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sanjib tiwari

The Mobile Learning Edge - Tools and Technologies for Developing Your Teams - 0 views

  • Mobile medical devices and apps are popping up all over. Doctors are incorporating them into their practices to be more effective and efficient. Patients are using them to monitor specific aspects of their health, fill in gaps in their medical care, and take more responsibility for their well-being. Both doctors and patients are finding that mobile devices and apps can provide a fast and efficient way to stay in touch and exchange information. The mobile health technology market–including devices, applications, and services–is expected to exceed $8 billion by 2018, according to research company GlobalData. That’s up from $500 million in 2010, a 44% compound annual growth rate. The rapid growth is being fueled by the increasing availability of a variety of healthcare applications. This growth offers opportunities for developers, clinicians and patients alike. But along with those opportunities come several obstacles to contend with. Depending on the type of app, developers will have to jump through all sorts of hoops to get FDA approval. Similarly clinicians sometimes face resistance from IT managers when they want to bring their own devices into the enterprise setting. And patients are faced with a long list of mobile apps, some of which offer more hype than help.
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    Mobile medical devices and apps are popping up all over. Doctors are incorporating them into their practices to be more effective and efficient. Patients are using them to monitor specific aspects of their health, fill in gaps in their medical care, and take more responsibility for their well-being. Both doctors and patients are finding that mobile devices and apps can provide a fast and efficient way to stay in touch and exchange information. The mobile health technology market-including devices, applications, and services-is expected to exceed $8 billion by 2018, according to research company GlobalData. That's up from $500 million in 2010, a 44% compound annual growth rate. The rapid growth is being fueled by the increasing availability of a variety of healthcare applications. This growth offers opportunities for developers, clinicians and patients alike. But along with those opportunities come several obstacles to contend with. Depending on the type of app, developers will have to jump through all sorts of hoops to get FDA approval. Similarly clinicians sometimes face resistance from IT managers when they want to bring their own devices into the enterprise setting. And patients are faced with a long list of mobile apps, some of which offer more hype than help.
Sharon Rees

mLearning: Anytime, anywhere learning transcending the boundaries of the educational bo... - 0 views

  • In the age of our mobile learning, an impending onus is placed on educational institutions to embrace this technological innovation that is widely accepted, used, and available globally. The clear societal value of mobile technology as a productivity tool for engagement, creation, and collaboration has generated a new need for education to revisit existing instructional paradigms constrained by physical walls and time. Mobile learning (mLearning) creates a venue to promote a culture of participation where learners and leaders alike can engage in combined efforts with multiplicative outcomes of greater success. This article explores the factors that national, state, and local educational organizations must understand in order to make steps toward successful integration of mLearning technology. Characteristics necessary for effective and efficient use of mLearning strategies for educators are also examined.
  • An annual report, by The New Media Consortium, reveals that mobile learning and cloud computing are poised to reach widespread adoption in schools in one year or less, with game-based learning and open educational content not far behind (Devaney 2011).
  • Options like eLearning, and home-based learning are attracting students away from traditional settings at every level of education. The at-your-own-pace, convenience of space, and often lower costs these alternative educational settings offer appeal to an increasingly growing learner base.
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  • Mobile Devices are defined by several criteria: Form, connectivity, and state.
  • The mLearning environment is at-you-own-pace, just in time, and on-demand, not limited by a hard line connection and with the equipment that is often cheaper than a desktop and/or laptop computer.
  • . Dissatisfaction with the status quo: may come from teachers who are not motivated to consider change in their teaching procedures.  2. Knowledge and Skills Exist: a teacher must possess the competencies to teach students the use of these tools  3. Resources are available: tools and relevant materials are accessible to assist learners to acquire learning objectives.  4. Time is available: Paid time. Teachers need time for in-service training; they need time to revise existing teaching plans; they need time to practice with new materials; they need time to try out and evaluate new teaching procedures.  5. Rewards or Incentives Exist for Participants: Why should anyone change? If current practice is going reasonably well, why risk new techniques? Whatever the reward, intrinsic or extrinsic, it should be there in some form.  6. Participation is Expected and Encouraged: Shared decision making, individuals should be involved in the decisions that will affect them. Participation may occur at many levels: during problem identification. During consideration of alternative solutions, and during decision making when new programs or approaches are adopted.  7. Commitment by Those who are involved: Administrators should provide clear and visible support that endorses implementation.  8. Leadership is Evident: Leaders should insure that the necessary training is given and the materials to do the job are easily available; they are available for consultation when discouragement or failure occur; and they continually communicate their enthusiasm for the work at hand.
  • Through a review of past empirical studies, Hew and Brush (2007) found a total of 123 barriers in providing technology integration barriers, the authors classified them into six main categories: (1) resources, (2) knowledge and skills, (3) institution, (4) attitudes and beliefs, (5) assessment, and (6) subject culture. The greatest attribute of successful diffusion of innovation, which transcends all other aspects, is value. The merit or worth (value) placed on an innovation by a community is directly related to its ability to inform educational practice. Through usage and personal adoption, the whole educational community (administrators, teachers, student, and parents) has placed high value on trending mobile technology.
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    In the age of our mobile learning, an impending onus is placed on educational institutions to embrace this technological innovation that is widely accepted, used, and available globally. The clear societal value of mobile technology as a productivity tool for engagement, creation, and collaboration has generated a new need for education to revisit existing instructional paradigms constrained by physical walls and time. Mobile learning (mLearning) creates a venue to promote a culture of participation where learners and leaders alike can engage in combined efforts with multiplicative outcomes of greater success. This article explores the factors that national, state, and local educational organizations must understand in order to make steps toward successful integration of mLearning technology. Characteristics necessary for effective and efficient use of mLearning strategies for educators are also examined.
Angela Murphy

