Moles: Mobile Learning Exploration System



Similar documents
Mobile Co-operative Game-based Learning with Moles: Time Travelers in Medieval

Takelwerk - A Case Study in Mixed Reality Learning

E-learning and Network Marketing Systems

Todd C. Reimer, Ph.D.

E-Learning at school level: Challenges and Benefits

A Study of Design Requirements for Mobile Learning Environments

A Team of Pedagogical Agents in Multimedia Environment for Children

Classroom elearning: Moving Beyond PC Labs

Web-Based Video in Education: Possibilities and Pitfalls

Implementing Code Igniter Framework in Open Source Mobile Learning Application

The Bucharest Academy of Economic Studies, Romania

Mobile Information Access in Higher Education

Design and Development of a Device-Independent System for Mobile Learning

Graphic Design and Landscape Architecture Courses - A Review

Do Handheld Devices Facilitate Face-to-Face Collaboration? Handheld Devices with Large Shared Display Groupware

Connecting Second Life and Real Life: Integrating Mixed-Reality-Technology into Teacher Education

medin: e-learning in Medical Computer Science

Quality of High-Tech E-learning in Saudi Universities

Ten Principles for successful E-learning

Getting Started with BYOD

April 16 & 17, 2015 Berlin, Germany

E-learning...and the future? Open source software Intelligent tutorial systems Metadata standards. Inter-operability European perspective

MOBILE TECHNOLOGIES AND DISTANCE EDUCATION

Seven Reasons Why You Should Switch to Cloud Computing

Bring Your Own Device Hilltop School

Child Psychology and Education with Technology

TEACHING WITH MOODLE IN HIGHER EDUCATION

Making classrooms socio-technical environments for supporting collaborative learning: the role of personal devices and boundary objects

Case Studies. Empowering learners. Innovative Practice with e-learning

Abingdon High School Safe and Acceptable Computer Use Policy

The Frame Work Design Of Mobile Learning Management System

Parent FAQ s. 1:1 Laptop Program. Introduction. 1-to-1 devices and student learning. Will students use computers too much for schoolwork?

Game-based learning framework for collaborative learning and student e-teamwork

A New Instructional Competency Model: Towards an Effective E-learning System and Environment

Design of Cloud Services for Cloud Based IT Education

Mobile Learning: The Time is Now

Introduction to Cloud Services

Communications Solutions for Schools

Serbian teachers; teaching mathematics; computers;

Bring Your Own Technology Procedures

PERSONAL MOBILE DEVICE FOR SITUATED INTERACTION

Upcoming e-learning trends and usage of Tin Can in training in the pharmaceutical industry

Study on Service Models of Digital Textbooks in Cloud Computing Environment for SMART Education

Cisco Smart Business Communications System: A New Way for Small Business to Communicate

A STEM MOOC for School Children What Does Learning Analytics Tell us?

We simplify and accelerate your digital transformation.

Web Development Life Cycle

YouTube Annotations: Reflecting Interactive, Web based Hypervideos in Teacher Education

Telephone: Web: webanywhere.co.uk

Mobile Hybrid Cloud Computing Issues and Solutions

On the move: How mobile learning is reshaping talent development

ICT in Education Smart Learning (I. Part) March, 2015

Overview... 2 Institutional Context... 3 Financial Considerations... 4 Pedagogical... 5 Content Analysis... 5 Learner Analysis...

Task-Model Driven Design of Adaptable Educational Hypermedia

A MULTI-CHANNEL APPROACH FOR COLLABORATIVE WEB-BASED LEARNING

Using audio-conferencing for language learning tasks

Video Based Mobile Learning

CORE Education s Ten Trends matrix 2013

St Mark s Church School (Version 2) Bring Your Own Device Policy

EDD Curriculum Teaching and Technology by Joyce Matthews Marcus Matthews France Alcena

Covington Community Schools Innovative Technology Finalized Planning Grant Report

The Suitability of Native Application for University E-Learning Compared to Web-Based Application

