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Literature Review in Mobile Technologies and Learning

Laura Naismith, Mike Sharples, Giasemi Vavoula, Peter Lonsdale

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FUTURELAB SERIES

REPORT 11:

Literature Review in Mobile


Technologies and Learning
Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples
University of Birmingham
Acknowledgements

Claire O'Malley, University of Nottingham


Educational Technology Research Group, University of Birmingham

ABOUT FUTURELAB

Futurelab is passionate about transforming the way people learn.


Tapping into the huge potential offered by digital and other
technologies, we are developing innovative learning resources and
practices that support new approaches to education for the 21st
century.

Working in partnership with industry, policy and practice, Futurelab:

• incubates new ideas, taking them from the lab to the classroom
• offers hard evidence and practical advice to support the design
and use of innovative learning tools
• communicates the latest thinking and practice in educational ICT
• provides the space for experimentation and the exchange of ideas
between the creative, technology and education sectors.

A not-for-profit organisation, Futurelab is committed to sharing the


lessons learnt from our research and development in order to
inform positive change to educational policy and practice.
FUTURELAB SERIES

REPORT 11: CONTENTS:

EXECUTIVE SUMMARY 2

Literature Review in Mobile SECTION 1


INTRODUCTION 6
Technologies and Learning SECTION 2
AN ACTIVITY-BASED
APPROACH TO CONSIDERING
LEARNING WITH
Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples
MOBILE TECHNOLOGIES 9
University of Birmingham
SECTION 3
TEACHING AND
LEARNING WITH MOBILE
TECHNOLOGIES –
CASE STUDIES 20
FOREWORD
SECTION 4
Mobile technologies are a familiar part of This review provides a rich vision of IMPLICATIONS FOR
the lives of most teachers and students the current and potential future LEARNERS, TEACHERS
in the UK today. We take it for granted developments in this area. It moves AND TECHNOLOGY
DEVELOPERS 33
that we can talk to other people at any away from the dominant view of mobile
time, from wherever we may be; we are learning as an isolated activity to explore SECTION 5
beginning to see it as normal that we can mobile learning as a rich, collaborative THE FUTURE OF TEACHING
access information, take photographs, and conversational experience, whether AND LEARNING WITH
record our thoughts with one device, and in classrooms, homes or the streets of MOBILE TECHNOLOGIES 36
that we can share these with our friends, a city. It asks how we might draw on BIBLIOGRAPHY 37
colleagues or the wider world. Newer existing theories of learning to help us
developments in mobile phone technology evaluate the most relevant applications APPENDIX 1
are also beginning to offer the potential of mobile technologies in education. It CHARACTERISTICS OF
for rich multimedia experiences and for describes outstanding projects currently MOBILE TECHNOLOGIES 42
location-specific resources. under development in the UK and around APPENDIX 2
the world and it explores what the future MAJOR MOBILE LEARNING
The challenge for educators and might hold for learning with mobile RESEARCH PROJECTS 42
designers, however, is one of technologies.
understanding and exploring how best
we might use these resources to support We look forward to hearing your views
learning. That we need to do this is on this review and welcome comments
clear – how much sense does it make at research@futurelab.org.uk
to continue to exclude from schools,
powerful technologies that are seen as Keri Facer
a normal part of everyday life? At the Director of Learning Research
present time, however, the models for Futurelab
using and developing mobile applications
for learning are somewhat lacking.

1
EXECUTIVE SUMMARY

EXECUTIVE SUMMARY existing theories. Our review of the


literature reveals six broad theory-based
The whole world is going mobile. Phones, categories of activity, and identifies a
computers and media devices now fit in number of examples of the use of mobile
our pockets and can connect us to a technology in each of them:
variety of information sources and enable
communication nearly everywhere we 1 Behaviourist – activities that promote
go. There is considerable interest in learning as a change in learners’
exploiting the almost universal appeal observable actions
and abundance of these technologies for In the behaviourist paradigm, learning
their educational use. is thought to be best facilitated through
the reinforcement of an association
the whole world The following issues are the most salient: between a particular stimulus and a
response. Applying this to educational
is going mobile technology, computer-aided learning is
WHAT ARE THE NEW MOBILE the presentation of a problem (stimulus)
followed by the contribution on the part
TECHNOLOGIES, AND WHY ARE
of the learner of the solution (response).
THEY RELEVANT TO LEARNING? Feedback from the system then provides
the reinforcement. In a mobile learning
With respect to technologies, ‘mobile’ context, classroom response systems
generally means portable and personal, like ‘Classtalk’ (Dufresne et al 1996) and
like a mobile phone. Many examples of ‘Qwizdom’ (Qwizdom: Assessment for
learning with mobile technologies fit in Learning in the Classroom 2003) fall in
to this description. Personal digital this category, as well as examples of
assistants and mobile phones are the content delivery by text messages to
most commonly used technologies for mobile phones (BBC Bitesize 2003,
mobile learning, but they exist within 2004; Thornton and Houser 2004).
the larger space of possible mobile
technologies that can be broadly 2 Constructivist – activities in which
categorised on the two dimensions of learners actively construct new ideas or
personal vs shared and portable vs static. concepts based on both their previous
and current knowledge
In the constructivist approach, learning
NEW LEARNING AND TEACHING is an active process in which learners
PRACTICES AND MOBILE construct new ideas or concepts based
TECHNOLOGIES on both their current and past
knowledge. Learners are encouraged
Most previous reviews of mobile to be active constructors of knowledge,
technologies and learning have been with mobile devices now embedding
concerned with the use of these them in a realistic context at the same
technologies to address specific time as offering access to supporting
curriculum areas. In this review, we tools. The most compelling examples
take an activity-centred perspective, of the implementation of constructivist
considering new practices against principles with mobile technologies

2
REPORT 11
LITERATURE REVIEW IN MOBILE TECHNOLOGIES AND LEARNING
LAURA NAISMITH, PETER LONSDALE, GIASEMI VAVOULA, MIKE SHARPLES, UNIVERSITY OF BIRMINGHAM

come from a brand of learning in Vygotsky’s socio-cultural psychology


experience termed ‘participatory (Vygotsky 1978), including activity theory
simulations’, where the learners (see for example Engeström 1987).
themselves act out key parts in an Though not traditionally linked with
immersive recreation of a dynamic collaborative learning, another theory
system. Examples include the Virus that is particularly relevant to our
Game (Collella 2000), Savannah consideration of collaboration using
(Facer et al in preparation), and the mobile devices is conversation theory
Environmental Detectives (Klopfer (Pask 1976), which describes learning
and Squire in preparation). in terms of conversations between
different systems of knowledge. Mobile
3 Situated – activities that promote devices can support mobile computer-
learning within an authentic context supported collaborative learning
and culture (MCSCL) by providing another means of
Situated learning posits that learning coordination without attempting to
can be enhanced by ensuring that it replace any human-human interactions,
takes place in an authentic context. as compared to say, online discussion
Mobile devices are especially well suited boards which substitute for face-to-face
to context-aware applications simply discussions (Zurita et al 2003; Cortez et
because they are available in different al 2004; Zurita and Nussbaum 2004).
contexts, and so can draw on those
contexts to enhance the learning activity. 5 Informal and lifelong – activities mobile devices
The museum and gallery sector has that support learning outside a
been on the forefront of context-aware dedicated learning environment
are especially
mobile computing by providing and formal curriculum well suited to
additional information about exhibits Research on informal and lifelong
and displays based on the visitor’s learning recognises that learning
context-aware
location within them. Examples of happens all of the time and is applications
mobile systems that situate learning in influenced both by our environment and
authentic contexts include the Ambient the particular situations we are faced
Wood (Rogers et al 2002), MOBIlearn with. Informal learning may be
(Lonsdale et al 2003, 2004), and the intentional, for example, through
multimedia tours offered at the Tate intensive, significant and deliberate
Modern (Proctor and Burton 2003). learning ‘projects’ (Tough 1971), or
it may be accidental, by acquiring
4 Collaborative – activities that promote information through conversations, TV
learning through social interaction and newspapers, observing the world
Collaborative learning has sprung out or even experiencing an accident or
from research on computer-supported embarrassing situation. Such a broad
collaborative work and learning view of learning takes it outside the
(CSCW/L) and is based on the role of classroom and, by default, embeds
social interactions in the process of learning in everyday life, thus
learning. Many new approaches to emphasising the value of mobile
thinking about learning developed in technologies in supporting it. An
the 1990s, most of which are rooted example in this category is the system

3
EXECUTIVE SUMMARY

described by Wood et al (2003) where WHAT ARE THE IMPLICATIONS


breast cancer patients are enabled to FOR LEARNERS, TEACHERS AND
access trustworthy information about
CURRICULUM DEVELOPERS?
their condition, to communicate with
other patients, and to keep track of
Learning and teaching with mobile
the issues that concern them.
technologies is beginning to make a
breakthrough from small-scale pilots
6 Learning and teaching support –
to institution-wide implementations. In
activities that assist in the coordination
order for these implementations to be
of learners and resources for learning
successful, educators and technology
activities
developers must consider the following
Education as a process relies on a
key issues:
great deal of coordination of learners
and resources. Mobile devices can be
• Context: gathering and utilising
used by teachers for attendance
contextual information may clash with
reporting, reviewing student marks,
the learner’s wish for anonymity and
general access of central school data,
privacy.
and managing their schedules more
effectively. In higher education, mobile • Mobility: the ability to link to activities in
devices can provide course material the outside world also provides students
to students, including due dates for with the capability to ‘escape’ the
assignments and information about classroom and engage in activities that
timetable and room changes. Examples do not correspond with either the
of using mobile technologies in this teacher’s agenda or the curriculum.
context include a mobile learning • Learning over time: effective tools are
organiser which has been developed and needed for the recording, organisation
tested at the University of Birmingham and retrieval of (mobile) learning
(Holme and Sharples 2002; Sharples et experiences.
al 2003; Corlett et al 2004), and the use
• Informality: students may abandon
of mobile phone technologies to support
their use of certain technologies if they
computing students (Riordan and
perceive their social networks to be
Traxler 2003; Traxler and Riordan 2003).
under attack.
a blended A blended approach to enabling learning • Ownership: students want to own and
with mobile technologies is necessary as control their personal technology, but
approach to successful and engaging activities draw this presents a challenge when they
enabling learning on a number of different theories and bring it in to the classroom.
practices.
with mobile Research-informed guidelines can help to
technologies is address these issues along with more
practical concerns such as cost, usability,
necessary technical and institutional support. A set
of such guidelines (O’Malley et al 2003) is
presented in Section 4.1 and outlined here:

4
1 Investigate a cost model for WHAT IS THE FUTURE OF MOBILE learning and
infrastructure, technology and services. TECHNOLOGY IN EDUCATION?
teaching with
2 Study the requirements of all those Mobile technologies are becoming more mobile
involved in the use of the technology embedded, ubiquitous and networked,
(learners, teachers, content creators) with enhanced capabilities for rich social
technologies
to ensure it is usable and acceptable. interactions, context awareness and is beginning
internet connectivity. Such technologies
3 Assess that the technology is suited can have a great impact on learning.
to make a
to the learning task and examine Learning will move more and more outside breakthrough
advantages and disadvantages of each of the classroom and into the learner’s
technology before making a decision on environments, both real and virtual, thus
which one to use. becoming more situated, personal,
collaborative and lifelong. The challenge
4 Assign the necessary roles for initiating will be to discover how to use mobile
and thereafter supporting mobile technologies to transform learning into
learning. a seamless part of daily life to the point
where it is not recognised as learning at all.
5 Develop procedures and strategies for
the management of equipment when it
is provided by the institution.

