Design Implications for Mobile Learning

IVLA 40th Annual Conference “Engaging Creativity and Critical Thinking” Design Implications g for Mobile Learning October 19, 2008 Yeonjeong Park and...
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IVLA 40th Annual Conference “Engaging Creativity and Critical Thinking”

Design Implications g for Mobile Learning October 19, 2008 Yeonjeong Park and Diana Wu Instructional Design and Technology D t off Learning Dept. L i S Sciences i and dT Technologies h l i Virginia Tech University

AGENDA        

Purpose of Work Conceptual Framework of Mobile Learning Technological Affordances 4 Types of Case Studies Design Issues and Limitations Demonstration 3 Key Design Implications The Role of Designers 2 1/31/2010

PURPOSE OF WORK 

Trends and issues Ubiquity of Mobile technology  many opportunities and challenges for future learning  Mobile learning as an immature area  Many technical limitations 



3 Major goals Overview the concept and characteristics of mobile learning  Diverse uses of mobile device in teaching and learning  Practical design implications for mobile learning  Design tips for mobile learning in terms of 1) message design, 2) Infrastructure, and 3) design process 

3

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MOBILE LEARNING: A CONCEPTUAL FRAMEWORK

Wired

E-learning

Wireless

Disappeared

M-learning

U-learning

Distinctive - - - - - - ( Computation & Communication) - - - - - Blurry Confined of the single desk Dynamic / Flexible learning 

Application of mobile or wireless devices for learning on the move (Kukulaska-Hulme & Traxler, 2005)



Learning across context (Walker, 2006)



Extension of e-learning (Brown, 2005)



WILD (Wireless interactive Learning Devices) learning (Pea and Maldonado Maldonado, 2006)



Ubiquitous learning: all students have access to various digital devices “whenever and wherever they need” (Van’t Hooft, Swan, Cook, & Lin, 2007, p.6)



Pervasive computer/ Context-aware computing (Moran & Dourish, 2001)



A step toward “Just in time, just enough, & just for me”

4

(Peters, 2007) 1/31/2010

MOBILE LEARNING: TECHNOLOGICAL AFFORDANCES Mobility Hierarchy

Sample Applications

L Level l Communication & 4 Collaboration

• Real-time Real time chat • Annotations • Data sharing • Wireless e-mail

Level

• Network database • Data collection • Data synthesis • Mobile Library

3 Level

2 Level

1

Capturing & Integrating Data

Flexible Physical Access

Productivity

Technological Affordances Communication intensive Group work S Synchronous h

Mobility

• Local database • Interactive prompting Just-in-time in time Instruction • Just

Asynchronous

• Calendars • Schedule • Contact • Grading

Individual work Content 5 intensive

Adopted from Gay, Rieger, and Bennington(2002)

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CAST STUDIES: 4 TYPES OF MOBILE LEARNING Well-defined instruction

Type 2

T Type 1

• Businessman in learning on the move • Podcast instruction (Hodges and Stackpole-Hodges, and Cox, 2008)

• Using Handheld in classroom: Match-My-Graph (a simple game that students play in pairs) (Vahey, Roschelle, and Tatar, 2007)

• A collaborative activity: Ss answer a set of multiple choice questions collaboratively (Cortez, Nussbaum, Santelices, Rodriguez, and Rodriguez, 2004)

Type 3

Type 4

• Mobile device as e-curator e curator in the museum setting • Application of field study (Gay et al., 2002)

•Environmental detectives : an augmented reality platform : students play a role of environmental engineers with a scenario)

Group Le earning

Individual Learning

• Distance learning via mobile phone in Africa (Goldman, Lewis, & Acholonu, 2007)

(Klopfer, Squire, & Jenkins, 2002; Klopfer and Squire, 2008)

6

Ill-defined Instruction

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DEMONSTRATION A SAMPLE CASE: WWW.BEEJEON.COM/BLOG

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DESIGN: USABILITY ISSUES* AND CONSIDERATIONS “Design Process”

“Message Design”

Applications

Physical Attributes    

Screen size and weight Inadequate memory Short battery life Network speed and readability

“Infrastructure” :Hardware



Usability 3 Key

Issues Implications

  

Short of built-in functions Need of additional application application, Difficulties to learn how to work Differences in different circumstances of use

Physical Environment    

“Infrastructure” Diffi l i iin using Difficulties i the h d device i out off d doors : Software

to excessive screen brightness Concerns about personal security Possible radiation from devices using radio frequencies Need of rain covers in rainy or humid conditions, etc.

* Source : Kukulska-Hulme, A. (2007)

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KEY IMPLICATIONS: 1) MESSAGE DESIGN Linear –Text based Graphic icon based Long scroll bar Easy navigation N extra d No design i work k ffor mobile bil device d i E Extra design d i work k for f mobile bil device d i

Title Post 1 Post 2 Post 3

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KEY IMPLICATIONS: 1) MESSAGE DESIGN Text

Graphic

Legibility

Usability

• Font Size: 12-14 12 14 • Font Type: Microsoft Sans Serif Arial / Verdana, etc.

