Mobile Application & Mobile Learning

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Mobile learning M-learning is an education interaction delivered via mobile applications. The mobile technology allows students to access learning materials from any location. Software systems that implement E-learning platform include specifically learning applications as well as software that supports applications such as geolocation, data access, readers and maps that can be adapted for learning purposes. M-learning hardware may include various portable devices such as mobile phones, handheld PCs, tablets, iPods and notepads that have the capability of running mobile applications. M-learning utilizes current technology that is attractive to current generation their application in learning makes it possible to foster student engagement. Portable devices make learning easy by integrating various applications that support daily practices.

Based on the scope of learning targets E-learning platforms are created with simple interactive user interface characterized by simple navigation links that direct to various learning applications. Early child development scope of learning should be incorporated into the brief review of information rather than prolonged or deep learning. Tools and set of operations applied should respond in real time to work and mimic most classroom setup environment. Advanced learning scopes such as secondary schools, colleges, and universities should implement complex platforms that incorporate multiple applications to track entire syllabus involves in their curriculum (Attewell, & Savill-Smith, 2003). The advanced systems should integrate solving of multidimensional problems as well as directive exercises that should access students. Collaborative learning applications such as games, social networking tools, calendars, customized scientific calculators, simulators, and modules that facilitate model-based learning should be incorporated into the mobile application. Argumentative mobile learning and assessment tests should be introduced to facilitate series based checking of student advancement in the various field of courses.

Current manufacturers are developing mobile applications as well as devices capable of motivating teachers and students to implement E-learning programs within mobile devices. Most devices support wireless networks, and most hands held devices support cell networks that implement mobile lessons, exercises and communication (Ryu, & Hokyoung, 2012). E-learning should promote the local and international gathering of ideas and materials for learning by developing platforms that integrate distance learning within institutions. Collaboration and networked connections between different institutions of learning should be promoted to help students share ideas and knowledge in more advanced and technology-based ways (Hoppe, Joiner, Milrad, & Sharples, 2003).

Mobile learning systems should integrate social, cultural practices to facilitate proper relationships between the current form of education and traditional systems of education (Hoppe, et al., 2003). The applications such as mathematically oriented learning system should be applied to help students and teachers manage and control learning of statistics, algebraic expressions, integration and differentiation using computers (Lai, et al., 2007). Mobile technology and operating systems such as Android, Apple, and Nokia have high capability of running an application such as Matlab, SPSS, and more advanced scientific programs. The new trends in technology that implements BYOD Bring Your Device (BYOD) techniques are enhancing and creating demand for many students desiring to use devices that they can understand and have familiarity. Developers are implementing HTML5, jQuery, Javascript and CSS to develop and create interactive graphics that can allow mobile devices run and make updates of available applications in Google cloud (Low, and O’Connell, 2006). Offline learning platforms have been promoted through the launching of Lectora Mobile. It implements mobile applications tools that allow students to complete their courses while offline. Completed work is sent back to assessment teachers and facilitators through Lectora Mobile learning platform when learners connect to the internet.

Significance of Mobile Learning Applications

The mobile learning platform has the potential of ensuring that remote locations have a high capability of acquiring learning updates as well as high standardized education through distance learning. The education system and quality of education can be standardized by ensuring that tutorials based programs are uploaded in learning platforms (Charles, & Aaron, 2014). Through Sector mobile learning platforms various working officials, as well as working staffs, can learn through the offline-enabled platform to facilitate continuous learning while at working environments. Mobile learning systems such as learning management systems can allow monitoring of students through real-time examination. Exams can be conducted online, and students can get instant results. Various options involving examination irregularities can be controlled through timed examination performed via online based platforms.

Characteristics of Mobile Learning Application

The m-learning application should facilitate direct collaboration between teaching tutors and students. Interaction interfaces should be created to facilitate better and responsive operations between students and teachers. E-learning platforms should support short message services (SMS), multimedia servicing messages (MMS) and instant messages (IM) (Naismith et al., 2004). Mobile learning application should reveal realistic applications such as simulations using direct and indirect conferencing and guidance systems. Services such as learning outcomes and learning activities should have easy ways of setting and configuring to facilitate customizing of various applications. E-learning platforms should facilitate real-time activities such as uploading, downloading and online testing of students using their devices (Daniel Churchill, et al., 2016). Time and checking of tests should be automated to ensure that students can access their results immediately after completing their test.  Video conferencing as well webinar training sessions should be activated in mobiles applications.