They Love It, but Do They Learn from It? Evaluating the Educational Impact of Innovations - 0 views

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    Abstract - The SECAL (Situated Evaluation of Computer-Assisted Learning) framework offers a broadly based method for evaluating learning with technology in its many forms and implementations. Central to the framework are detailed and discipline-specific definitions of learning and corresponding descriptions of innovative study environments designed to exploit the potential of technology to support achievement of high quality learning goals. The objectives are to collect evidence of how these environments may or may not lead to effective learning and to identify what, if anything, might be done to improve the prospects. The concept of situation implies the need to evaluate contextual influences as well as how students and lecturers actually use technology. This is achieved through rich description generated from multidimensional, qualitative methods which are theoretically grounded in interpretive, critical and postmodern paradigms. The ubiquitous student evaluation of teaching systems are over-reliant on subjective data and offer little insight into pedagogical issues. The case-specific SECAL method uses objective and subjective data to assess how technology impacts on learning processes and outcomes. Broader objectives include grounded-theory development and identification of institutional influences on teaching and learning innovations. This type of evaluation is not particularly easy to conduct, but is a prerequisite to gaining academic credibility, maximizing the benefits of investment and justifying it in terms acceptable to economic-rationalist administrators. A description of the method in this article is followed by a case study illustrating its practical applications. 
Angela Murphy

Towards a Mobile Curriculum Framework (Ignatia / Inge de Waard) - Academia.edu - 0 views

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    The rapid spread and penetration of mobile devices to every layerof society has confronted the educational community with many newopportunities and responsibilities. As mobile computing and its disruptiveaftermath enter the education arena, the challenge becomes how to harness thepotential in ways that are beneficial to the educational community at large andthe learners in particular. This paper outlines the initial conception, designresearch methodology followed and the development of the definitive MobileLearning Curriculum Framework as a first attempt to systematically andcomprehensively explore, where and how mobiles could appear withineducational provision. The curriculum framework is underpinned by three broad learning objectives; to acquire domain knowledge, to develop sufficientand appropriate skills to enable mobile learning practice and to understand the role and impact of domain knowledge in the relation to the applicationcontext. To this end the curriculum framework is presented as a modularsolution for adaption to accommodate differing contexts dele BOTHA 1 , Jacqueline BATCHELOR 2 , John TRAXLER 3 ,Ignatia DE WAARD 4 , Marlien HERSELMAN
sanjib tiwari

