2003;2004). Context awareness is being explored not just as a way to deliver appropriate content but to enable appropriate actions and activities, including interactions with other learners in the same or similar contexts. The central aim of this project is to produce a reusable architecture for mobile learning. Researchers at the University of Birmingham are currently developing a reference context awareness module (CAM) that will facilitate context-dependent information delivery for learners on a wide variety of mobile devices (Lonsdale et al 2003). It is intended to support a range of different learners in different environments, and addresses the following specific issues:

• human interfaces adaptive to the mobile device in use and the nature (eg bandwidth, cost) of the ambient intelligence that is available in a given locations

• context-awareness tools for exploiting context and capturing learning experience

• integration of mobile media delivery and learning content management systems

• collaborative learning applications for mobile environments.


Trials of an art gallery implementation are scheduled for December 2004.


3.4 COLLABORATIVE LEARNING

The most compelling examples of conversational learning occur when mobile technology is used to provide a shared conversation space. Effective learning occurs when people can converse with each other, by interrogating and sharing their descriptions of the world.


3.4.1 Chile embraces mobile computer supported collaborative learning (MCSCL)

Researchers from the Universidad Católica de Chile are using hand-held computers to encourage face-to-face collaborative learning for both primary and secondary education (Zurita et al 2003; Cortez et al 2004; Zurita and Nussbaum 2004).

... next page
      the most
compelling
examples of
conversational
learning occur
when mobile
technology is
used to provide
a shared
conversation
space

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