6 Provide training and (ongoing) technical


support to the teachers to enable them
to use mobile technologies to enhance
current and to enable new instructional
activities.

7 Consider the use of mobile technologies


for student administration tasks.

8 Consider the use of mobile technologies


to support collaborative and group
learning.

9 Discover and adopt suitable applications


that match the needs of your specific
classroom and map directly to your
curriculum needs.

10 Ensure security and privacy for the


end users.

5
SECTION 1

INTRODUCTION

1 INTRODUCTION the use of computers in education.


The specific aims of this review are:
Today we are witnessing the emergence of
a connected, mobile society, with a variety • to identify the different types of mobile
of information sources and means of technologies that are applicable to
communication available at home, work, learning
school and in the community at large. • to explore new and emerging practices
Some even describe this as the beginning relating to the use of mobile
of the next social revolution (for example, technologies for learning
Rheingold 2003). A high proportion of UK
residents have mobile phones (75% • to identify the learning theories that are
general population, 90% young adults; relevant to these new practices
Crabtree et al 2003) that can handle both • to present a set of exemplary case
voice calls and the display of textual studies demonstrating uses of mobile
information. Many newer phones also have technologies for learning
the ability to connect wirelessly to the • to present key issues and guidelines to
internet. Hand-held computers, otherwise inform current educational practice and
known as personal digital assistants policy
(PDAs), are also becoming more
widespread (BBC 2004), being distributed • to encourage educators and technical
by employers who are eager to keep their developers to rethink their roles for the
workforce productive whilst on the move. future of learning with mobile
Laptops, though already a well-established technologies.
technology, have gained new appeal when
combined with the connectivity of newer
mobile phones – a laptop can now use a 1.1 MOTIVATION FOR THIS REVIEW
mobile phone as a means to dial-up the
internet and in doing so offer a truly The prevalence of mobile technologies is
mobile web experience. Furthermore, in itself a motivator to exploit them for
kiosks and information screens are learning. Mobile technologies are already
appearing all around the country, and widespread among children (NOP 2001).
both researchers and industry are It makes sense, then, for an educational
keen to exploit the potential of these system with limited information and
‘ambient’ approaches to providing rich communication technology (ICT) resources
information spaces. to make the most of what children bring to
the classroom. Sharples (2003) suggests
There is considerable interest from that rather than seeing them as disruptive
educators and technical developers in devices, educators should seek to exploit
exploiting the unique capabilities and the potential of the technologies children
characteristics of mobile technologies to bring with them and find ways to put them
enable new and engaging forms of into good use for the benefit of learning
learning. This review explores the use of practice. Mobile technologies provide an
these mobile technologies for learning, opportunity for a fundamental change in
considered against a backdrop of existing education away from occasional use of a
learning theories that have been applied to computer in a lab towards more embedded

6
use in the classroom and beyond in individualised learning experiences, and
(Hennessy 1999). Soloway et al (2001) have to giving them increased ownership (and
further argued that to make any difference hence responsibility) over their own work.
in the classroom at all, computers must be
mobile and within ‘arm’s reach’. Most previous reviews of mobile
technologies for learning categorise
The nature of learning is closely linked examples of use according to curriculum
to the concept of mobility. Vavoula and area. We believe that the benefits of mobile
Sharples (2002) suggest that there are technologies for learning encompass more
three ways in which learning can be than just what an individual can do with a
considered mobile: device, and that there is thus a need for
a wider review of new and emerging
“learning is mobile in terms of space, ie it practices and how these relate to theories
happens at the workplace, at home, and at and paradigms previously established for
places of leisure; it is mobile between the use of computers in education.
different areas of life, ie it may relate to
work demands, self-improvement, or
leisure; and it is mobile with respect to 1.2 CLASSIFICATION OF MOBILE
time, ie it happens at different times TECHNOLOGIES
during the day, on working days or on
weekends” (p152). There are many different kinds of
technology that can be classed as ‘mobile’.
The close relation of learning to the Mobile, to most, means ‘portable’ and
context and the situation in which the ‘movable’. It also seems to implicate a
learning need arises has been widely ‘personal’ as opposed to ‘shared’ context
discussed in the literature (Brown et al of use, and the terms ‘mobile’ and
1989; Lave and Wenger 1991) and the ‘personal’ are often used interchangeably –
benefits of just-in-time, situated learning but a device might be one without
have been explored (Goodyear 2000). Nyiri necessarily being the other.
(2002) notes that knowledge is information
in context and since mobile devices enable We can classify the range of mobile
the delivery of context-specific information technologies using the two orthogonal
they are well placed to enable learning and
the construction of knowledge. 1 2
Personal
Mobile phones
Mobile technologies offer learning Games PDAs
Classroom
experiences which can effectively engage consoles
Tablet PCs response systems
and educate contemporary learners and Laptops
which are often markedly different from Portable Static
those afforded by conventional desktop
Videoconferencing
computers. These devices are used Kiosks
Electronic
dynamically, in many different settings, whiteboards
giving access to a broad range of uses and Shared
situated learning activities. The personal 3 4
nature of these technologies means that
they are well suited to engaging learners Fig 1: Classification of mobile technologies

7
SECTION 1

INTRODUCTION

dimensions of personal vs shared and on the move, but the devices themselves
portable vs static, as outlined in Fig 1. are not physically movable. Street kiosks,
Quadrant 1 shows devices that can be interactive museum displays and other
classified as both portable and personal. kinds of installations offer pervasive
These kinds of devices are what people access to information and learning
most commonly think of in relation to experiences, but it is the learner who is
mobile technologies: mobile phones, portable, not the delivery technology. Such
PDAs, tablet PCs and laptops. It also devices are typically seen as being less
includes hand-held video game consoles, personal, and are likely to be shared
with Rosas et al (2003) and Lee et al (2004) between multiple users. Their larger size
reporting on early evaluations of their means they are also better suited to
educational use. Since these devices multiple-user interactions. These are
normally support a single user, they are shared portable technologies.
generally perceived as being very personal.
The networked nature of such devices For more shareable interactions, the
affords communication and information devices themselves must become larger
sharing, meaning that while the devices and hence less portable. Examples include
themselves are personal, the information interactive classroom whiteboards and
within them can be shared easily. These video-conferencing facilities, as shown
devices are portable because they are in quadrant 4. These technologies have
taken from place to place and hence been included to show the complete
they can be available in many different space of possibilities engendered by our
locations. These are personal portable classification, but they would generally
technologies. not be classed as mobile technologies.

Some other technologies, less portable We believe that ‘mobile technologies’


than mobile phones and PDAs, can still comprise all devices from quadrants 1-3,
offer personal interactions with learning and those from quadrant 4 that are not at
experiences. Classroom response systems, the extreme end of the ‘static’ dimension.
shown in quadrant 2, consist of individual
student devices that are used to respond
anonymously to multiple choice questions 1.3 SCOPE OF THIS REVIEW
administered by a teacher on a central
server. This technology is static in the In this review we will primarily be
sense that it can only be used in one considering personal portable
location, but remains personal because of technologies. We shall focus on
its small size and allocation to (typically) hand-held devices including PDAs and
one single user. These are personal static mobile phones. Many of the implications
technologies. for learning are shared by other
portable devices such as tablet PCs
Being physically moved from one place to and laptops.
another is not the only way in which mobile
technologies can be ‘portable’. In quadrant Even within the narrow range of devices
3, there are examples of technologies that considered there is a variety of capabilities
can provide learning experiences to users and features. Appendix 1 presents an

8
SECTION 2

AN ACTIVITY-BASED APPROACH TO CONSIDERING


LEARNING WITH MOBILE TECHNOLOGIES

overview of features and specifications. 2 AN ACTIVITY-BASED APPROACH


Further discussion of mobile device TO CONSIDERING LEARNING WITH
characteristics can be found in Sharples
MOBILE TECHNOLOGIES
and Beale (2003) and Becta (2004).
Much of the research into the use of
This review advocates an activity-focused
mobile technologies for learning is driven
perspective on the use of mobile
by the technical capabilities of new
technologies for education, and presents
devices. This is not unexpected, given the
these activities along with relevant
rapidly changing face of mobile computing.
learning paradigms and theories in Section
These new capabilities inspire new
2. In Section 3, we illustrate the categories
practices which can lead to valuable
of practice through case studies drawn
outcomes, but, to date, application of
from the literature. In Section 4, we
theory to the use of these technologies for
consider the implications for policy and
educational purposes is lacking. In this
educational practice, and present
section we consider the kinds of activities
research-informed guidelines as to how
that can be enabled through the use of
these can be addressed. Finally, with
mobile devices under the categorisation
reference to both emerging trends in
of relevant theories from the study of
mobile technology and learning research,
learning and, in particular, learning with
we speculate on the future of mobile
technology.
technologies and learning and the
implications this will have for today’s
Mobile technologies are computers, but
educators and technology developers.
that does not mean that they should be
viewed as simply providing more portable
versions of the learning activities that
are currently supported on more static
machines. Being mobile adds a new
dimension to the activities that can be
supported, both because of the personal
and portable nature of the devices
themselves, and because of the kinds of
interactions they can support with other
learners and the environment.

