Search results for "Mobile Learning"

showing 10 items of 37 documents

A mobile game as a support tool for children with severe difficulties in reading and spelling

2020

We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …

GraphoLearnFLUENCYmedia_common.quotation_subjectPHONEMIC AWARENESSINSTRUCTIONGame based learning050105 experimental psychologyomatoimisuuslukeminenEducationmobile learningFluencyoppimisvaikeudetEARLY LITERACYmobiilioppiminenreadingIntervention (counseling)Reading (process)0501 psychology and cognitive sciencesserious gamemedia_commonmobiilipelitSelf-efficacyluetun ymmärtäminenOUTCOMESPhonemic awareness4. EducationDISABILITY05 social sciences050301 educationSELF-EFFICACYSpellingPOOR READERSComputer Science ApplicationslukutaitokirjoitustaitoSKILLS516 Educational sciencesPsychologylukihäiriöt0503 educationMobile deviceself-efficacyINTERVENTIONCognitive psychology
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A Context-Based Adaptation In Mobile Learning

2013

International audience; Recent developments on mobile devices and wireless technologies enable new technical capabilities for the learning domain. Nowadays, learners are able to learn anywhere and at any time. The dynamic and continually changing learning setting in learner's mobile environment gives rise to many different learning contexts. The challenge in context-aware mobile learning is to develop an approach building the best learning content according to dynamic learning situations. This paper aims to develop an adaptive system based on the semantic modeling of the learning content and the learning context. The behavioral part of this approach is made up of rules and metaheuristics to…

[ MATH.MATH-OC ] Mathematics [math]/Optimization and Control [math.OC][INFO.INFO-WB] Computer Science [cs]/Web[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/Education[INFO.INFO-WB]Computer Science [cs]/Web[ INFO.INFO-WB ] Computer Science [cs]/Web[MATH.MATH-OC] Mathematics [math]/Optimization and Control [math.OC][ SHS.EDU ] Humanities and Social Sciences/Education[ MATH.MATH-CO ] Mathematics [math]/Combinatorics [math.CO]context[MATH.MATH-CO] Mathematics [math]/Combinatorics [math.CO]mobile learning[INFO.INFO-MC]Computer Science [cs]/Mobile Computingsemantic web[INFO.INFO-MC] Computer Science [cs]/Mobile Computing[INFO.EIAH] Computer Science [cs]/Technology for Human Learning[ INFO.INFO-MC ] Computer Science [cs]/Mobile Computing[MATH.MATH-CO]Mathematics [math]/Combinatorics [math.CO][ INFO.EIAH ] Computer Science [cs]/Technology for Human Learning[INFO.EIAH]Computer Science [cs]/Technology for Human Learning[MATH.MATH-OC]Mathematics [math]/Optimization and Control [math.OC]Adaptation
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El móvil en las universidades como instrumento de respuesta de audiencias

2019

Internet y la introducción de la multimedia en el aula permiten al alumnado experimentar situaciones que complementan su formación. En los últimos años, el término aprendizaje móvil (m-Learning) ha llegado a popularizarse en los contextos educativos. Una de sus aplicaciones es el uso conjunto de la ludificación y las TIC en la enseñanza universitaria mediante los Instrumentos de Respuesta de Audiencias relacionados con la utilización de dispositivos móviles en el aula. Este estudio examina el efecto de utilizar dos plataformas online (Kahoot! y Socrative) en cuatro asignaturas impartidas en una universidad pública española durante el curso 2016-2017. Los objetivos de esta investigación son …

Ambiente de la claseMobile learningUniversitatsEducación universitariaaprendizaje con móvil; educación universitaria; Sistemas de respuesta de audiencias; Kahoot!; Socrative; ambiente de la claseClassroom climateEducació ExperiènciesKahoot!Aprendizaje con móvilAprenentatgeSocrativemobile learning; higher education; audience response systems; Kahoot!; Socrative; classroom climateAudience response systemsSistemas de respuesta de audienciasHigher educationDIM: Didáctica, Innovación y Multimedia
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Formación del alumnado y prácticas de uso de los dispositivos móviles en centros españoles de Educación Secundaria