• File format: Use .txt (instead .doc or .phf)

Provide option to choose either small or full screen size

Convert

Video

Use .3gp U 3 Do not use MOV or MPEG

Use .png ((instead .jpg jpg or .gif) g )

Compress Mobile version Medium quality 10

Internal Navigation DesignPage-to-Page connection 1/31/2010

KEY IMPLICATIONS: 2) INFRASTRUCTURE External Interaction Design b/w instructor & Learners among Learners

Instructor

11

Learner

Learner

MOBILE DEVICE + WEB 2.0 TECHNOLOGY

BLOG

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KEY IMPLICATIONS: 3) DESIGN PROCESS

Analyze

Design

Develop

I

mplementation

E

valuation

[ General ]

•Produce planning  •Make a prototype  •Learner analysis L l i •Define task  •Decide Media •Context analysis •Define concept • Pilot test •Define Scope • Output:  Flowchart and storyboard

[ Web ]

• Graphic Design  • Interface Design 

• Usability Test y • Formative/Summative Evaluation

• Make consistent revision • Web Development  • Include Web 2.0 Elements : Blog, Wiki etc. 

[ Mobile ]

• Interaction Design •Make adjustment for  • Field Tests • Environment analysis usable text, graphic, video  and audio elements  •Activity Design  •Use Emulator to test function  & look‐and‐feel

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WRAP-UP: THE ROLE OF DESIGNERS Importance of Learner and context analysis  Mobile learning g  Diverse use and creative learning environment  Physical and Hardware constrains  Need N d off more effective ff ti design d i  Software support  Contents provider / Message designer / Organizer  Interactive activity designer  Designers view VS. Users, VS. Clients view  Usability Test / Filed Test  Working with experts from different discipline  Think Big g and Think Small  Small Device & Bigger Plan 

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REFERENCES Brown, T. H. (2005). Towards a model for m-learning in Africa. International Journal of E-Learning, 4(3), 299-315. Cortez, C., Nussbaum, M., Santelices, P., Rodriguez, P., & Zurita, G. (2004). Teaching science with mobile computer supported collaborative learning (MCSCL). Paper presented at the The 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education. Gay, G., Rieger, R., & Bennington, T. (2002). Using mobile computing to enhance field study. In T. Koschmann, R. Hall & N. y (Eds.), ( ) CSCL2: Carrying y g forward the conversation (pp (pp. 507-528). ) Mahwah, NJ: Lawrence Erlbaum Associates. Miyake Goldman, S., Lewis, S., & Acholonu, U. (2007). Distant, global and mobile: Re-thinking possibilities for learning through international collaboration and exchange. Paper presented at the E-Learn 2007: World Conference on E-Learning in Corporate, Goverment, Healthcare, & Higher Education, Quebec city, Canada. Hodges, C. B., Stackpole-Hodges, C. L., & Cox, K. M. (2008). Self-efficacy, self-regulation, and cognitive style as predictors of podcast instruction. Educational Computing p g Research,, 38(2), ( ), 139-153. achievement with p Klopfer, E., & Squire, K. (2008). Environmental Detectives: the development of an augmented reality platform for environmental simulations. Educational Technology Research and Development, 56(2), 203-228. Kukulska-Hulme, A. (2007). Mobile usability in educational context: What have we learnt? International Review of Research in Open and Distance Learning, 8(2), article 1. http://www.irrodl.org/index.php/irrodl/article/view/356/879. K k l k H l Kukulska-Hulme, A & Traxler, A., T l J. J (2005). (2005) Mobile M bil llearning: i Ah handbook db k ffor educators d t and d ttrainers. i L d London: R tl d Routledge. Moran, T. P., & Dourish, P. (2001). Introduction to this special issue on context aware computing. Human-Computer Interation, 16(2), 87-95. Peters, K. (2007). m-Learning: Positioning educators for a mobile, connected future. International Journal Of Research in Open and Distance Learning, 8(2), article 8. http://www.irrodl.org/index.php/irrodl/article/view/350/894. Pea, R., & Maldonado, H. (2006). WILD for learning: Interacting through new computing devices anytime, anywhere. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (pp. 427-441). Cambridge: Cambridge University Press. Walker, K. (2006). Introduction: Mapping the landscape of mobile learning. In M. Sharples (Ed.), Big issues in mobile learning: Report of a workshop by the kaleidoscope network of excellence mobile learning initiative: University of Nottingham. van'tt Hooft, M., Swan, K., Cook, D., & Lin, Y. (2007). What is ubiquitous computing? In M. van van van'tt Hooft & K. Swan (Eds.), Ubiquitous Computing in Education. Mahwah, New Jersey: Lawrence Erlbaum Associates.

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KEY IMPLICATIONS: INFRASTRUCTURE (HARDWARE) Mobile Device

Desktop/PC p/

Display Resolution

240x320 px

1024x768 px or above 

RAM

64MB

512MB or above

Storage

SD card‐Up to 8GB

40G or above (~TB)

Network

WiFi 802.11a/b/g  3G (Cellular Network) Bluetooth 2.0, Beam

Wired and Wireless [WiFi 802.11a/b/g /n Ethernet (LAN)]

Input

Mini keypad Roller wheel 2 way/4 way arrow touch screen

Full Keyboard & Mouse

Camera (Option) p

2.0 MP CMOS Camera  Up to 1600 x 1200 px Up to 8x digital zoom 

Webcam 16 Import image or video file 1/31/2010

KEY IMPLICATIONS: INFRASTRUCTURE (SOFTWARE )

Operation  System

Mobile Device Mobile Device

Desktop/PC

Windows Mobile 6.0

Various Windows XP, Vista Mac OSX Mac OSX

Application A li ti Microsoft Mobile Office suite  Mi ft M bil Offi it Programs [ Word, Excel, PowerPoint         (view only)] Internet Explorer &Outlook Internet Explorer &Outlook Pictures and Videos MSN Instant Messenger Windows Windows Live Live Windows Media Player 10 Flash Lite 2.1 / IE  Flash Player 7  

Various ‐Unlimited

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Questions

&

C Comments t 18 1/31/2010