Klopfer et al (2002) identify five properties


of mobile devices (PDAs in this case) that
produce unique educational affordances:

• Portability – the small size and weight being mobile


of mobile devices means they can be
taken to different sites or moved around adds a new
within a site. dimension to the
• Social interactivity – data exchange and
collaboration with other learners can
activities that
happen face-to-face. Nyiri (2002), with can be supported

9
SECTION 2

AN ACTIVITY-BASED APPROACH TO CONSIDERING


LEARNING WITH MOBILE TECHNOLOGIES

reference to Dewey’s emphasis on 3 Situated – activities that promote


the need to facilitate face-to-face learning within an authentic context
interactions, posits a new philosophy and culture.
of mobile learning that points to mobile 4 Collaborative – activities that promote
technologies as facilitators for the learning through social interaction.
innate anthropological need to
communicate. 5 Informal and lifelong – activities that
support learning outside a dedicated
• Context sensitivity – mobile devices learning environment and formal
can both gather and respond to real or curriculum.
simulated data unique to the current
location, environment and time. 6 Learning and teaching support –
activities that assist in the coordination
• Connectivity – a shared network can be of learners and resources for learning
created by connecting mobile devices activities.
to data collection devices, other devices
or to a common network. Note that these categories are by no
• Individuality – scaffolding for difficult means mutually exclusive, but are
activities can be customised for intended to provide a loose theoretical
individual learners. background for reviewing the case studies
presented in Section 3.
To fully appreciate the potential of mobile
technologies for learning, we must look
beyond the use of individual devices and 2.2 BEHAVIOURIST LEARNING
consider their use embedded in classroom
practice, or as part of a learning The use of mobile devices to present
experience outside the classroom. learning materials, obtain responses
from learners, and provide appropriate
feedback, fits within the behaviourist
2.1 CLASSIFICATION OF ACTIVITIES learning paradigm. This paradigm draws
on Skinner’s work on operant conditioning
We have structured the classification of and behaviourism (Skinner 1968; itself
activities around the main theories and based on Pavlov’s work on classical
areas of learning relevant to learning with conditioning). Within this paradigm,
mobile technologies. learning is thought to be best facilitated
through the reinforcement of an association
The six main themes we have identified are: between a particular stimulus and a
response. Applying this to educational
1 Behaviourist – activities that promote technology, computer-aided learning is
learning as a change in observable the presentation of a problem (stimulus)
actions. followed by the contribution from the part
2 Constructivist – activities in which of the learner of the solution (response).
learners actively construct new ideas or Feedback from the system then provides
concepts based on both their previous the reinforcement. This type of learning
and current knowledge. adopts a transmission model – learning
takes place through the transmission

10
of information from the tutor (the 2.2.1 Classroom response systems – even the
computer) to the learner. hybrid drill and feedback
most basic of
Despite a move away from the behaviourist The use of mobile devices to gather activities can be
perspective within the field of learning feedback from learners during a session
theory, many e-learning systems still rely being delivered by a teacher employs a
embedded within
heavily on this approach. Computers hybrid model that emphasises the a meaningful
provide the ideal opportunity to present integration of mobile devices into existing
content, gather responses, and provide teaching practice, not the replacement of it.
learning context
appropriate feedback. It would seem that
this approach has lost none of its Classroom response systems facilitate
momentum in transferring to the use of whole-class drill and feedback activities
mobile devices instead of desktop PCs; by allowing teachers to:
there is currently a great deal of interest in
the use of mobile devices as a means to • Present content-specific questions.
deliver such content, as the case studies These questions can range from simple
in the next section will demonstrate. review to probing questions at the heart
of the subject matter. Suggested
With regard to mobile delivery, we find that solutions are invited by way of multiple
we are faced with challenges similar to choice options on the students’ devices.
those faced by early designers of
computer-assisted learning (CAL) systems, • Gather student responses rapidly and
when the technology was more limited. anonymously.
Compared to today’s desktop computers, • Quickly assemble a public, aggregate
mobile devices have limited displays, display to show the variation in the
restricted input methods, and low rates of group’s ideas while maintaining
connectivity. individual anonymity (Roschelle et
al 2004).
Despite these problems, ‘drill and
feedback’ activities still offer a number The underlying principle is simple, but
of advantages: there appear to be a number of gains over
traditional methods of classroom interaction.
• content and feedback can be tailored Roschelle (2003) reports the following
to suit particular curriculum areas benefits for classroom response systems:
• valuable data can be gathered about
the progress of individual students. • Formative assessment/peer feedback
and the benefit of anonymity: students
The use of mobile devices also means that can see that others share their own
even the most basic of such activities can misconceptions, but this information
be embedded within a meaningful learning is anonymous, which means there
context, as exemplified by classroom is no potential loss from answering
response systems. incorrectly. This also aids the teacher
in assessing the current level of
understanding in the class as a whole.

11
SECTION 2

AN ACTIVITY-BASED APPROACH TO CONSIDERING


LEARNING WITH MOBILE TECHNOLOGIES

• The use of devices for responses gives and sound were now possible) and
rise to a change in the nature of the interaction methods. The computer was no
teaching, as the responses themselves longer just a conduit for the presentation
can serve as a catalyst for richer of information; it was a tool for the active
discussion of the pertinent topics. manipulation of that information. The user
or learner gained a locus of control in the
• The role of the technology is small but learning activity that was missing from
valuable: it provides anonymity, speed behaviourist approaches, and so dawned
of response collection, and shared the era of ‘Powerful Ideas’ (Papert 1980).
visualisations that enhance mutual
pattern recognition. For Papert, and others of the time, the
computer became the tutee, rather than
These advantages give an indication of the the tutor, and the learner engaged in the
ways in which mobile devices in particular learning process through instructing the
can enhance the behaviourist learning computer how to perform tasks and
process. This remains, however, a fairly solve problems. This was accomplished
basic application of mobile devices in through a specially designed computer
learning. As explored in the subsequent programming language called Logo.
sections, mobile devices can provide more Papert termed this alternative approach to
direct ways for learners to interact with constructivist learning constructionism, as
materials in an authentic learning context. learners were actively constructing their
own knowledge and learning by building
interactive models.
mobile devices 2.3 CONSTRUCTIVIST LEARNING
Within a constructivist learning framework,
can provide more Constructivist theories of learning were instructors should encourage students
direct ways for developed during the 1960s and 70s, to discover principles for themselves.
inspired by the rise in cognitive theories of In order to transform learners from
learners to learning. Bruner, a principal contributor, passive recipients of information to active
interact with theorised that learning was an active constructors of knowledge we must
process in which learners construct new give them an environment in which to
materials in ideas or concepts based on both their participate in the learning process, and
an authentic current and past knowledge (Bruner 1966). the appropriate tools to work with that
The use of a cognitive structure to select knowledge. Mobile devices give us a
learning context and transform information, construct unique opportunity to have learners
hypotheses and make decisions was embedded in a realistic context at
heavily based on Piaget’s descriptions of the same time as having access to
the patterns of physical or mental action supporting tools.
that underlie specific acts of intelligence
and correspond to stages of child The most compelling examples of the
development (Piaget 1929). implementation of constructivist principles
with mobile technologies come from a
The personal home computer of the 1980s brand of learning experience termed
offered tremendous advances in terms of participatory simulations.
display capabilities (text, graphics, video

12
2.3.1 Participatory simulations 2.4 SITUATED LEARNING

In participatory simulations, the learners The situated learning paradigm, as


themselves act out key parts in an developed by Lave et al (1991), holds that
immersive recreation of a dynamic system. learning is not merely the acquisition of
Each learner carries a networked device knowledge by individuals, but instead a
which allows them to become part of the process of social participation. The
dynamic system they are learning about. situation where the learning takes place
The aim of this approach is to move the has a great impact on this process. Brown
simulation away from the computer screen et al (1989) also emphasise the idea of
and more into the tangible world that cognitive apprenticeship, where teachers
students can interact with. By making (the experts) work alongside students (the
them part of the simulation itself, they are apprentices) to create situations where the
engaged in the learning process, and get students can begin to work on problems
to immediately see the effect their actions even before they fully understand them.
can have on the system as a whole. They
do not just watch the simulation, they are Situated learning requires knowledge in participatory
the simulation. Colella et al (1998) to be presented in authentic contexts
describe a participatory simulation where (settings and applications that would simulations,
learners play the role of hosts in the normally involve that knowledge) and the learners
spread of a virus; small wearable learners to participate within a community
computers keep a track of who they meet of practice. By developing appropriate themselves act
and the transmission of the disease. context-based teaching strategies with out key parts in
Additional descriptions of participatory mobile technologies, we can fulfil both
simulations enabled through the use of of these requirements. an immersive
mobile technologies can be found in Facer recreation of a
et al (in preparation) and Klopfer and Three strands that are especially relevant
Squire (in preparation). Further details of to the use of mobile devices can be dynamic system
these studies will be reported in Section 3. considered in relation to the situated
learning paradigm. They are problem-
These studies report positive responses based learning, case-based learning,
from the learners involved, but the main and context-aware learning.
issue of concern is whether learning that
takes place within simulations like this
transfer across to other situations and 2.4.1 Problem-based learning
settings. Despite the initial enthusiasm
and the groundbreaking nature of Papert’s Problem-based learning (PBL)
work, there have been questions about the (Koschmann et al 1996) aims to develop
transferability of the skills that students students’ critical thinking skills by giving
develop in a microworld such as Papert’s them an ill-defined problem that is
Logo. These same questions remain reflective of what they would encounter as
unanswered for the microworlds within a practicing professional. The problem is
participatory simulations. used as a basis for “learning by analogy
and abstraction via reflection” (O’Malley
et al 2003) .

13
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AN ACTIVITY-BASED APPROACH TO CONSIDERING


LEARNING WITH MOBILE TECHNOLOGIES

context-aware The distinct characteristics of PBL 2.4.2 Case-based learning


(Stepian and Gallagher 1993) include
computing the following: Case-based learning (CBL) (Kolodner and
represents a Guzdial 2000) is similar to PBL, but relies
• Problems do not test skills; they assist on more well-defined problems, that may
relatively new in the development of skills, and are or may not be representative of what
area of research used to drive the curriculum. students might encounter in the real
• Problems are ill-structured, with world. CBL is more flexible than PBL in
minimal presenting information. that it can be used in small or large
Gathering information, perceiving the classes and can be used as either an
problem and developing the solution assessment exercise or as a catalyst for
becomes an iterative process. class discussions and lectures.
• Students (usually in groups of five to
six) solve the problems; teachers and
coaches act as facilitators and give
2.4.3 Context-aware learning
guidelines as to how the problem may
Context-aware computing represents a
be approached.
relatively new area of research. Context
• Assessment is authentic and awareness means gathering information
performance based. from the environment to provide a
measure of what is currently going on
Throughout the process of exploring a around the user and the device. Activities
problem, students are encouraged to and content that are particularly relevant
identify the areas of knowledge they will to that environment can then be made
require to understand the problem. The available. Mobile devices are especially
group then collects these learning issues, well suited to context-aware applications
along with data, hypotheses and plans for simply because they are available in
future inquiry in a structured manner, different contexts, and so can draw on
which can be facilitated by shared those contexts to enhance the learning
information resources (eg physical or activity. Context-aware mobile devices can
electronic whiteboard), and uses the support learners by allowing a learner to
collected information to develop a plan for maintain their attention on the world and
the next iteration of problem formulation, by offering appropriate assistance when
solution, reflection and abstraction. required. This kind of appropriate support
can be seen as a form of scaffolding
Applications of PBL include medical (Wood et al 1976).
education (Albanese and Mitchell 1993),
business administration (Merchant 1995; The museum and gallery sector has been
Stinson and Milter 1995) and nursing on the forefront of context-aware mobile
(Higgins 1994). computing by providing additional
information about exhibits and displays
based on the visitor’s location within them.

14
2.5 COLLABORATIVE LEARNING of knowledge. Pask was careful not to
make any distinction between people and
Both the capabilities of mobile devices and interactive systems such as computers,
their wide context of use contribute to their with the great advantage that the theory
propensity to foster collaboration. Mobile can be applied equally to human teachers
devices can easily communicate with other and learners, or to technology-based
devices of the same or similar type, teaching or learning support systems.
enabling learners to share data, files and
messages. They can also be connected to In order to constitute a ‘conversation’,
a shared data network, further enhancing the learner must be able to formulate a
possibilities for communication. These description of himself and his actions,
devices are also typically used in a group explore and extend that description and
setting, and so interactions and carry forward the understanding to a
collaboration will tend to take place not future activity. In order to learn, a person
just through the devices but also at and or system must be able to converse with
around them as well. itself about what it knows.

