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“M-learning & E-learning Software for Microprocessor Using
P2P, Mobile Computing, Cross Compiler and Simulation”
Abstract
This paper describes the new innovative E-learning and M-learning methods
with the help of recent techniques like simulation, peer-to-peer computing,
mobile computing, cross compiler etc.
1. Introduction
The Microprocessor is one of the core subjects of Computer and Electronics
discipline. Through out India in all the institutes this subject is taught through black-
board teaching method and laboratory practical using microprocessor kit.
The microprocessor executes the programs written in assembly language
but this process is not direct. First the assembler converts the assembly programs into
.bin files and then these. .bin files can be executed on microprocessor. During execu-
tion of this converted assembly programs (i.e. .bin file containing Hex Code), each
line or instruction of the program affects the values of registers, program counter,
stack pointer and flags. Thus to understand the working of assembly language pro-
gram and in turn understanding the working of microprocessor the teaching environ-
ment should display
• Instructions
• Memory address of instructions
• Registers
• Flags
• Program counter
• Stack pointer
• Block diagram of the microprocessor
This subject needs hands on training with the help of microprocessor kit
along with the teaching.
In the beginning the solution has been successfully developed for desktop
computers with the help of simulation techniques, assembler and cross compilers.
In the second stage the web-based solution has been implemented for borderless edu-
cation. In the third stage the collaborative environment has been introduced using
peer-to-peer computing technology. In the final stage the M-learning solution has
been introduced.
The Switch version 2.0 is another good RAD Flash tool, which has been used
extensively to accomplish this task [7].
While developing this software many issues like e-pedagogy, memory reten-
tion techniques, software engineering for content development has been considered
[9-15].
3. Second Stage: Web Based solution using RLO, SCORM & LMS
The E-learning system based on “On Demand training, any time training,
Anywhere Training” is the need of the hour. The Web based E-learning product en-
hances the capability of e-learning system [16-20]. Thus in 2004, the entire product
has been redesigned. Instead of C language, the java language has been preferred [21-
22]. To implement the project using Learning Management System (LMS) the con-
tent should based on Reusable Learning Objects (RLO) [23-28]. All the Flash files
have been redesigned and converted to RLO according to the SCORM (Shareable
Content Object Reference Model) standard [29]. The LMS is the costly affair and
hence Open source LMS like Model [30] has been preferred.
Start simulation
Yes No
Flag i = 1 If single Flag i = 0
step
Yes
If HLT Stop
No
No Yes
Accept key Check the key pressed
If i = 0
F10 END
Memory Watch Process H/W interrupts
If Key
ESC
After the Television the mobile is the next revolutionary technology, which
has tremendous penetration power and becomes the technology of masses.
In 2005 more than one billion persons have access to this technology. These
devices have many advantages like ubiquity, convenience, instant connectivity, per-
sonalization, coverage, better battery life, localization of product and services. The
size and cost of the computers is reducing and the power of mobile devices is increas-
ing. The PDA is the smallest version of the computer whereas the smart phone is the
latest version of the mobile. The computing power of recent smart phone is far better
than PDA (figure 6). Thus the next generation E-learning will be M-learning (i.e. Mo-
bile learning) [33-37].
Figure 6: Handheld Devices
The last decade witnessed the exponential growth of E-learning tools and
technologies. For desktop computers there is an technologies of desktop an ample
choice for E-learning technologies. The mobile devices have smaller screen, limited
memory etc. Thus all the technologies of desktop computers cannot be used as it is
for mobile devices.
To take the advantage of mobile devices the entire software’s have been re-
framed and modified using new techniques and technologies. This is very challenging
and innovative work. These applications have
been tested using series 60 Symbian Operating Sys-
tem based Nokia 6630 device [38].
The Java (J2EE), C++ and .Net are the common language for developing the
application for the mobile. But it is little bit tidies job. Recently the AppForge’s has
launched the new software for mobile programming namely “Crossfire Mobile VB
version 5.6.1” [39]. This is an add-on for Visual Basic 6.0. Using this Visual Basic
6.0 can be utilized for developing the applications for mobiles. The figure 8 shows
the screen-shots of this software. This software supports multi-platform development
without changing the code with the help of Crossfire Clients, which are required to
execute the applications at mobile devices. To do this job, this software supplies
crossfire clients for various types of handheld devices. For Symbian Operating Sys-
tems it directly generates the .sis files. Using this software, it is far easy to develop
mobile applications as
com- pare to all oth-
er pro- gramming lan-
guage. Thus this soft-
ware has been pre-
ferred.
To play Flash files on mobile devices, the Adobe Macromedia Flash provides a
special player namely Flash Lite 1.1. Because of limited screen size and
memory capabilities of mobile devices the Flash Lite cannot support all the cap-
abilities of Flash version 8. The Flash Lite compatible content can be generated
using Macromedia Flash version 7.2 or higher versions.
The Flash Lite supports only Flash 4 capabilities thus all the SWF files
previously developed couldn’t be converted into Flash Lite format. Sometimes
these files have been converted to AVI file format and then converted to mobile
Compatible AVI files using Smart Movie Converter [40]. In addition to this the
help of Mob clip software has been taken to convert the SWF file to .mo file to
view on mobile phone devices [41]. This project will take another one year for
final release.
6. Results
In the first stage itself, it has replaced 60% classroom teaching and more than
80% laboratory work. Without the help of teacher students have learned the subject,
initially, students have faced the difficulties for understanding few concepts. Later on
in updated version these simulation have been modified and got better results. Still
this software could not replace the teacher fully. Without the help of this tool gener-
ally 80 hours teaching was required for covering entire syllabus. This tool has re-
duced the teaching time up to 45%.
Previously the second/third year students had always executed the assembly
language programs in the Advanced Microprocessor lab during specified class hours.
Using this product they can do the assembly language experiments at any time, even
at home. The student’s feedback shows very encouraging results.
The creation of independent RLO is a difficult task and many simulations have
been restructured to achieve this goal. The second stage has increased the conveni-
ence and time efficiency. The concepts like “knowledge On-Demand” and “Know-
ledge Any-Where” have been implemented in this stage. In true sense the borderless
education has been provided in this stage.
Conclusion
Through this software the basic aim “hands on training along with teaching”
has been achieved successfully. This E-learning product has substantially reduced the
teaching load of microprocessor and produces very satisfactory results. It has in-
creased the student apprehension level substantially. This is a very time efficient tool
and saved approximately 45% teaching time. Using this technique it is possible to
teach geographically scattered students and create the collaborative environment. The
mobile learning phase of this software has enhanced the capability of this project and
facilitates to use the spare time of the student very effectively.
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