ScienceDirect.com - Computers & Education - Mobile learning: A framework and evaluation - 0 views

  • Wireless data communications in form of Short Message Service (SMS) and Wireless Access Protocols (WAP) browsers have gained global popularity, yet, not much has been done to extend the usage of these devices in electronic learning (e-learning). This project explores the extension of e-learning into wireless/handheld (W/H) computing devices with the help of a mobilelearning (m-learning) framework. This framework provides the requirements to develop m-learning applications that can be used to complement classroom or distance learning. A prototype application was developed to link W/H devices to three course websites. The m-learning applications were pilot-tested for two semesters with a total of 63 students from undergraduate and graduate courses at our university. The students used the m-learning environment with a variety of W/H devices and reported their experiences through a survey and interviews at the end of the semester. The results from this exploratory study provide a better understanding on the role of mobile technology in higher education.
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    Wireless data communications in form of Short Message Service (SMS) and Wireless Access Protocols (WAP) browsers have gained global popularity, yet, not much has been done to extend the usage of these devices in electronic learning (e-learning). This project explores the extension of e-learning into wireless/handheld (W/H) computing devices with the help of a mobilelearning (m-learning) framework. This framework provides the requirements to develop m-learning applications that can be used to complement classroom or distance learning. A prototype application was developed to link W/H devices to three course websites. The m-learning applications were pilot-tested for two semesters with a total of 63 students from undergraduate and graduate courses at our university. The students used the m-learning environment with a variety of W/H devices and reported their experiences through a survey and interviews at the end of the semester. The results from this exploratory study provide a better understanding on the role of mobile technology in higher education.
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    Wireless data communications in form of Short Message Service (SMS) and Wireless Access Protocols (WAP) browsers have gained global popularity, yet, not much has been done to extend the usage of these devices in electronic learning (e-learning). This project explores the extension of e-learning into wireless/handheld (W/H) computing devices with the help of a mobile learning (m-learning) framework. This framework provides the requirements to develop m-learning applications that can be used to complement classroom or distance learning. A prototype application was developed to link W/H devices to three course websites. The m-learning applications were pilot-tested for two semesters with a total of 63 students from undergraduate and graduate courses at our university. The students used the m-learning environment with a variety of W/H devices and reported their experiences through a survey and interviews at the end of the semester. The results from this exploratory study provide a better understanding on the role of mobile technology in higher education.
sanjib tiwari

1-s2.0-S0164121211001610-main.pdf (application/pdf Object) - 0 views

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    Modern smart mobile devices offer media-rich and context-aware features that are highly useful for electronic-health (e-health) applications. It is therefore not surprising that these devices have gained acceptance as target devices for e-health applications, turning them into m-health (mobile-health) apps. In particular, many e-health application developers have chosen Apple's iOS mobile devices such as iPad, iPhone, or iPod Touch as the target device to provide more convenient and richer user experience, as evidenced by the rapidly increasing number of m-health apps in Apple's App Store. In this paper, the top two hundred of such apps from the App Store were examined from a developer's perspective to provide a focused overview of the status and trends of iOS m-health apps and an analysis of related technology, architecture, and user interface design issues. The top 200 apps were classified into different groups according to their purposes, functions, and user satisfaction. It was shown that although the biggest group of apps was medical information reference apps that were delivered from or related to medical articles, websites, or journals, mobile users disproportionally favored tracking tools. It was clear that m-health apps still had plenty of room to grow to take full advantage of unique mobile platform features and truly fulfill their potential. In particular, introduction of two- or three-dimensional visualization and context-awareness could further enhance m-health app's usability and utility. This paper aims to serve as a reference point and guide for developers and practitioners interested in using iOS as a platform for m-health applications, particular from the technical point of view.
sanjib tiwari