Research into collaborative learning with Learning can be even more effective
mobile devices is greatly informed by when learners can converse with each
previous research on computer-supported other, by interrogating and sharing their
collaborative learning (CSCL). In reality, descriptions of the world. We can say that
much current research into mobile the two people share an understanding
learning can be classed as mobile-CSCL if Person A can make sense of B’s
or MCSCL, and there is a specific focus on explanations of what B knows, and person
the use of mobile technologies to promote, B can make sense of A’s explanation of
facilitate and enhance interactions and what A knows. Thus, it is through mutual
collaborations between students. conversation that we come to a shared
CSCL draws on many different learning understanding of the world. Learning is a
theories. Situated learning theories continual conversation; with the external
emphasise the role of social interactions world and its artefacts, with oneself, and
in the process of learning. Many new also with other learners and teachers.
approaches to thinking about learning The most successful learning comes when
developed in the 1990s, most of which the learner is in control of the activity, able
are rooted in Vygotsky’s socio-cultural to test ideas by performing experiments,
psychology (Vygotsky 1978), including ask questions, collaborate with other
activity theory (see for example Engeström people, seek out new knowledge, and
1987). plan new actions.

Though not traditionally linked with Laurillard (1993) relates Pask’s theory to
collaborative learning, another theory that the realm of academic knowledge. Though
is particularly relevant to our consideration primarily concerned with the application of
of collaboration using mobile devices educational technology to university-level
is conversation theory (Pask 1976), teaching, the ‘conversational framework’
which describes learning in terms of she puts forward can be applied to the full
conversations between different systems range of subject areas and topic types.

15
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AN ACTIVITY-BASED APPROACH TO CONSIDERING


LEARNING WITH MOBILE TECHNOLOGIES

The learning process includes the activities or its own knowledge. And because
following aspects: apprehending structure, it cannot hold a conversation at the level
integrating parts, acting on descriptions, of descriptions, it has no way of exploring
using feedback and reflecting on goal- students’ misconceptions or helping
action-feedback. As illustrated in Fig 2, them to reach a shared understanding.
technology may play multiple roles within Technology can also demonstrate ideas or
the conversation space. offer advice at the level of descriptions, as
with the world wide web or online help
Technology may take the place of the systems, but their practical advice, at the
teacher, as in drill and feedback. The level of actions, is limited.
difficulty here is that the computer can
hold a limited dialogue at the level of Alternatively, the technology may provide
actions - “look here”, “what’s this?”, “do the environment in which conversational
that” - but is not able to reflect on its own learning takes place. It can extend the

Technology provides an environment


to enable conversation

Why questions and responses

Technology Offers theories and ideas Learner


demonstrates or Re-describes theories demonstrates
elicits models understanding of
and elaborates Offers conceptions and explanations models and
problem solutions Re-describes conceptions problem solutions

How questions and responses

Sets goals
Technology Learner acts
acts to build Adjusts model to build models
the technology models and assist and solve
Acts
may provide in solving problems problems
Modifies actions
the environment
in which Technology provides facility for
conversational practical model building

learning takes
place Fig 2: Role of technology in supporting conversational learning

16
range of activities and the reach of a 2.6 INFORMAL AND
discussion into other worlds through LIFELONG LEARNING
games, and to other parts of this world by
mobile phone or e-mail. The technology Learning happens all of the time and
provides a shared conversational learning is influenced both by our environment
space, which can be used not only for and the particular situations we are
single learners but for groups of learners. faced with. Informal learning may be
intentional, for example through intensive,
significant and deliberate learning
2.5.1 Small group collaboration ‘projects’ (Tough 1971), or it may be
accidental by acquiring information
Mobile devices can support MCSCL by through conversations, TV and
providing another means of coordination newspapers, observing the world, or by effectively
without attempting to replace any human- even by experiencing an accident or
human interactions, as compared to say embarrassing situation. Eraut (2000)
coupling an
online discussion boards which substitute classifies these ‘non-formal’ learning informatic layer
for face-to-face discussions. activities along a continuum of the
learner’s intent, with the former activities
with the social
Hand-helds support MCSCL activities by representing deliberate learning and the network layer,
directly addressing usability problems with latter activities representing implicit
conventional CSCL activities. The hand- learning. Activities in the middle of the
learning gains
held stores all of the material and continuum are described as reactive can be
information necessary to organise the learning, which occurs in response to
activity, and the user interface addresses changing circumstances such as career
significant
coordination by forcing the participants to promotion or parenthood.
perform one task at a time in a specific
sequence. Communication is supported by Indeed, studies of informal learning
making messages about activity status, (Tough 1971; Livingstone 2001) show
data, error or results available to all that most of adults’ learning happens
participants, and synchronisation is outside formal education. While informal
supported as each hand-held has to wait learning is a reality in people’s lives, they
for the action of the other hand-helds may not recognise it as learning.
before moving to the next stage of the
activity. By requiring all participants to Tough (1971) notes:
agree on an answer before proceeding, the
application facilitates interactivity and “…when the person’s central concern is a
provides a negotiation space. Finally, the task or decision, he will not be very
hand-helds support mobility by allowing interested in learning a complete body of
the participants to take the technology subject matter. Instead, he will want just
anywhere, and by allowing for natural the knowledge and skill that will be useful
social interactions. By effectively coupling to him in dealing with the particular
an informatic layer with the social network responsibility of the moment” (p51).
layer, learning gains can be significant
(Zurita and Nussbaum 2004).

17
SECTION 2

AN ACTIVITY-BASED APPROACH TO CONSIDERING


LEARNING WITH MOBILE TECHNOLOGIES

Thus, people learn in order to be able to 2.7 LEARING AND


perform a new task, or even to be able TEACHING SUPPORT
to carry out a routine task in a better,
more efficient or elegant way. Technology The use of mobile technologies in
that is used to support learning should education is not restricted to exploiting
be blended with everyday life in the same them for learning activities. Education
way that learning is blended with everyday as a process relies on a great deal of
life: seamlessly and unobtrusively. Mobile coordination of learners and resources.
technologies, with their reduced size and Mobile technologies can help in supporting
ease of use, provide the potential to teaching and learning without explicitly
support such activities. being part of the learning activity
themselves.
the use of mobile With regard to accidental learning,
learning episodes are impossible to There is scope for supporting both
technologies in predict. The personal and portable nature students and teachers, and also for
education is of mobile technologies makes them supporting administration more generally.
very strong candidates for recording, Perry (2003) reports on the successful
not restricted to reflecting on and sharing this type of use of PDAs for administration and
exploiting them informal learning. supporting classroom management.
for learning
activities Theme Key Theorists Activities

Behaviourist Skinner, Pavlov • drill and feedback


learning • classroom response systems

Constructivist Piaget, Bruner, • participatory simulations


learning Papert

Situated Lave, Brown • problem and case-based learning


learning • context awareness

Collaborative Vygotsky • mobile computer-supported


learning collaborative learning (MCSCL)

Informal Eraut • supporting intentional and accidental


and lifelong learning episodes
learning

Learning n/a • personal organisation


and teaching • support for administrative duties
support (eg attendance)

Table 1: An activity-based categorisation of mobile technologies and learning

18
Mobile devices can be used by teachers for of mobile devices in the classroom and the informal
attendance reporting, reviewing student beyond comes from being able to combine
marks, general access of central school different elements in ways that are nature of the
data, or managing their schedules more appropriate to the learning activities to devices can
effectively. In higher education, mobiles be supported.
can provide course material to students lead to positive
including due dates for assignments and rewards
information about timetable changes or
room changes.

The informal nature of the devices can lead


to positive rewards; Strom and Strom
(2002) report that PDAs helped with
teacher-parent communication, enabling a
means for teachers to inform parents of
absenteeism and thus manage this
problem more effectively.

2.8 SUMMARY

Table 1 summarises the main activity


themes discussed in this section.

While mobile devices are not necessarily


required to support these activities, their
use affords a highly personal experience
embedded within an authentic context of
use. The range of activities for which
mobile devices are being used suggests
that these technologies are fundamentally
changing the nature of learning provision.

It is beyond the scope of this review to


attempt a synthesis of the theories
presented here and elsewhere that are
relevant to learning with mobile
technologies. There is, as yet, no over-
arching ‘theory of mobile learning’, but
what we can work towards is an integrated
pedagogy for the use of mobile devices
that draws on a number of areas. What is
needed is a blended, integrated approach –
as explored in the next section, the power

19
SECTION 3

TEACHING AND LEARNING WITH MOBILE


TECHNOLOGIES – CASE STUDIES

3 TEACHING AND LEARNING ‘matches’ against computer-generated


WITH MOBILE TECHNOLOGIES – opponents, ranked by difficulty. Difficulty is
increased by increasing the speed at which
CASE STUDIES
the problems display on the screen.
This section presents both current and
Compared to traditional worksheets,
recent examples of teaching and learning
Skills Arena was designed to offer faster
with mobile technologies, categorised
feedback, the ability for each student to
under the themes introduced in Section 2.
select the appropriate difficulty level and
The particular examples were chosen
to provide increased motivation.
because they possess one or more of the
following key characteristics:
An initial pilot study of Skills Arena was
tested with two classes of second grade
• broad impact, mainly inferred from
students (39 students in total) over 19
the number of learners supported
days. Students completed an average of
• strong theoretical basis 1,296 problems each during this period,
• support of an interesting or three times what would be expected with
novel activity traditional worksheets. Skills Arena also
had a significant impact on the classroom
• inclusion of both qualitative and
culture. Both teachers found the activity
quantitative evaluation results.
was easy to administer and control, and
one teacher even used Skills Arena as a
reward for good behaviour. Students’ active
3.1 BEHAVIOURIST LEARNING engagement with Skills Arena extended
beyond the time allotted in the classroom,
The following case studies demonstrate as they were inspired to create stories
the unique capabilities for anytime, about both their experience and their
anywhere learning that mobile devices can characters.
offer, even for the most straightforward
‘drill and feedback’ activities. Based on the results of the pilot study,
additional classroom studies are planned
to quantify whether using Skills Arena
3.1.1 Skills Arena improves student’s performance in
addition and subtraction, and to compare
Skills Arena (Lee et al 2004) is a the impact with traditional drill activities
mathematics video game, implemented such as worksheets.
using the Nintendo Game Boy Advance
system, that supplements traditional
curricula and teaching methods. Drills in 3.1.2 BBC Bitesize
addition and subtraction are presented as
a game with advanced scoring and record- BBC Bitesize (2003; 2004) is an initiative
keeping, character creation and variable to provide revision materials via mobile
difficulty level. Students can select phones, using a downloadable Java game
the name and physical traits of their and SMS text messages. Given the limited
character, which they use to compete in amount of information that can be