Proposal

The session shall implement an online system that automates learning the process. The research study shall use HITML5, jQuery, JavaScript and CSS to implement a mobile application that can manage and control online examination. Interactive systems applications such as user interfaces and student communication portals shall be embedded in the system. The operation shall implement step by step iteration guided by action research methodology.

Iteration 1: Orientation Process

The session shall involve having an interactive online meeting with M-learning expert for acquiring procedures and guidelines for performing activities involving the development of E-learning platform. The session shall involve introduction training webinar meeting to familiarize with tools, development technologies as well as methodologies required in implementing mobile application systems. Introduction session shall cover orientation on various semantics, and principles followed while designing, implementing and testing developed systems.

Iteration 2: Systems and Requirement Analysis

The session shall implement conducting of need and analysis operations whereby I shall carry out a preliminary study to determine the needs and specifications of various users. The session shall cover a demographic research to gather systems demanded by students in implementing the E-learning platform. I shall also implement a benchmarking research study by interacting with existing systems to acquire data and information concerning hardware and software requirements in the development of proposed E-learning platform. The session shall obtain input and output data and information required by users of the system.

Iteration 3: Development, Testing, and Error Collection

The study shall involve collaborating with experts in the field of programming to acquire knowledge, skills, and experience in designing, coding, and testing E-learning applications. The session shall cover interaction with Android operating systems as well as tools applied in ensuring compatibility developed applications. The session shall involve training on how to implement a testing of M-learning applications to ensure that developed systems meet needs and requirements of users. The session shall involve correcting errors and flaws associated with the developed system.

Iteration 4: Installation and User Training and Documentation

The session shall involve carrying out the process of deployment procedures by preparing users to install the new applications in their systems. The session shall involve users downloading and upgrading their systems to ensure they have acquired specified system. Iteration shall train end users o-n how to apply the application ink learning as well as understanding how to navigate the application software.

Iteration 5: Documentation and Maintenance

Iteration shall collect all deliverables collected in various phases and use that to formulate a detailed documentations explaining entire research study. The document shall facilitate future development and implementation of operations to help in maintaining, troubleshooting, diagnosing and repairing applications. Maintenance procedures shall involve making updates and providing them for easy upgrading of mobile learning applications.

References

Attewell, J. & Savill-Smith, C. (2003). Mobile learning and social inclusion: focusing on learners and learning, Learning and Skills Development Agency, London, UK. Available at http://www.lsda.org.uk/files/pdf/1440.pdf

Charles M. & Aaron D. (2014). The New Landscape of Mobile Learning: Redesigning Education in an App-Based world. USA: Routledge

Daniel Churchill, Jie Lu, Thomas K.F. Chiu, Bob Fox (2016). Mobile Learning Design: Theories and Application. USA: Springer

Hoppe, H.U., Joiner R., Milrad M., & Sharples, M., (2003). Wireless and Mobile Technologies in Education, Journal of Computer Assisted Learning 19, 3, pp 255-261.

Lai, C.H., Yang, J.C., Chen, Ho, C.W., and Chan T.W., (2007). Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices, Journal of Computer Assisted Learning , 23, 326–337

Liu, C. C.and Kao, L. C., (2007). Do handheld devices facilitate face-to-face collaboration? Handheld devices with large shared display groupware to facilitate group interactions. Journal of Computer Assisted Learning, 23, 285–299.

Low, L. and O’Connell, M. (2006). Learner-centric design of digital mobile learning. Paper presented at Learning on the Move, Brisbane, Australia.

Naismith L., Lonsdale P., Vavoula G., and Sharples, M. (2004) Literature Review in Mobile Technologies and Learning,Report 11, Future lab Series, http://www.futurelab.org.uk/research/reviews/reviews_11_and12/11_01.htm

Ryu, & Hokyoung (2012). Innovative Mobile Learning: Techniques and Technologies: Techniques and Technologies. USA: IGI global

Zane L. Berge, Lin Muilenburg (2013). Handbook of Mobile Learning. USA: Routledge



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