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Journal Summary-Mobile Application
Journal Summary-Mobile Application
Information and communication technology is taking over all aspects of human life and
technologies (ICTs) lead to the creation of portable computing/ communication devices such
as laptops, PDAs and smart phones connected to wireless networks (Corbeil & Valdes-
Corbeil, 2007, p.51). Creation of ICTs devices help to promote and improve opportunities of
advanced communication among people. Mobile technology such as iPods, MP3 Player,
Personal Digital Assistants (PDAs), USB Drive, E-Book Reader, Smart Phone, Ultra-Mobile PC
(UMPC) and Laptop/Tablet PC have the capabilities of storage and transmission of data and
information either in sound, text, sound-text, pictures (Corbeil & Valdes-Corbeil, 2007)
tremendously facilitate and improve the way people communicate and use ICTs in their
daily lives. Mobile Marketing Association (MMA) stated in their periodical Artical, that many
mobile applications ,such SMS/MMS clients, browsers and music player come pre-installed
shows that mostly mobile applications are easily available for customers and may be easily
downloaded and installed based by their choice and needs. People seem to be more and
more technology literate due to exposure by such technology and communication devices.
Based on a research done by Aiolli and Claudio E. Palazzi (2008) mobile phone have
brought into our lives the possibilities and the willingness to be always reachable by
anybody. Mobile phones have almost become an extension of ourselves, making as Homo
Mobilis for much we tend to never separate from the (Aiolli & Claudio, 2008). Besides
mobile phone, gaming has become people favourite digital application. Based on an article
market. First the incredible proliferation of mobile phones, which have surpassed in number
base line phones in countries such as Finland and Italy, thus creating hundreds of millions of
potential customers. Second, technological advances have transformed mobile phones from
a cordless version of a regular phone into a hand-held computer able to deliver quality
audio/video and quickly run complex algorithms, as those required by recent games. Third,
the increasing availability of wireless connectivity (i.e., GPRS, UMTS, Bluetooth, Wi- Fi)
provides the possibility to play online with other people and allows to create new business
models where the game is bought online and directly downloaded in the mobile phone.
Berners-Lee (1989) once stated that internet is a network that anyone from
anywhere in the world can contribute to. Advancement in communication technology has
helped to promote online education and online learning/M-Learning. Ebner (2009) said both
presents itself as a promising new methodology to improve the learning and teaching
process of academia. The main medium is by using interaction as the key point between
Today the domain of World Wide Web (WWW) seems to be part of our life. For
example the existence of application such as Wikipedia, Youtube, Flickrs, and Google help us
to contribute to a worldwide global community (Korina et al, 2006). Besides that, online
applications such as Wikipedia ,Weblogs & podcasts have turned the possibilities to enhance
higher education lecturing (Downes, 2005; Augers et el, 2005; Caddick, 2006; Luca &
McLoughlin, 2005; Farmer & Bragg, 2005; Evans, 2007; Towned, 2005; Raitman et el, 2005;
Ebner, 2007). Within the teaching and learning environment the term “social learning” often
occurs according to the aspect that many people share, collect & discuss worldwide over
(Contre & Paolucci, 2001) then help to support an amazing change in the “use of the web”.
In Ebner et al (2007) and also discussed by Downes (2005), both described that
accessibility and affordability of broadband access to the internet enabled anyone to easily
accessing the internet and share information with each others. Recent technological and
infrastructure advancement assist not only on the precondition (which is access to the
Internet) is fulfilled; improvement in high connection speed is also available which is very
necessary for working and dealing with bulky data in the internet. Besides that,
advancement in communication devices and social software gets more people to use it
(O’Reilly, 2005) and these improvements promotes more people get in touch with each
other and improve their social connections. By using technologies in our daily routines
pervasive computing becomes an extremely new event in our lives (Weiser, 1991).
usability of such ICTs devices is one of the main factors in promoting ICTs among users
(Nielsen, 2003). Writing, sharing and collecting data in the net have become as easy as
dealing with common desktop applications due to the simple nature of online applications
knowledge. Moreover, personal learning environments are getting more popular (Schaffert
& Hilzensauer, 2008). It also can be summarized in a way that our next generation is more
technology savvy that more and more users become involved in it. Web technologies are
influencing Higher Education considerably (Ibid). The most famous part of this movement is
the use of Weblogs or Blogs. The best definition about this phenomenon in Walker (2007)
entries arranged in a reverse chronological order. The simple application of weblogs may
personality (“data entries” of users) (Ebner & Taraghi, 2008). By integrating Weblogs into
our daily working routine, the tool can turn into a new form of digital memory by supporting
three crucial factors: individuality, collectively and community (Schiefner and Ebner, 2008).
Furthermore, several examples pointed out how Weblogs can be used for different
didactical scenarios. Karger & Quan (2005) reported that the concept of decentralization,
per-user publication and user cantered information helps improve lectures. Luca &
McLoughlin (2005) presented that tracking and checking the running of processes of oneself
from the learner group is of high relevance. Huberman et al (2009) pointed out that social
networking aspect and corroboration of the communication process through micro blogging
of new learning and teaching attitude. By using new technology, students may share among
them and the knowledge of new media. This may also make an impact on social interaction,
allowing the rethinking didactical approaches. Both student and teachers alike will gain a
great deal by using ICTs. There are a great potential of using new media and the internet in
big lecture rooms. The interactivity of lecturing using this new method guarantees the
The technology which will enhance learning must ensure the learners to become more
engaged and that the learning process should be done through conversation by the means
of ICTs.