Archive for the ‘mLearning’ Category

Books and tablet pc

Using the mTSES to Evaluate and Optimize mLearning Professional Development

The impact of targeted professional development activities on teachers’ perceptions of self-efficacy with mobile learning remains understudied. Power (2015a) used the Mobile Teacher’s Sense of Efficacy Scale (mTSES) survey instrument to measure the effects of a mobile learning themed professional development course on teachers’ confidence with and interest in mobile learning. The current study looks […]

PokemonGo

As Pokémon Go Becomes a Sensation, Ed. Experts Weigh Pros and Cons

Like a thunderbolt from Pikachu’s tail, Pokémon is once again electrifying the nation. The latest incarnation of the Japanese franchise is a mobile app, Pokémon Go, which puts a digital overlay on the real world, requiring users to walk around their neighborhoods to collect characters and do battle with one another. Education Week

Books and tablet pc

Playing and Learning: An iPad Game Development & Implementation Case Study

There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused […]

OpenUniversity_Logo

You teach me and I’ll teach you Pokémon

With the global success of Pokémon Go, the world has been introduced to the next generation of augmented reality experiences on their mobile phones. Senior Lecturer at the Institute of Education and Technology (IET), and author of Augmented Education, Dr Rebecca Ferguson, considers augmented reality as a tool to support learning; could augmented reality, with […]

iTunesU

Evaluation of iTunes University Courses Through Instructional Design Strategies and m-Learning Framework

As mobile learning technology promotes learning accessibility and flexibility, students benefit from social interactivity and connective learning process which will also foster students’ performance and satisfaction on learning content. The primary purpose of this research was to evaluate iTunes U courses based on instructional design strategies and the m-learning framework. A total of 27 iTunes […]

iPad2 Start Screen

Taxonomy of Students’ Use of The iPad in Education: A Pilot

This study attempts to present the variety of possible uses for iPads, in the learning process. The objective is to evaluate a unique implementation model that was tried out at a teacher training college in Israel. The methodology is based on a qualitative research paradigm. The findings show that students’ use the iPads in various […]

iPad2 Start Screen

What’s Happening in ‘Their Space’? Exploring the Borders of Formal and Informal Learning with Undergraduate Students of Education in the Age of Mobile Technologies

The changing nature of teaching and learning in an age of accessible technologies provides challenges and opportunities for the design of learning events. Working with a sample of undergraduate students of education in one UK higher education institution we use an exploratory, qualitative approach to investigate students’ spontaneous uses of their mobile devices in their […]

iPhone

An Investigation of University Student Readiness towards M-learning using Technology Acceptance Model

M-learning is learning delivered via mobile devices and mobile technology. The research indicates that this medium of learning has potential to enhance formal as well as informal learning.  However, acceptance of m-learning greatly depends upon the personal attitude of students towards this medium; therefore this study focuses only on the individual context in which the role […]

Mobile

A review of models and frameworks for designing mobile learning experiences and environments

Mobile learning has become increasingly popular in the past decade due to the unprecedented technological affordances achieved through the advancement of mobile computing, making ubiquitous and situated learning possible. At the same time, there have been research and implementation projects whose efforts centered on developing mobile learning experiences for various learners’ profiles, accompanied by the […]

Internet_everthing

A context-aware knowledge map to support ubiquitous learning activities for a u-Botanical museum

Recent developments in mobile and wireless communication technologies have played a vital role in building the u-learning environment that now combines both real-world and digital learning resources. However, learners still require assistance to control real objects and manage the abundance of available materials; otherwise, their mental workload could become so high that learning becomes less […]