20
displayed on-screen and sent via text, the SMS was used as part of an English
revision materials really are ‘bite-sized’. language course, where students were
This initiative has been running since 2003, sent frequent vocabulary messages, which
and has proved to be very popular, also act as reminders to revise. The
especially with the growing number of lessons proved effective and were well
phones with Java capabilities. The main received by the students. The system takes
impact of the BBC Bitesize programme advantage of ‘push’ technologies and
comes from the size of its audience - over promotes regular study. Researchers did
650,000 GCSE students (as well as a note, however, that students were
number of curious adult learners). postponing study until they would have
Some implementation problems the time to concentrate on the task.
highlighted include:
Video delivered on mobile platforms
• Problem of localised content: some (both mobile phone and PDA) was used
questions were not relevant to what to demonstrate the literal meaning
a particular student had studied. and the special use of English idioms.
• Lack of detailed feedback for learners: Students found the video quality low,
the small screen size and memory but the experience of using the videos
capacity of the mobile phones meant engaging.
that no detailed feedback about question
responses could be given. This was A related commercial application is Pocket
highlighted as a key issue that learners Eijiro 1, started in December 2002 as an
wanted to see addressed. English-Japanese, Japanese-English
dictionary. The site now receives more
• Compatibility across devices: despite than 100,000 hits per day and subscribers
Java being promoted as a cross- number in the hundred thousands.
platform environment, it was difficult
to get the Java game running on all
phones.
3.1.4 Classroom response systems
• Costs: the SMS service was originally
free, but excessive demand forced the Classroom response systems can be
BBC to charge for messages, leading implemented as either specialist systems,
to a significant decline in popularity. comprising both the hardware and
software such as Educue 2, or as
software-only systems that can be installed
3.1.3 Mobile phones for on mobile devices, such as Discourse 3.
language learning
Dufresne et al (1996) report on the use of
Two mobile language learning systems for a classroom response system called
mobile phones were implemented and ‘Classtalk’ with first year physics students
tested in 2003 (Thornton and Houser 2004). at the University of Massachusetts, USA.

1 http://ojr.org/japan/wireless/1080854640.php
2 http://www.educue.com
3 http://www.ets.org/discourse/about.html

21
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TECHNOLOGIES – CASE STUDIES

Classtalk helped to clarify the students’ population by moving around the classroom
conceptual understanding of the material meeting each other face to face. Each
by allowing them to articulate and student wore a custom-built ‘thinking tag’
elaborate their ideas, reflect on both their that showed whether or not they were
own ideas and the ideas of others, and infected by means of coloured lights.
evaluate the usefulness of having a These tags were worn like badges, and
number of different perspectives. The key would communicate with other tags
benefit of a technology-supported system whenever they were in range; in this way,
was that it afforded all the students the meetings between learners were tracked
opportunity to present a viewpoint, by the tags, and the virus, which started in
whether or not they were comfortable just one person, could spread to other
presenting their ideas to the entire class. people as they met and their tags
In addition to engaging students in active communicated. The students were able to
learning during the lectures, Classtalk also take part in a simulation without worrying
enhanced the overall communication about underlying rules of that simulation –
within the classroom. their tags did all the thinking about rules
for them, and the students could
A more recent example of a classroom concentrate on the important questions:
response system implementation is the “Where did the disease start?” “How does
Northern Ireland e-Learning ‘Assessment it get spread?” “Who can catch it?”
for Learning’ project, which evaluated the
Qwizdom Classroom Response System Key findings include:
(2003) with 114 students and four teachers
at three schools. • students readily engaged with the
simulation, and found it to be a
rewarding and stimulating experience
a technology- 3.2 CONSTRUCTIVIST LEARNING • students successfully collaborated to
supported answer the relevant questions about
As introduced in the previous section, the simulation
system afforded participatory simulations are games
• the technology facilitated, rather than
where learners play an active role in the
all the students simulation of a dynamic system or
hindered, normal interactions between
the students – the devices augmented
the opportunity process. The key challenge is to make sure
rather than replaced normal channels
the technology is unobtrusive, so that it
to present a facilitates rather than hinders interactions
of communication, and hence provided
unobtrusive technology support
viewpoint between the learners.
• students were able to test out
experimental hypotheses within the
3.2.1 The virus game simulation after observing specific
behaviours.
Collella (2000) describes a study where
learners took part in a participatory This simulation has been re-created for the
simulation about the spread of a virus. PalmOS PDA, and is freely available from
Students were asked to simulate and http://education.mit.edu/pda/games.htm.
observe the spread of a virus in a

22
3.2.2 Savannah (ie “I’m hungry”, “I’m too hot”). They had
the opportunity to explore multiple aspects
Savannah (Facer et al in preparation) was of lion behaviour, and reported that the
a collaboration between NESTA Futurelab, game had increased their understanding.
BBC NHU, the Mixed Reality Lab
(Nottingham University) and Mobile Bristol Several findings are important to note:
(Hewlett-Packard and University of
Bristol). This pilot study explored the use • This study highlights the changing role
of mobile devices to enable a rich, of teachers and facilitators in the mobile
interactive learning experience where learning experience. While in the den,
students got to play the role of, and hence children were encouraged to reflect on
learn about, lions. the success of their activities, but this
was mainly teacher-led. When this
The Savannah study builds on Colella’s reflection was led by the children
work by taking the simulation out of the themselves, they were highly engaged
classroom and situating it in an and motivated. When the teacher took
appropriate environment for the topic. control, the students became more
Students in Savannah got to play the role passive and resistant to engagement. To
of lions roaming in the wild in an area be successful as a learning experience,
100m x 50m. Each student carried a PDA the game needs to allow the students
that gave them a window into the game- to control their own learning.
world, displaying content and actions that
were appropriate to their current location • Students occupied multiple roles -
and what was going on in the rest of the including the role of the lion itself,
game. Each PDA could be tracked using the role of the child acting as a lion,
GPS, and allowed the students to ‘see’, and the role of a child reflecting on
‘hear’, and ‘smell’ the virtual savannah his or her actions and the rules of
they were exploring. The PDA screen the game in order to play better -
displayed visual content and indications of and needed support in transitioning
scents, and the children wore headphones between these roles.
for an auditory experience. The PDAs also
displayed informative and instructional • Despite suspending their disbelief,
messages such as “You’re hungry”, “You’re children had high expectations of the
too hot”, “Return to the den”. They also system; they were disappointed that
had a den area, to which they could retreat they didn’t have access to more lion-like
for more reflective learning after being powers, and expected a more rich and
out in the field. interactive experience than current
technology can provide.
As in Colella’s virus game, the children
were more than willing to suspend their
disbelief, and reported that they felt they 3.2.3 Environmental Detectives
had really experienced what it was like to
be a lion on the savannah. During the The MIT Games-to-Teach project seeks
game, they often talked as if they were to further explore the development of
directly experiencing the simulation ‘augmented reality educational gaming’

23
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TECHNOLOGIES – CASE STUDIES

(Klopfer and Squire in preparation). few groups had fully coherent solutions.
Augmented reality educational gaming The secondary school students had
builds on recent developments in hand- particular difficulties with the subtlety of
held gaming, where context-sensitive data the investigation, indicating the need for
and social interactions are used to additional scaffolding. Students responded
supplement real world interactions. very favourably to both the investigative
experience and the experience of
The goal of the Environmental Detectives interacting with the technology.
game was to teach secondary school and The researchers have designed a toolkit
first year undergraduate students the for implementing customised scenarios,
skills of environmental inquiry, using a available through the Games-to-Teach
simulated environmental problem. website at http://www.educationarcade.
Through collaborations with environmental org/gtt/Hand-held/Intro.htm.
engineers, a scenario was built around a
spill of a toxin called Tri-Chloro-Ethelene, As Environmental Detectives is easy to
which is a ground water contaminant with learn, but difficult to fully master, it can
moderate long-term health effects. The support an iterative approach to teaching
game included functionality to support the investigative skills, with students having
collection of both primary data (raw data the ability to try new strategies on new
on contamination levels acquired by maps with different contaminants.
sampling) and secondary data (interviews
with ‘virtual’ experts).
3.3 SITUATED LEARNING
The game was location-based, with the
‘virtual’ activities only being available in The portability of mobile technology allows
certain ‘physical’ locations, as detected by the learning environment to be extended
a GPS module attached to the Pocket PC. beyond the classroom into authentic and
The interface was primarily map-based, appropriate contexts of use. This is cited in
and students worked in pairs to navigate Juniu (2002) as the most important benefit
through the physical space to get to the of the PDA for educators and students.
virtual information. The goal of the game
was to discover the source of the
the portability contamination and prepare a suitable 3.3.1 Ambient Wood
remediation plan. The students were
of mobile required to make trade-offs between The Ambient Wood (Rogers et al 2002) was
technology soliciting interviews and drilling a well to part of the six-year, EPSRC-supported
sample ground water, mimicking the real Equator project focusing on the integration
allows the challenges encountered in environmental of physical and digital interaction. The
learning investigations. project built upon the benefits of
incorporating physicality and tangibility
environment to Five trials were conducted, with game play into learning. Digital information was
be extended lasting for between 90 minutes and two coupled with novel arrangements of
hours. Most groups were able to either electronically-embedded physical objects,
beyond the locate the general area of the toxin or providing alternative forms of interactions
classroom some basic remediation strategies, but that were more intuitive; but also allowing

24
the juxtaposition of familiar actions with the children gathered in a den with a
unfamiliar effects, thus encouraging classroom-like setup, where they could
children to reflect and think beyond the use an interactive display to share their
present of their actions to higher levels of readings from the exploration and
abstraction. collaboratively reflect on their findings and
experiences. An area was also available
The experience was designed for 10-12 where the children could reconstruct the
year-olds. A series of activities were habitat they had just encountered, using
designed around the topic of habitats, paper ‘tokens’ to represent different
focusing on the plants and animals in the entities and a computer to provide
different habitats of woodland and the appropriate feedback to their testing of
relationships between them. An open their hypotheses on different combinations
clearing and a wooded area were chosen of the organisms.
as they have different distributions of
organisms and interdependencies Stage 3: Hypothesising and experimenting.
among them. The children were sent back into the wood
to observe experiments where either new
The learning experience had three stages: organisms, or changing moisture and light
levels, were introduced into the habitat.
Stage 1: Exploring and discovering. The children tried to predict the outcomes,
Pairs of children equipped with a PDA and they could use the periscope to get
explored the two habitats. In addition to feedback and answers to their hypotheses
what was observable around them, they in the form of animations.
could find out additional information about
growing processes, feeding behaviours and The Ambient Wood was trialled with 16
organism dependencies. The PDA provided 11 year-olds, who worked in pairs. They
information either in response to probe spent 30 minutes in Stage 1, 15-20
readings on moisture and light at a minutes in Stage 2, and 30 minutes in
specific location, or triggered by the Stage 3. During Stage 1 the children made
children’s physical presence in a certain successful use of the probe and PDA,
location in the habitat, using a combination which proved an engaging, collaborative
of pinging and GPS location tracking. In activity. It was easy for the children to
the second case, the children first heard a understand the connection between the
relevant sound transmitted through digital readings and the activity. The
wireless speakers hidden in the habitat, coupling of the exploration with the
followed by a voice-over and the display of periscope provided an intuitive and explicit
relevant images and information on the way of integrating different kinds of
PDA. A special-purpose periscope was knowledge, where the periscope was
located in the wood, where children could providing information about hidden aspects
go for additional information on ‘hidden’ of the environment. The triggering of
processes, such as the behaviour of tiny information display on the PDA based on
insects. the children’s bodily presence was less
successful, as often they were too
Stage 2: Reflecting, consolidating, engrossed with their activities to notice
and hypothesising. After exploration, sounds, voice-over and PDA display.