2018

El presente trabajo delimita el campo de estudio sobre la construcción de la identidad del individuo como ciudadano en la sociedad digital. Contexto en el que estudiamos los modelos formativos orientados a mejorar el uso responsable de las tecnologías en centros de Educación Secundaria Obligatoria españoles. El trabajo de campo se aborda mediante un estudio de casos múltiples (tres institutos públicos). Entre los instrumentos para la recogida de información destacamos las revisiones bibliográficas, el análisis de contenido, el cuestionario y las entrevistas semiestructuradas a profesionales de la educación. En esta comunicación presentamos un avance de los resultados conseguidos sobre las p…

mobile learningenseñanza secundariatecnologías de la información y la comunicacióncompetencia digital
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Students’ Perception of Cell Phones Effect on their Academic Performance: A Latvian and a Middle Eastern University Cases

2021

This study is unique in its attempt to combine the Technology Acceptance Model (TAM) with external variables and the Information System Continuance Theory, in the context of mobile learning. It extends TAM with the external variables perceived mobility and perceived enjoyment. Mainly, students’ perception of cell phones effect on their academic performance is investigated. The study was conducted at two different universities—in Europe and the Middle East. Cell phone usage is analyzed from the perspective of mobile learning. The data in this study were collected from 103 students from the University of Latvia and 106 students from a Middle Eastern private American University. This study sho…

media_common.quotation_subjectCell phonesApplied psychology050801 communication & media studiesContext (language use)Academic performanceScience educationEducation0508 media and communicationsMathematics (miscellaneous)PhonePerceptionInformation system continuance theoryEducatorsInformation systemMobile learning/m-learningOriginal Researchmedia_common05 social sciencesEducational technology050301 educationComputer Science ApplicationsHuman-Computer InteractionTAMTechnology acceptance modelContinuancePsychology0503 educationTechnology, Knowledge and Learning
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"Classflow" programmatūra 7.klases skolēnu iesaistīšanās angļu valodas kā pirmās svešvalodas mācību stundās palielināšanai

2018

Tehnoloģiju integrēšana un to regulāra izmantošana izglītībā, un jo īpaši, angļu valodas kā svešvalodas apguvē, šobrīd ir viens no būtiskākajiem skolotāju izaicinājumiem. Moderno tehnoloģiju izmantošana izglītībā stimulē skolēnu vēlmi būt iesaistītiem mācību procesā, palielina katra atsevišķi skolēna iesaistīšanos, kā arī tuvina tradicionālo angļu valodas kā svešvalodas mācību stundu reālajai dzīvei. Diplomdarbs tika izstrādāts ar mērķi noskaidrot, kā ‘Classflow’ programmatūras integrēšanas angļu valodas kā pirmās svešvalodas mācību stundās ietekmē 7.klases skolēnu iesaistīšanos angļu valodas mācību stundās. Darbā tika izmantotas šādas datu vākšanas metodes: aptauja, anketa, novērošana un s…

mobile learningmotivationClassflowPedagoģijaEFLparticipation
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Designing for virtual mobility: Potentials and caveats

2019

This paper reflects on the joint pilot development and implementation of an international master level online course in Educational Design by three universities from different European countries. The pilot targeted curriculum internationalization and provision of international learning experiences to students with less mobility opportunities through online learning and use of technology. The key focus was on connecting students from different countries by collaborative learning and working on an authentic task in the professional domain of their study - educational media design - via a joint platform and digital media. In small international groups, students collaboratively developed mobile…

mobile learningverkkokurssitmobiilioppiminenkansainvälisyyskoulutussuunnittelucollaborative learningComputingMilieux_COMPUTERSANDEDUCATIONvirtual mobilitycurriculum designvirtuaalisuusyhteisöllinen oppiminenopetussuunnitelmat
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Learning Content Development methodology for Mobile Devices

