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
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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”
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(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)
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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