25
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TECHNOLOGIES – CASE STUDIES

Stage 2 enabled children to consolidate use their PDA cameras to take


knowledge from their activity in the wood. photographs of the butterflies they
The reconstruction activity based on observed. Using the photos, they could
information delivered on the PDA during then query the database, which would
exploration was not as successful, possibly send back possible matches. The students
because the coupling between the physical could then decide which match was best,
activity and the digital feedback was not and the database would verify based on
close enough. Stage 3 was engaging and image content similarity. The students
fun, and verified that children were able then made the final decision, which they
to make accurate hypotheses.There are recorded on their journal together with
currently no reports on how the Ambient their notes of the whole experience, and
Wood experience compared with more posted to the teacher. The teacher in turn
the most traditional field trips. sent feedback to the students on their PDAs.

effective design In the evaluations, a control group used a


approaches that 3.3.2 Natural science learning text-based butterfly guidebook and the
in Taiwan experimental group used the system
incorporated described above. Multiple choice tests on
audio-visual A butterfly-watching system was the key features of the butterfly species
implemented and tested at an elementary were administered before and after the
coherence and school in Taiwan (Chen et al 2004). The trial. Six field trips were conducted in total,
interactive objective was for the students to learn with students encountering three new
about natural sciences, and more species and three old species at each trip.
messages specifically about the different kinds of In four out of the six field trips, the
butterflies in the region. experimental group was able to more
correctly identify the key features than the
The project was based on the premises of control group.
independent learning, with the assumption
being that providing appropriate mobile
tools would help students to become 3.3.3 Multimedia tours at the
capable, self-reliant, self-motivated and Tate Modern
independent. The system was
implemented using a wireless ad-hoc The Tate Modern museum in London
networking environment, comprising of a (Proctor and Burton 2003) launched an
(teacher’s) notebook with a WiFi wireless interactive audio-visual tour in July 2002.
LAN card that acted as the local server, A wireless network implementation
and student PDAs with 802.11 LAN cards allowed visitors using iPAQ 3850 Pocket
and small-sized CCD cameras. PCs to view video and still images, listen
to expert commentary and reflect on their
A database of different butterfly species in experience by answering questions or
Taiwan was used with a content-based mixing a collection of sound clips to create
image retrieval system, and an online their own soundtrack for an artwork. The
nature journal system. The students visited wireless network was location-sensitive,
a butterfly farm, where the networking which meant that they did not have to
environment was set up and they could search out the information.

26
The pilot tour was taken by 852 visitors. 2003). It is intended to support a
Through evaluations and focus groups, range of different learners in different
visitors reported their enthusiasm for the environments, and addresses the following
tour and the services it provided. The specific issues:
average visitor spent about 55 minutes on
the tour and over 70% reported that they • human interfaces adaptive to the mobile
had spent longer than they would have device in use and the nature (eg
without the multimedia tour. Interestingly, bandwidth, cost) of the ambient
45% of the visitors found the system intelligence that is available in a given
difficult to use, with older visitors reporting locations
more technological difficulties than • context-awareness tools for exploiting
younger visitors. context and capturing learning
experience
Regarding the content itself, the most
effective design approaches were those • integration of mobile media delivery and
that incorporated audio, particularly learning content management systems
audio-visual coherence and interactive • collaborative learning applications for
messages. Visitors did not respond well mobile environments.
to long messages, particularly those
that were primarily text-based. A second Trials of an art gallery implementation
phase of trials ran until May 2004, with are scheduled for December 2004.
comprehensive results expected later
in the year.
3.4 COLLABORATIVE LEARNING

3.3.4 MOBIlearn The most compelling examples of


conversational learning occur when mobile
MOBIlearn, a major European research technology is used to provide a shared
project, is focusing on the context-aware conversation space. Effective learning
delivery of content and services to learners occurs when people can converse with the most
with mobile devices (Lonsdale et al each other, by interrogating and sharing
2003;2004). Context awareness their descriptions of the world.
compelling
is being explored not just as a way to examples of
deliver appropriate content but to enable
appropriate actions and activities, conversational
3.4.1 Chile embraces mobile
including interactions with other learners computer supported collaborative learning occur
in the same or similar contexts.
The central aim of this project is to
learning (MCSCL) when mobile
produce a reusable architecture for mobile
Researchers from the Universidad Católica
technology is
learning. Researchers at the University of
Birmingham are currently developing a
de Chile are using hand-held computers to used to provide
encourage face-to-face collaborative
reference context awareness module
learning for both primary and secondary
a shared
(CAM) that will facilitate context-dependent
information delivery for learners on a wide
education (Zurita et al 2003; Cortez et al conversation
2004; Zurita and Nussbaum 2004).
variety of mobile devices (Lonsdale et al space

27
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TECHNOLOGIES – CASE STUDIES

the personal A general architecture for MCSCL that students. At the secondary school level,
uses a mobile ad hoc network (MANET) MCSCL was tested with 90 students for
nature of mobile has also been developed, that works over a five weeks to teach physics (Cortez et al
devices makes wireless 802.11b network. The devices are 2004). At the primary level, 48 children
set up to communicate only between each performed a trial of MCSCL for an activity
them well suited other (peer-to-peer or P2P) and have no on ordering numbers (Zurita et al 2003). In
for learning access to either the internet or local each case, statistically significant results
networks. The system can thus be used showed that the MCSCL system assisted
applications independent of any other hardware learning. Qualitative responses from
outside of formal infrastructure. students also indicated their enthusiasm
to participate in such activities. The
education The MCSCL activities are distributed secondary school physics experiment also
through the teacher’s hand-held device had a broad social impact, as it was
(Pocket PCs in this case). The teacher first covered extensively by the Chilean media.
downloads the activity from the project The experiment was expanded to cover
website and then transmits the activity to 1,000 students during 2003.
the students using the MANET. After the
teacher launches the activity, the students
are automatically assigned to collaborative 3.5 INFORMAL AND LIFELONG
groups (typically three to five students per LEARNING
group). Upon completion of the activity, the
teacher’s Pocket PC collects the students The personal nature of mobile devices
work, which can then be downloaded to makes them well suited for learning
the school’s PC for analysis. applications outside of formal education.
During the MCSCL activities, students are
not allowed to progress to the next
3.5.1 m-learning: reaching out
question until they answer the current
question correctly. If the students submit to disengaged youth
different answers, the system prompts
them to come to agreement before the m-learning is a three-year pan-European
answer can be submitted for marking. research and development programme,
Students have various resources available initiated in 2001, that uses mobile
to them during the activity, including technology to teach basic literacy and
textbooks, their own notes and the numeracy skills (Attewell and Savill-Smith
guidance of their teacher. It should be 2003; Colley and Stead 2003; Mitchell and
noted that rather than seeking to replace Doherty 2003; Traxler 2003). It is targeted
the teacher, the MCSCL system attempts at young adults aged 16 to 24, who are
to support teachers by providing additional deemed to be ‘at-risk’ because they are
tools to support them in performing either outside of formal education, in low-
their duties. skilled employment or unemployed, in the
effort to give them better future prospects.
A wide range of curriculum-based
activities can be supported. Trials of the Initial research revealed widespread use
MCSCL architecture have been conducted of mobile phones across the partner
with both primary and secondary school countries (UK, Italy and Sweden), with even

28
80% of young, homeless people in the UK Rather than measuring specific learning
having access to a mobile phone. Mobile gains, m-learning evaluations seek to
phones are used to send and receive text measure changes in attitudes towards
messages, communicate with friends and learning. In the Phase 1 trial, 34
play simple computer games. The fact that individuals took part in one-week trials in
mobile phones are very personal in nature, four locations. Initial response from the
have a constant presence on the user and participants was highly enthusiastic and
are highly important to teenage identity believed to have helped the participants to
and friendships indicates that this develop a heightened interest in improving
technology holds high potential for their education. Planning for Phase 2
individual and collaborative learning. trials is currently underway, which will
concentrate on engaging a larger number
The infrastructure supporting this project of learners by with mobile phones. Twelve
includes a Learning Management System schemes are planned, encompassing a
and a custom designed microportal total of 200 learners.
interface, m-Portal, contributed by project
partner Ultralab. This facilitates access to
m-learning materials and services from a 3.5.2 Mobile devices for breast
variety of mobile devices plus web and TV cancer care
access. Technologies such as SMS,
VoiceXML and picture messaging are The International Centre for Digital
implemented in a device-independent way Content at Liverpool John Moores
via mobile phones, smart phones, hand- University, UK, designed a PDA application
held computers and networked PCs. for personalised education of breast
cancer patients (Wood et al 2003). The
To ensure learning activities were relevant, project started in 2002 and involved the
custom content was created to reflect the delivery of text, images and audio-visual
new adult literacy standards for England material to the patients’ PDAs via the
and Wales. Some examples of content internet and the hospital’s intranet for the
include an urban soap opera about two duration of their course of treatment. The
characters moving into a flat for the first information delivered is selected based on
time to help with language and provide the individual patient’s needs.
advice about how to set up a home; and a
referee quiz, coinciding with the World The user can query specific subject
Cup, to help with literacy. knowledge bases through a content
specialist, to gain the information they
VoiceXML is used extensively with mobile need. This feature provides an answer to
phones to deliver interactive stories or the problem of gathering information that
quizzes, while a simple database system is valid, reliable, specific and personal.
receives registrations and sends The user can also make personal notes
instructions and reminders via SMS. linked to a diary application. This provides
Compaq iPAQ Pocket PCs are used to them with key points for discussion at
deliver both browser-based materials and hospital meetings, allowing the patient
Pocket PC-specific applications, including to annotate content and receive timely
soap opera storylines, animations, quizzes reminders from the diary.
and other interactive information.

29
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TECHNOLOGIES – CASE STUDIES

Patient communication is enabled via SMS, held with 64MB of memory. As devices
allowing a patient community to share with integrated wireless capabilities were
valuable insights and experiences. not available at the time, it was necessary
to provide each student with an expansion
No evaluation is currently available. sleeve and an 802.11b wireless network
card. In addition to the Student Learning
Organiser tools, the students had access
3.6 LEARNING AND TEACHING to cut-down versions of Microsoft Word,
SUPPORT Excel, Outlook, Internet Explorer and
Media Player, e-mail, instant messaging
The following examples demonstrate how and two concept mapping
mobile devices can be used to support tools. The students were encouraged to
learning-related activities for students, use the hand-helds for their personal
teachers and administrators. activities and to install additional software
as they wished.