2015

Abstract Mobile devices are becoming increasingly popular; basically mobile devices are reaching all levels of society. Thanks to the popularity of mobile devices, mobile learning has become great tool for delivering educational resources. The continuously increasing demand for mobile technology based learning materials, renders adoption of educational resources for these requirements. Technology by itself does not contribute much to education that is why the aim of this research is to present and evaluate methodology for visualisation and production of electronic materials in mobile environments. Methodology focuses on instructional design and mobile content design and the navigation contr…

Instructional designMultimediaComputer scienceInstructional designMobile learningMobile business developmentContent developmentcomputer.software_genreContent development.VisualizationContent development:TECHNOLOGY::Information technology [Research Subject Categories]General Earth and Planetary SciencesMobile technology:SOCIAL SCIENCES::Social sciences::Education [Research Subject Categories]computerMobile deviceGeneral Environmental Science
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Escenarios tecnológicos con dispositivos móviles para la acción educativa. Tendencias y vínculos con la imagen

2021

Presentamos un acercamiento a los escenarios educativos con TIC en la actualidad, en concreto tecnologías portables y modelos pedagógicos de colaboración complementarios a ellas, propios del constructivismo. La capacidad de aprendizaje que estos pueden llegar a suscitar, en cualquier momento y en cualquier lugar, refleja una realidad tangible en nuestra sociedad móvil. Nos referimos a los PLE Entornos Personales de Aprendizaje, BYOD Bring Your Own Device, la Gamificación, Flipped Classroom y la Realidad Aumentada y la Realidad Virtual. Se realiza una revisión de literatura de propuestas pedagógicas destacables, a través de algunos de los principales actores que las abordan en España. En cad…

Virtual realityFlipped classroomAprenentatgeConstructivism (philosophy of education)Aprendizaje en movilidadAZ20-999PedagogyImágenes digitalesMobile technologyaprendizaje en movilidad; conectivismo; dispositivos móviles; imágenes digitales; pedagogía constructivistaSociologyL7-991PedagogiaMobile learningConstructivist pedagogyBring your own deviceEducation (General)Dispositivos móvilesConnectivismDigital imagingInformation and Communications TechnologyMobile devicesHistory of scholarship and learning. The humanitiesAugmented realityConectivismoPedagogía constructivistaStrengths and weaknessesDEDiCA Revista de Educação e Humanidades (dreh)
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Towards a methodology for semantic and context-aware mobile learning

2013

International audience; Internet and mobile devices open the way towards mobile learning (m-learning), offering new opportunities to extend learning beyond the traditional teacher-led classroom. M-learning is not only any form of teaching or studying that takes place when the user interacts with a mobile device. It is more than just using a mobile device to access resources and communicate with others. It should take account of the constant mobile situation of the learner. The challenge here is to exploit this continually changing situation with a system that can dynamically recognize and adapt educational resources and services to the "context" in which the learner operates (localization, …

[ INFO.INFO-IR ] Computer Science [cs]/Information Retrieval [cs.IR][INFO.INFO-WB] Computer Science [cs]/WebExploitComputer science[ INFO.INFO-IU ] Computer Science [cs]/Ubiquitous Computing[ INFO.INFO-WB ] Computer Science [cs]/WebContext (language use)02 engineering and technologycontextWorld Wide Webmobile learning[INFO.INFO-IU]Computer Science [cs]/Ubiquitous Computing[INFO.INFO-MC]Computer Science [cs]/Mobile ComputingConstant (computer programming)semantic web[INFO.INFO-MC] Computer Science [cs]/Mobile Computing[ INFO.INFO-MC ] Computer Science [cs]/Mobile Computing0202 electrical engineering electronic engineering information engineeringMobile searchSemantic Webbusiness.industry[INFO.INFO-WB]Computer Science [cs]/Web[INFO.INFO-IU] Computer Science [cs]/Ubiquitous Computing020206 networking & telecommunicationsOpen learning[INFO.INFO-IR]Computer Science [cs]/Information Retrieval [cs.IR]The Internet[INFO.INFO-IR] Computer Science [cs]/Information Retrieval [cs.IR]businessMobile device
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