Designing_mLearningSample.pdf (application/pdf Object) - 0 views

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    This book provides a comprehensive basis for you to take advantage of mobile learning. It approaches mobile learning from a fundamental perspective, helping you understand and appreciate the rich opportunities that mLearning presents. The book briefly reviews the history of learning from a broad perspective and then goes on to survey the breadth of devices available in today's market, equipping you with appropriate ways to think about and pursue mobile learning. mLearning requires some new perspectives, and a variety of ways to think differently about the opportunities are presented to help shake up your thinking in productive ways. The book addresses the process of designing, delivering, and deploying mobile solutions, along with organizational pragmatics, to guide you through your mobile projects. Finally, discussions of strategic implications and a review of coming directions keep you prepared for the future. Examples help ground the concepts throughout the book.
sanjib tiwari

Williams-concise.pdf (application/pdf Object) - 0 views

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    Universities are being swamped by waves of emergent technologies and the emergence of iPads is the latest ‗state-of-the-art' mobile device to receive attention. While a number of iPad trials and initiatives have been conducted within the confines of classrooms, for example, Bond University, University of Melbourne and Adelaide University (Brand & Kinash, 2010; Jennings et al 2010; Cross, 2010); far fewer have been conducted in the field, see Duke University's use of iPad as a field research tool (Winograd, 2010). This study reports a faculty's trial to explore how far iPads could be integrated into a field setting for training of paramedic students in Wilderness Medicine. As it turned out, the remote setting for the exercise presented a number of challenges for the coordinators. Questions that needed to be considered included how ―mobile‖ is the iPad?, How can it be used to support and enhance students' learning in the field?, How far could the iPad be extended where Internet connectivity is intermittent? The iPad trial highlighted a lack of a ―common language‖ within the faculty as a basis to collaborate and design learning activities. It provided impetus for an ongoing series of conversations amongst the coordinators and others in the Faculty about design approaches and the need for a pedagogical framework to integrate technologies that support teaching and learning activities.
sanjib tiwari

04_Armatas.pdf (application/pdf Object) - 0 views

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    In recent years universities have made significant investments in corporate technology systems to support various aspects of students’ studies and learning. These include gateways and learning management systems, all of which work on the assumption of attracting or “pulling” students into the online environment of the university. On the other hand, students come increasingly equipped with mobile devices, most notably mobile phones, which allow quick and easy communication and information sharing. These devices are an emerging phenomenon of significance for online teaching and learning as they represent opportunities for technology solutions where students can be primed and supported in novel ways in their university education. The challenge is one of achieving a balanced and sustainable use of corporate systems designed to “pull” students into the learning environment, and mobile technology solutions which can push information out to students, so that each adds value to and complements the other. This paper examines how this balance might be achieved in the context of work being undertaken in one University with major commitments to e-learning.
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    Using mobile technologies to enhance learning in higher education
Angela Murphy

BioOne Online Journals - Mobile Learning Anytime, Anywhere - 0 views

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    Pssst, do you want a free iPod? Sure, but what's the catch? You must use it to learn! Some educational institutions are taking the leap to mobile learning (m-learning) by giving out free iPods. For example, Abilene Christian University gave iPods or iPhones to freshman students and developed 15 Web applications specifically for the mobile devices. Free iPod Touches were handed out to newly hired math and science teachers at a technology training workshop at the University of Texas at San Antonio. Duke University's Digital Initiative program lends iPods to students and staff, or sells them at about a third of the market price.
Maxine Mitchell

Theory - The London Mobile Learning Group - LMLG - 0 views

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    Mobile learning is not about delivering content to mobile devices but, instead, about the processes of coming to know and being able to operate successfully in, and across, new and ever changing contexts and learning spaces. And, it is about understanding and knowing how to utilise our everyday life-worlds as learning spaces. Therefore mobile learning is not primarily about technology.
Angela Murphy

Mobile Learning: Context and Prospects - 0 views

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    On March 3 and 4, 2010, the ELI community gathered for an online focus session on mobile learning. This white paper is a synthesis of the key ideas, themes, and concepts that emerged from those sessions. The white paper also includes links to relevant focus session materials, recordings, and archives. It represents a harvesting of the key elements that we as a teaching and learning community need to keep in mind as we work to integrate mobile technology into teaching and learning in higher education. It is clear that while the application of mobile technology to learning is just now getting under way, the potential is enormous and we can expect that the rate of development will be very rapid indeed.
ADFI USQ