Results were collected via questionnaires,


3.6.1 Helping university students
focus groups, video recordings and log
organise their own learning books. No single tool stood out as a ‘killer
app’ that significantly changed students’
Researchers at the University of learning or personal organisation.
Birmingham, UK, developed and trialled a Communication tools and timetabling
mobile learning organiser, based on a features were consistently rated by the
wirelessly-enabled Pocket PC, with students to be the most useful, while the
Masters level students in 2002-2003, to course content and concept mapping tools
determine the key tools necessary for showed a trend of decreasing usefulness
such a learning device (Holme and over time. Little additional software was
Sharples 2002; Sharples et al 2003; installed, with the main reasons being that
Corlett et al 2004). students saw the value of the hand-helds
being in the time management of
The Student Learning Organiser is an e-mail/messaging applications provided,
integrated suite of software tools and that students were reluctant to invest
developed at the University of Birmingham. time and money in personalising a device
The ‘Time Manager’ tool included the they had to return at the end of the year.
ability to create, delete and view timetable
events and deadlines, while the ‘Course Significant usability issues were
Manager’ tool allowed students to encountered. The students found the
wirelessly download course material hand-held, expansion sleeve and wireless
packages, created by a complementary card too large and heavy for comfortable
desktop tool, in Microsoft Reader format. use, the 64MB memory size was not
sufficient for their data storage
A one-year trial was conducted with 17 requirements, and that not recharging the
MSc students in the Department of hand-held regularly could cause the entire
Electronic, Electrical and Computer memory of the device to be cleared
Engineering. Each student was given a (including any stored data). Apart from
Compaq iPAQ 3760 Pocket PC 2002 hand-

30
issues with the device itself, the main professional profile for which hand-helds
reported limitation was the loss of wireless were designed, they were thus in the best
connectivity outside the department. position to experience immediate benefits.
This group of users found the hand-helds
Institutional support issues were also amazingly efficient at ensuring contact
considerable. In addition to not having lists, diaries and meeting arrangements
standardised provision of content and were up-to-date, and were able to employ
course dates by all lecturers, timetable the facilities for rapid accrual and
information was not provided consistently. reporting of data to address truancy
The hand-held became another mode of control problems. Classroom teachers
communicating information between were also able to benefit from the hand-
students and departments, making it more helds’ data administration capabilities to
difficult to find relevant information quickly. help record attendance and marks, and head teachers
The students also felt that further training also help organise their lesson plans.
sessions and integration with other and senior
departmental systems would be beneficial. Though most users were able to benefit managers found
from the hand-helds, some were reluctant
While this study was not designed to to adopt the new ways of working afforded the hand-helds
gather quantitative results into specific by them. In addition to dissatisfaction with amazingly
learning gains, it did show that the the small screens, volatile storage (some
students thought the technology to be types of PDA lose their stored data when efficient
useful, even though it did not revolutionise their batteries run out of charge), and a
or improve their learning significantly. concern about the ruggedness of the
design, training issues were frequently
cited as an inhibiter to progress.
3.6.2 Support for teachers
and administrators
3.6.3 SMS supports computing
A DfES-sponsored hand-held computing students at risk
pilot was conducted in 2002-2003 with 150
teachers at 30 schools (Perry 2003). The Blended learning technologies were used
foci of the project were managing teachers’ to support HND computing students at the
workloads and supporting teaching and University of Wolverhampton during the
learning. A number of features of mobile 2002-2003 academic year (Riordan and
technologies met with universal approval. Traxler 2003; Traxler and Riordan 2003).
These included pragmatic features such as
the small size and longer battery life than The objectives of this project were to
laptops. The storage capacity of PDAs was develop, deliver and evaluate blending
generally rated as highly favourable, along learning opportunities that exploited SMS,
with ease of synchronising data with other WAP and VLE technologies. Initial research
devices. The relatively low price of PDAs indicated that students used SMS text
was also cited. messaging promptly and effectively, and
that they would prefer to receive
As headteachers and senior managers noticeboard information such as room
most closely match the mobile changes, appointments, feedback and

31
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TECHNOLOGIES – CASE STUDIES

how can the exam tips via SMS rather than via poor attendance at a proposed focus group
e-mail or noticeboards. The target and poor response to SMS queries inviting
use of mobile group was HND computing students, students to comment on aspects of the trial.
technologies whose attendance and performance
were considered to be at-risk due to Free-text responses from the student
help today's poor literacy skills exhibited in their questionnaires provided a positive basis for
educators to coursework. improving the service. A large-scale pilot is
planned for October 2004.
embrace a truly SMS-based interventions took place over
learner-centred the second semester of the 2002-2003
academic year. Initial test messages 3.7 SUMMARY
approach to gauged the effectiveness and the level of
learning? timeliness of student responses to SMS Mobile technology can effectively support a
text messages. A second set of messages wide range of activities for learners of all
was sent as feedback following the ages. While implementation examples can
marking and moderating of assessments. be broadly categorised within the main
A final set of messages provided revision theories and areas of learning relevant to
tips prior to the exam. The key features of mobile technology, the most successful
the SMS interventions were timeliness and adopt a blended approach to their use.
appropriateness, such that ‘at-risk’ learners
could be directed as appropriate to either Mobile technologies provide for each
WAP-based support, VLE-based support or student to have a personal interaction
in-house support before their academic with the technology in an authentic and
careers were significantly impacted. appropriate context of use. This does not
mean, however, that the use of mobile
Following the trial, final exam results for devices is a panacea. Significant
the group of students receiving SMS technological and administrative
interventions were slightly higher than a challenges are encountered along with a
non-SMS group taking the same module at more ill-defined challenge: how can the
the same time, though these results cannot use of mobile technologies help today’s
be considered statistically significant. educators to embrace a truly learner-
centred approach to learning?
During the trial, the students provided
considerable positive informal feedback to
the course leader, and a questionnaire
administered to the students revealed that
the majority of students thought the
experiment was worthwhile. In general,
the SMS interventions themselves were
found to be successful if they were short,
personalised and focused, but there was
little take-up of the VLE technology and the
WAP-based technology was vetoed as
being too expensive. Access to large-scale
or systematic views was limited due to

32
SECTION 4

IMPLICATIONS FOR LEARNERS,


TEACHERS AND DEVELOPERS

4 IMPLICATIONS FOR LEARNERS, outside world that do not correspond


TEACHERS AND DEVELOPERS with either the teacher’s agenda or
the curriculum (Sharples 2003). Both
Teaching and learning with mobile scenarios present significant challenges
technologies is beginning to make a to conventional teaching practices.
breakthrough from small-scale pilots to
large departmental and institutional • Learning over time – lifelong learners
implementations. This section presents will need effective tools to record,
both key issues for educators and organise and reflect on their mobile
technical developers, and research- learning experiences (Vavoula 2004).
informed guidelines as to how these
can be addressed. • Informality – the benefits of the
informality of mobile devices may be
lost if their use becomes widespread
throughout formal education. Students
4.1 KEY ISSUES
may abandon their use of certain
technologies if they perceive their social
Compared to desktop technology, learning
networks to be under attack.
and teaching with mobile technology
presents significant new challenges
• Ownership - both personal and group
including:
learning are most effectively supported
when each student has access to a
• Context – the ability to acquire
device. The ownership of the devices is
information about the user and his or
thus a key consideration. According to
her environment presents a unique
Perry (2003), both tangible and
ability to personalise the learning
intangible benefits can accrue through
opportunity. There are, however,
the use of mobile devices. Intangible
significant ethical issues (described
benefits include a sense of belonging
further in Lonsdale et al 2003). For
with the device and personal
example, context information needs to
commitment and comfort. Ownership is
be gathered with the consent of users,
stated as a prerequisite for engagement,
and must be stored securely to prevent
where students have the potential to go
misuse by third parties. This is also
“beyond the necessary and play with it
related to the issue of coupling between
to explore its potential”. Personal
the informatic layer provided by the
ownership does, however, present a
devices and the existing communication
challenge to the institutional control
layers of the classroom (or other
of the technology (Savill-Smith and
environment).
Kent 2003).
• Mobility – the ‘anytime, anywhere’ mobile
capabilities of mobile devices encourage technology
learning experiences outside of a 4.2 GUIDELINES FOR EFFECTIVE
teacher-managed classroom IMPLEMENTATION presents
environment. Inside the classroom, significant new
mobile devices provide students with the The following guidelines for implementing
capabilities to link to activities in the mobile learning were developed through challenges

33
SECTION 4

IMPLICATIONS FOR LEARNERS,


TEACHERS AND DEVELOPERS

the MOBIlearn project (O’Malley et al 2003) initiatives (Traxler 2004). The personal
and have been extended in this report. and collaborative nature of mobile
Each guideline has been based on theory devices can encourage participation and
and practice of learning with conventional build social capital, which can be used
tools, evidence from desktop e-learning or to motivate disengaged or at-risk
findings from the available studies of students. As the education marketplace
mobile learning. While intended primarily becomes increasingly competitive,
for direct users of mobile learning institutions can offer mobile learning
technologies, these guidelines may also be opportunities as a competitive edge over
useful in informing policy initiatives. other institutions. Mobile learning can
fit training niches, such as in medical
1 Investigate a cost model for training, where significant costs are
infrastructure, technology and services. incurred for students who drop out or
Various costs must be considered when fail. Finally, there may also be an
implementing mobile learning. In opportunity to leverage technologies
addition to the significant initial capital that students already own such as
expenditure required to purchase mobile phones for SMS messaging.
devices and networking equipment,
there is the ongoing cost of technical 2 Study the requirements of all those
support and also various ‘hidden’ costs. involved in the use of the technology
The ‘Costs of Networked Learning’ (learners, teachers, content creators) to
project (Bacsich et al 1999; Bacsich et al ensure that it is usable and acceptable.
2001), though targeted at wired Usability should account for both the set
networking, is helpful in assessing the of users that will be creating the mobile
extent of these hidden costs and content and those who will be using
provides a useful tool to support the mobile applications to learn from or
activity-based costing. teach with.
Different options for infrastructure and
services imply different cost models. In 3 Assess that the technology is suited
general, institutions should try and make to the learning task and examine
use of their existing facilities and advantages and disadvantages of each
services in order to keep costs down. It technology before making a decision
should be noted that it is generally less on which one to use.
costly to equip each student with a hand- The effective implementation of mobile
held computer than with a desktop or learning requires a clear pedagogical
laptop computer. Indeed, mobile approach, identification of specific
technology can be used to address the learning needs/goals and teachers to be
‘digital divide’, as mobile devices are the directly involved in decisions on planning
cheapest way of providing pupils with a and curriculum use (Perry 2003).
computing device that can be taken
home and through which they can 4 Assign the necessary roles for initiating
connect to the internet (Perry 2003). and thereafter supporting mobile learning.
The following roles (which may be filled
There may also be some hidden by the same person) are helpful:
benefits, when compared to other ICT

34
• a technical promoter to demonstrate 7 Consider the use of mobile technologies
the capabilities of the system for student administration tasks.
• a promoter in power to make sure the Mobile devices can be used to maintain
technical promoter’s views are heard accurate lists of classes which can be
by those in charge used in conjunction with rich information
sets about students to help to draw out
• once mobile technologies are in place, individual students’ needs. Applications
institutions can also benefit from that could be supported include truancy
technical experts to deal with equipment control, classroom monitoring and
failures and ongoing system marking with immediate feedback.
improvements.
8 Consider the use of mobile technologies
5 Develop procedures and strategies to support collaborative and group
for the management of equipment learning.
when it is provided by the institution.
These procedures include the need to
develop strategies for assigning 9 Discover and adopt suitable applications
equipment to students, restricting that match the needs of your specific
students’ off-task use (if desired), classroom and map directly to your
synchronising hand-held to desktop, curriculum needs.
tracking, reviewing and collecting
students’ work, devising and 10 Ensure security and privacy
implementing parental agreements for the end users.
for managing loss and theft, hardware Privacy protection includes both the
management and routine backup student’s personal data and the
procedures. student’s current location.