The pskills experience: Using modern Educational Programming Languages to revitalise computer science teaching

2020 Visions Wim Veen s Projection

Samsung School 2.0 Taps the Cloud to Enhance its Classroom Technology Solution

Mobile Learning and ADL s Experience API

Please note that all activities on IADT s Wireless Network are subject to IADT s ICT A/AUP and

Towards unstructured and just-in-time learning: the Virtual ebms e-learning system

WHITEPAPER. The Power of Mobile Learning in K-12: Success Stories Outside the Classroom. Sponsored by Lenovo and Intel

PART I AWARD APPLIED BY:

iuoc: Enhanced Mobile Learning at the UOC

Effective Use of Collaboration Tools for Online Learning. Jennifer Pontano & Ke Anna Skipwith Drexel University e-learning 2.0 Conference March 2011

Open Source Experiences in the elearning. Andrea Valboni National Technology Officer Microsoft Italy

MALL (Mobile Assisted Language Learning): A Paradise for English Language Learners

Cellular Phones as a primary communications device: What are the implications for a. global community? Bill Clark. Claflin University, Orangeburg, SC

1 to 1 Laptop Programs Brisbane Catholic Education

Keys to Effective Knowledge Transfer: Build a Training Program that Really Works

CLOUD SERVICES IN TEACHERS EDUCATION

Mobile elearning. Hauptseminar E-Learning Sommersemester Anna Schwanengel LFE Medieninformatik

Digital Asset Management Software & Brand Portal

Advice on how schools can connect into their servers remotely

VISUALIZATION TOOLS FOR ENERGY AWARENESS AND MANAGEMENT IN ENERGY POSITIVE NEIGHBORHOODS

Digital Media in Higher Education: Enrich Learning and Campus Communications

St Michael s Collegiate School

MOBILE LEARNING WITH CELL PHONES AND MOBILE FLICKR: ONE EXPERIENCE IN A SECONDARY SCHOOL

An Introduction to Virtual Learning Environments

MOTO. Quick Start Guide

Birkenhead Sixth Form College

Adult Education In 21th Century

Bring Your Own Device

Iowa Park CISD BYOD Policy

BYOD program at St Julian s School

Hybrid Instructional Design Model Based on Constructivism for Web

Mobile Distance Learning with PDA Development and Testing of an Always Online Multi Media Environment

Cloud based E-Learning in Smart University

Teaching CASE STUDY via e-learning. Material design methodology. Work Package 3. Finally modified: Authors: Emil Horky, Artur Ziółkowski

Is Learning Really a Phone Call Away? Knowledge Transfer in Mobile Learning

2008 Thomson, a part of the Thomson Corporation. Thomson, the Star logo, and Atomic Dog are trademarks used herein under license.

Why do schools need network connectivity and how do they use it? Executive member without portfolio, Naace.

Transcription:

In: Gibson, I. et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (SITE) 2009, Charleston, SC, USA. Chesapeake, VA : AACE. ISBN 1-880094-67-3. pp. 3230-3234 1 Moles: Mobile Learning Exploration System Thomas Winkler winkler@imis.uni-luebeck.de Silke Günther guenther@imis.uni-luebeck.de Michael Herczeg herczeg@imis.uni-luebeck.de Abstract: By now Moles (Mobile Learning Exploration System) is a successfully used system for mobile learning in many school projects. Students can independently use Web Moles for PC (with limited rights, we call it Moles for Kids) to prepare excursions or mobile games. In the field, whether in the urban area, in a company, or in a biotope, etc., students can playfully explore with Web Mini Moles on mobile phones the world. Back in the classroom, digital records or other results they can produce presentations again with Web Moles. Mobile Learning The integration of mobile learning into students everyday lives requires mobile learning technologies that can speed up this process (s. Roschelle, 2003). The flexibility of contextualized learning spaces and the chance of addressing the individual leaner as well as supporting collaborative processes are major benefits of mobile learning. In addition, reasonably priced mobile learning devices have become increasingly available. In the process of designing mobile learning systems these aspects can be utilized to aid teachers and learners in intertwining digital and physical learning environments, which helps students to actively and dynamically construct knowledge within relevant learning spaces. Thus knowledge is not passively absorbed in the classroom, but actively and dynamically constructed within relevant and well-contextualized learning spaces. During this process learners need a flexible infrastructure, which helps them to understand mobile learning scenarios as an important part of their livelong learning processes (s. Becking, 2004). When equipped with the corresponding software, affordable and powerful mobile learning devices, such as mobile phones or PDAs, offer up new chances of learning effectively, but only in connection with the availability of pedagogically sound applications (Trifonova, 2003). Pedagogically sound learning does not refer to the mere accumulation of information, but focuses on the development of systemic mental structures, defined as internal symbols of representation of external reality. Mobile media and the respective software provide formal and informal processes that are deeply linked to non-linear and sensual experiences. The effectiveness of mobile learning depends on two key factors: construction and contextualization (s. Melzer, 2007). In regard to construction, effective mobile learning systems need to support explorative learning, e.g. during excursion or learning games, which means that learning is enriched with experiencing and reflecting on the richness of the physical world (s. Robertson & Good, 2004). Learners are motivated by event-based forms of learning (Herczeg, 2004).

2 The Concept of Moles At the institute for multimedia and interactive systems (IMIS) we founded the research initiative KiMM (Kids in Media and Motion), which centers around learning scenarios for children and teenagers that set the learners in motion and involve their whole bodies while exploring the potential of digital and interactive media. (Winkler & Herczeg, 2005). Within digitally augmented learning spaces, the students are brought into touch with physical and digital living spaces. Mobile learning within educational contexts has been a dominant area of our research for several years. 1 At IMIS we have developed Moles (Mobile Learning Exploration System), an application that supports the students in designing, conducting and reflecting on interdisciplinary projects autonomously and cooperatively. By now Moles is a successfully used system for mobile learning in many school projects (Melzer, 2007; Winkler, 2008). Moles can be used to support the process of preparing, carrying through and reflecting on professional excursions or mobile learning games. Multimedia Interactive Assignments (MIA) can be created, annotated onsite and edited for presentations after the mobile learning experience. Moles has been designed to open up different contexts and perspectives to the learner and enables multimodal, multicodal, creative and exploratory learning. Oftentimes narratives support the learners in constructing active knowledge. The overall goal of Moles is the sustainability of complex educational processes through event-based learning with interactive media. Moles is comprised of Web Moles and Moles for PC for creating and reflecting on MIA using PCs, and Web Mini Moles, Mini Moles for Mobile Phones and Mini Moles for PDA to conduct mobile learning in urban areas, companies, biotopes, making use of mobile phones or PDAs. Figure 1 illustrates the three-step educational process of developing MIA, experiencing mobile learning and long-term learning through the presentation, reflection and discussion of MIA that have been annotated onsite. Figure 1: Three steps of sustainable education with Moles After planning the mobile learning experiences, information is collected and the students come up with questions to be answered within the mobile learning process. Guided by their questions, they can construct knowledge onsite while having multimodal experiences. In a third step the students make use of Moles for the purpose of reflection, discussion and presentation, which is an essential part of a sustainable learning process. Web Moles Web Moles is a web application, supporting the flexibility of learning processes as well as the usage of available mobile devices. Stationary learning and mobile learning are most obviously differentiated by mobility, which does not only apply to the learners, but also to the subject matter and the devices. To use Web Moles no specific browser is need, which turns it into an application for working without the constraints of time or space, e.g. students can create and edit MIA at home. After creating a MIA, they can use the export function for uploading to the server, which enables the download and the display of a MIA on a mobile device. Flexibility with regard to time and space enables students to easily use Web Moles for working and learning collaboratively. 1 Other areas of the research initiative KiMM focus on digitally augmented learning spaces in the form of interactive Mixed-Reality-Performances, installations, -games or 3D-Web-spaces for communication and interaction via nonstandard interfaces (s. http://www.kimm.uni-luebeck.de).