MobiMOOC 2012 Day 1 | Thetechieprofessor's Blog - 0 views

  • Home Today was the first full day of the mLearning MOOC. I’ve had mixed success. A MOOC is attended by a global audience. Not all webinars will coincide with ones time zone. I for example would have had to be awake at 2 am for the opening session and skip work in mid afternoon for the second. Synchronous learning does have its problems. Which brings me to today’s question: what is mobile education? On this day an attempt was made by MOOC attendees to define mobile learning. Difficulties were encountered in no time – the semantics became convoluted as we tried to accommodate aspects of technology, mobility and learning. My conclusion is that “mobility” is best defined in reference to the learner, not the devices. Mobility in learning is independence from traditional structures of education. This new model allows self paced, self prescribed curriculum that is accessed at the time and place decided by the learner. The devices used are ancillary here, merely the means to an end.
  • ted as we tried to accommodate aspects of technology, mobility and learn
  • – the semantics became convo
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    From MobiMOOC
Angela Murphy

Blog - 0 views

  • I’ve spent a lot of time with the idea of a BYOD learning environment, and I’m influenced greatly by two ideas that seem to be on the opposite ends of the spectrum: Student feedback that consistently supports a bring your own device because they want to select the device that best meets their needs Teacher feedback that consistently supports a bring a standard device because they want a consistent learning experience for all student
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    I've spent a lot of time with the idea of a BYOD learning environment, and I'm influenced greatly by two ideas that seem to be on the opposite ends of the spectrum: Student feedback that consistently supports a bring your own device because they want to select the device that best meets their needs Teacher feedback that consistently supports a bring a standard device because they want a consistent learning experience for all student
Angela Murphy

Taylor & Francis Online :: Student barriers to online learning: A factor analytic study... - 0 views

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    his article reports on a large‐scale (n = 1,056), exploratory factor analysis study that determined the underlying constructs that comprise student barriers to online learning. The eight factors found were (a) administrative issues, (b) social interaction, (c) academic skills, (d) technical skills, (e) learner motivation, (f) time and support for studies, (g) cost and access to the Internet, and (h) technical problems. Independent variables that significantly affected student ratings of these barrier factors included: gender, age, ethnicity, type of learning institution, self‐rating of online learning skills, effectiveness of learning online, online learning enjoyment, prejudicial treatment in traditional classes, and the number of online courses completed.
Angela Murphy

Project Tomorrow: Project K-NECT - 0 views

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    Project K-Nect is a pilot program in Onslow County Schools (North Carolina) where teachers utilize Smart Phones to teach selected math courses. Developed by Digital Millennial Consulting and funded in part through Qualcomm's Wireless Reach initiative, the program is designed to increase student achievement in math and close the digital disconnect for students in Onslow County Schools in North Carolina.
ADFI USQ

A Free Comprehensive Guide to iPad Apps Evaluation - 0 views

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    iPad is probably one of the most used tablets by educators. Based on your wide interaction with the previous post entitled " 8 Free Resources on The Use of iPad in Education " together with some emails I got from some of   you I learned that you are looking for more resources particularly apps to use on the iPad . Well Silvia Tolisano has some good news for you. She has made a great guide on evaluating iPad apps.
Angela Murphy

ScienceDirect.com - Computers & Education - An interactive concept map approach to supp... - 1 views

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    Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources.
sanjib tiwari

M-learning adoption: A perspective from a developing country | Iqbal | The Internationa... - 0 views

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    Mobile learning or m-learning has been defined differently in different studies, which indicates that m-learning is still in an evolving phase (Peng et al., 2009). M-learning has been defined as "e-learning using mobile devices and wireless transmission" (Hoppe et al., 2003; Chang et al., 2003). Two important aspects of m-learning are its ubiquity and mobility. Ubiquitous computing is access to computing technologies whenever and wherever they are needed and mobility can be defined as learning on the go (Peng et al., 2009). While e-learning is mostly dependent upon desktop personal computing (PC) technology, m-learning is dependent upon mobile devices (Orr, 2010).
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