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REPORT 11:
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EXECUTIVE SUMMARY 2
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EXECUTIVE SUMMARY
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REPORT 11
LITERATURE REVIEW IN MOBILE TECHNOLOGIES AND LEARNING
LAURA NAISMITH, PETER LONSDALE, GIASEMI VAVOULA, MIKE SHARPLES, UNIVERSITY OF BIRMINGHAM
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EXECUTIVE SUMMARY
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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.
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INTRODUCTION
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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
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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.
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SECTION 2
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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.
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• 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
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2.3.1 Participatory simulations 2.4 SITUATED LEARNING
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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.
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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
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
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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).
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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.
2.8 SUMMARY
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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
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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
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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’
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(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
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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
SECTION 3
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
27
SECTION 3
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
SECTION 3
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.
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
SECTION 3
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
33
SECTION 4
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.
35
SECTION 5
36
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37
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41
APPENDIX 1 & 2
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.
43
APPENDIX 2
44
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