3. Figure 2: Technological aspects of Moles Figure 3: Screenshot of Web Moles

4 With regard to structuring learning processes at school, Web Moles offers a way of independently administrating users and groups via specific accounts for schools and thus makes room for the individual needs of educational facilities by providing a Moles server at our institute. Each school gets an account which allows the teachers to administer individual access rights. Besides Web Moles can be displayed in the form of Web Mini Moles on mobile devices, e.g. mobiles phones or PDAs, which helps students to collect information for MIA without using full-fledged PCs. Web Moles is an application that completely lives up to the anywhere, anytime and any device standard of up-to-date mobile learning. Web Mini Moles Because of the increasing availability of mobile phones and PDAs with internet access and the steadily improving network coverage, Web Mini Moles aims at providing all features of Moles for PDA while using a web interface. Thus it is an interactive and mobile application that can be run on almost any mobile phone or subnotebook, e.g. OLPC, a laptop for children, which makes Web Mini Moles accessible for an even larger number of students. Web Mini Moles is accessed via a web browser. The users log onto the website offered by the system and can immediately start creating a MIA. The possibilities provided by the connectivity to the web are integrated into Mini Moles for the first time. Tasks that are created at one place in the world can be displayed and used as a resource for mobile learning at a far-away location. Apart from a standard web browser and a connection to the internet, the mobile device does not have to fulfill any requirements. As a result of this, there is no connection to any specific platforms and the system is immediately ready for worldwide use, because there is no need for installing software on the mobile device. Fig. 3: Web Mini Moles on a web-ready mobile phone (2008) In contrast to the applications Moles for PC and Mini Moles for Mobile Phones, Web Moles und Web Mini Moles free us from being bound to specific locations. MIA can be created quickly and at any location, which makes installing Moles on a PC or a mobile device no longer a requirement for mobile learning. Additionally, there is no need for transferring MIA via memory card, cable or wireless connection (Bluetooth, infrared) from a PC onto a mobile device. As everybody can take part in creating and solving interactive tasks, the Moles Portal can support worldwide online communities for mobile learning. Similar to podcasts, each user can use media to author and/or receive content, e.g. by adding to mobile learning scenarios, which can comprise groups all over the world. As a result of easily connecting people in a unique way, Web Moles turns ubiquitous learning into a new experience.

5 References Becking, D., Betermieux, S., Bomsdorf, B., Birgit, F., Heuel, E., Langer, P. & Schlageter, G. (2004). Didactic Profiling: Supporting the Mobile Learner, Proceedings of the E-Learn 2004, Washington, USA Herczeg, M. (2004). Experience Design for Computer-Based Learning Systems: Learning with Engagement and Emotions. In Cantoni, L. & McLoughlin, C. (Eds.) Proceedings of ED-MEDIA 2004. AACE: pp. 275-280. Melzer, A., Hadley, L., Glasemann, M., Werner S., Winkler, T., Herczeg, M. (2007). Using Iterative Design and Development for Mobile Learning Systems in School Projects. In Kinshuk, D., Sampson, G., Spector, J.M., Isaías, P. (Eds.) Proceedings of ICEC CELDA 2007. Porto, Portugal: IADIS, pp. 65-72. Robertson, J., Good, J. (2004). Children s Narrative Development through Computer Game Authoring. Proceedings of IDC 2004: Building a Community, Maryland, USA, pp. 57-64. Roschelle, J. (2003). Unlocking the learning value of wireless mobile devices. Journal of Computer Assisted Learning 19, pp. 260-272. Trifonova, A. (2003). Mobile Learning: Review of the Literature, Technical Report #DIT-03-009 2003. Trento, Italien. Winkler, T., Herczeg, M. (2005). KiMM Kids in Media and Motion. In Deutsche UNESCO-Kommission (Hsg.) forum der unesco-projekt-schulen, Heft 3-4,, Bonn. pp. 97-110. Link to Moles: http://moles.mesh.de/