6 Provide training and (ongoing)


technical support to the teachers to
enable them to use mobile technologies
to enhance current and to enable
new instructional activities.
Almost all respondents in the DfES-
sponsored hand-held computing pilot
(Perry 2003) were dissatisfied with the
amount of training they received.
Specialist training and dissemination
of good practice is necessary in order
for staff to exploit the whole range of
capabilities that mobile computing can
offer. Both staff and students must have
sufficient time to familiarise themselves
with new devices.

35
SECTION 5

THE FUTURE OF TEACHING AND


LEARNING WITH MOBILE TECHNOLOGIES

5 THE FUTURE OF TEACHING The challenge for the educators and


AND LEARNING WITH MOBILE technology developers of the future will
be to find ways to ensure that this new
TECHNOLOGIES
learning is highly situated, personal,
collaborative and long term; in other
The current trends in mobile computing
words, truly learner-centred learning.
are towards devices that are even more
Educators will need to adapt from a role as
embedded, ubiquitous and networked than
transmitters of knowledge to guiders of
those available today. The capabilities of
learning resources. Technology developers
mobile phones, PDAs, games consoles and
will need to respond to concerns of
cameras will likely merge within the next
security and privacy while designing
five to ten years to provide a networked,
devices and services that learners both
multimedia device that is always with you.
want and will pay for.
Integrated context-aware capabilities will
transform everyday activities by providing
Whether they are welcome right now or
the ability to capture details about the
not, mobile devices are finding their way
time, location, people around you and even
into classrooms in children’s pockets, and
the weather. The entire internet will
we must ensure that educational practice
become both personal and portable.
can include these technologies in
productive ways. In the future, the success
Such technologies can have a great impact
of learning and teaching with mobile
on learning. Learning will move more and
technologies will be measured by how
more outside of the classroom and into the
seamlessly it weaves itself into our daily
learner’s environments, both real and
lives, with the greatest success
virtual. Learning will involve making rich
paradoxically occurring at the point where
connections within these environments to
we don’t recognise it as learning at all.
both resources and to other people. In
addition to consulting internet-based
resources on the move, learners will be
able to manage the administration of their
learning through consultations with their
personal diaries and institution-based
virtual learning environments. The ability
to instantly publish their observations and
reflections as digital media will empower
them to be investigators. Context-aware
applications will enable learners to easily
mobile devices capture and record events in their life
to both assist later recall and share
are finding their their experiences for collaborative
way into reflection. Opportunities for distributed
collaboration and mobile team working
classrooms in will be greatly enhanced.
children’s
pockets

36
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41
APPENDIX 1 & 2

APPENDIX 1: capabilities, but usually without a pen/


CHARACTERISTICS OF MOBILE stylus interface. Smart phones usually
include a means of connecting to a desktop
TECHNOLOGIES TYPES OF DEVICES
PC to perform the same functions as a
PDA docking and synchronisation cradle.
Personal digital assistants (PDAs)
These devices are small and lightweight Hand-held games consoles
and are variously referred to as hand-
These lightweight, portable devices include
helds, palmtops, PDAs, Palm Pilots, Palms
in-built screens, games controls and
and iPAQs.
speakers. The dominant manufacturers
include Nintendo (Game Boy Advance) and
PDAs are hand-held computers that have
Nokia (N-Gage).
touch-sensitive LCD screens, with
pen/stylus input, and moderate processing
power (can run cut-down versions of Connectivity
Word, Excel etc or their non-Microsoft The mobile devices described here typically
equivalents). Manufacturer-provided have some means of connecting wirelessly
memory is usually limited, though this to the internet or other network. Most
can be expanded with additional memory. devices can also communicate directly with
The most popular formats of memory other devices of the same or similar type.
supported are Secure Digital (SD) and This means that files, messages and
Compact Flash (CF), though some programs can be directly transferred
manufactures such as Sony use a between devices without the need for any
proprietary memory format. mediating device or technology. A brief
overview of popular connection methods
The two main varieties of PDAs are is presented in Table A1.
distinguished by their operating system
(OS). Pocket PC PDAs run a cut-down
version of Windows specially designed APPENDIX 2:
for mobile devices. PalmOS PDAs MAJOR MOBILE LEARNING
(eg Palm Pilots, Palm Zire) run the RESEARCH PROJECTS
PalmOS operating system. Software
is not interoperable between the two
Mobilearn
operating systems.
24 partners from Europe, Israel,
PDAs normally include a docking and Switzerland, USA and Australia
synchronisation cradle for battery www.mobilearn.org
charging, administration of application ‘MOBIlearn is a worldwide European-led
software and data transfer and backups. research and development project
exploring context-sensitive approaches to
Mobile phones informal, problem-based and workplace
This class of device includes basic learning by using key advances in mobile
handsets, and also so-called ‘smart technologies.’
phones’ which offer limited PDA-like

42
Technology Transmission Transmission Range Security Additional Notes
protocols speed requirements
Wireless 802.11a Fast: 802.11b – Mid Range – Dependent Expansion cards readily The most flexible solution
LAN (WiFi) 802.11b 11Mbps, 802.11a 802.11b – 300 feet, on network available, though most for allowing multiple
802.11g – 54 Mbps, 802.11a – 100 feet, configuration. hand-helds now offer devices to access
802.11g – 54 802.11g – 300 feet. built-in capabilities. networked resources
Mbps Range can be Wireless LAN networks (internet, e-mail,
extended by must be filestores). Can also be
providing multiple set up, installed and used to network desktop
access points. configured by the PCs, printers and other
institution 2. traditionally ‘wired’ devices.

Cellular GSM/GPRS Slow: 13.4 -14.4 Long Range – Secure Subscription to a data Rural areas may not
Kbps per channel continent wide. access provider necessary. provide suitable coverage.
CDMA/1xRTT (multiple May be combined with Not possible to set up your
channels may cellular voice service. own cellular network.
be available) Monthly charges incurred
per device.

Bluetooth Fast: 1 Mbps Short Range – 30 Dependent on Expansion cards readily Suitable for device-device
feet. Range can be network available, though many connections, though
extended by configuration. devices now offer built-in possible to connect to the
piggybacking Bluetooth capabilities. internet through another
multiple devices. Bluetooth networks must device.
be setup, installed and
configured by the user.

Infrared Fast: up to 16 Short Range – 3 Secure Capabilities built-in to Suitable for device-device
Mbps feet, line of sight. most hand-helds. communication. Does
not support internet
connection.

1 The Getting Started Guide to Wireless Networks (Ting et al 2003) provides practical advice on setting up
and configuring wireless LANs for IT managers in universities, colleges and schools.

Table A1 : Comparison of networking technologies

m-learning technologies that are inexpensive, portable


Europe – UK, Sweden, Italy and accessible to the majority of EU
www.m-learning.org citizens.’ (primarily mobile phones)

‘m-learning is a pan-European research The University of Birmingham


and development programme. It is aimed
Birmingham, UK
at young adults, aged 16 to 24, who are
www.mobile.bham.ac.uk
most at risk of social exclusion in Europe.
The University of Birmingham was
m-learning’s aim is to develop prototype
designated Microsoft’s European
products and services which will deliver
Reference Centre for Research into
information and learning experiences via
Mobile Learning in 2003.

43
APPENDIX 2

Pontificia Universidad Católica de Chile Researchers work as partners with


Santiago, Chile teachers and administrators to integrate
www.mobilelearning.cl/eng/index.html technology into K-12 classrooms.’

‘The objective of the project is to improve


the quality of education, by incorporating University of South Dakota
mobile technology in the classroom, to South Dakota, USA
support the instructional process, the www.usd.edu/pda
assessment of educational contents
First HE institution in the USA to require
included in the school curriculum and the
incoming students to use hand-held
teacher’s role regarding the classroom
computers (Palm).
management.
Mobile technology allows to increase Pocket Eijiro
coverage, that is, the access that teachers Japan
and students have to it in terms of the http://ojr.org/japan/wireless/1080854640.php
amount of hours they can spend using it,
as well as the amount of students that may ‘The Pocket Eijiro site started in December
use this device individually during the day.’ 2002 with an English-Japanese, Japanese-
English dictionary. Now the site gets more
National Central University than 100,000 hits per day (data on
individual visits were not available), and
Taiwan
its subscribers number in the hundred
www.cl.ncu.edu.tw/en_web/research.htm
thousands. The service costs $1.53 per
Global Public & Private Partnership month, plus tax and packet charges.’
Platform (G4P) for Mobile Learning
Designed for mobile phones and consists
Technologies is a collaboration between
of a dictionary and quizzes designed to
the Ministry of Education, the National
take no more than five minutes.
Central University and local device and
software makers. Currently, over 100
schools with 35,000 primary and junior
Dudley Local Education Authority (LEA)
high school students are involved in United Kingdom
the project. Ambitious project to equip 20,000 school
children with Palm hand-helds and
Center for Highly Interactive wireless internet connections.
Computing in Education (Hi-Ce),
University of Michigan
Ann Arbor, Michigan, USA
www.hand-held.hice-dev.org (including
downloads and discussion forums)
‘The Center for Highly Interactive
Computing in Education (Hi-Ce) develops
learner-centered software tools and
curriculum founded on the pedagogy
of inquiry, or project-based science.

44
Reviews available from Futurelab:

Report 1: Languages, Technology and Learning


Report 2: Thinking Skills, Technology and Learning
Report 3: Citizenship, Technology and Learning
Report 4: Creativity, Technology and Learning
Report 5: Science 1: Primary Science and ICT
Report 6: Science 2: Science Education and the Role of ICT:
Promise, Problems and Future Directions
Report 7: Informal Learning with Technology Outside School
Report 8: Games and Learning
Report 9: Learning with Digital Technologies in Museums,
Science Centres and Galleries
Report 10: Assessment and Digital Technologies
Report 11: Learning with Mobile Technologies
Report 12: Learning with Tangible Technologies
Report 13: 14-19 and Digital Technologies: A review of
research and projects

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