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Mobile Learning Design - Theories and Application
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Mobile Learning Design - Theories and Application
von: Daniel Churchill, Jie Lu, Thomas K.F. Chiu, Bob Fox
Springer-Verlag, 2015
ISBN: 9789811000270
437 Seiten, Download: 9540 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: B (paralleler Zugriff)

 

 
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Inhaltsverzeichnis

  Foreword 6  
     What Will They Think of Next? 6  
  Preface 8  
  Contents 14  
  About the Editors 17  
  Part IMobile Learning Design 19  
  1 Framework for Designing Mobile Learning Environments 20  
     Abstract 20  
     1.1 Introduction 20  
     1.2 RASE Learning Design 21  
        1.2.1 Resources 24  
        1.2.2 Activity 25  
        1.2.3 Evaluation 26  
        1.2.4 Support 26  
     1.3 Affordances of Mobile Learning Technologies and the RASE Learning Design 27  
     1.4 A Case for an App that Integrates Multiple Affordances of Mobile Technology and Supports the RASE Learning Design 32  
     1.5 Conclusion 38  
     References 39  
  2 Conceptualising Authentic Mobile Learning 43  
     Abstract 43  
     2.1 Introduction 43  
     2.2 Why Is Authentic Learning Important? 45  
     2.3 Defining Authenticity 46  
     2.4 Authentic Learning and Mobile Technologies 46  
     2.5 Unpacking Authentic Learning 47  
        2.5.1 Participatory Contexts 47  
        2.5.2 Simulated Contexts 48  
        2.5.3 Hybrid Contexts 49  
     2.6 Is Authentic Mobile Learning Predefined or Emergent? 49  
        2.6.1 Personal Commitment of Learners 51  
     2.7 Discussion and Implications 52  
        2.7.1 How Does the Model Work? 53  
        2.7.2 Returning to Research Questions 54  
     2.8 Conclusion 55  
     References 56  
  3 Mobile Social Media: Redefining Professional Development and Collaborative Scholarship 59  
     Abstract 59  
     3.1 Introduction 59  
        3.1.1 Why Mobile Social Media? 60  
        3.1.2 Communities of Practice and Social Scholarship 61  
        3.1.3 An MSM Framework for New Pedagogies 62  
     3.2 Methodology 64  
        3.2.1 Method 64  
        3.2.2 Establishing the COPs 66  
        3.2.3 MSM Tools 66  
        3.2.4 Social Scholarship 68  
        3.2.5 Scholarship of Design 68  
        3.2.6 Scholarship of Integration 69  
        3.2.7 Scholarship of Teaching and Learning 69  
        3.2.8 Scholarship of Application 69  
        3.2.9 Establishing a Technology Infrastructure 69  
     3.3 Discussion 70  
        3.3.1 Journalism and Law 71  
        3.3.2 Communication Studies 72  
        3.3.3 Designing an Appropriate Technology Support Infrastructure 73  
        3.3.4 Future Research 74  
     3.4 Conclusions 74  
     References 75  
  4 Interactivity and Mobile Technologies: An Activity Theory Perspective 78  
     Abstract 78  
     4.1 Background 78  
     4.2 Theoretical Framework 79  
     4.3 Review of Literature 81  
        4.3.1 Pedagogy 81  
        4.3.2 Professional Learning 82  
        4.3.3 Digital Resources 83  
     4.4 Methods 84  
     4.5 Findings/Discussion 85  
        4.5.1 Teacher-Centred Interactivity 87  
        4.5.2 Learner-Centred Interactivity 88  
        4.5.3 Blended Interactivity 88  
        4.5.4 Juxtaposition of Teacher- and Learner-Centred Interactivity 89  
     4.6 Conclusion 91  
     References 93  
  5 Educational Apps Ontology 98  
     Abstract 98  
     5.1 Introduction 98  
     5.2 What Is an App/What Is an Educational App? 99  
     5.3 Educational App Typologies 100  
     5.4 Educational Apps from Different Perspectives 102  
        5.4.1 The Learner's View 103  
        5.4.2 The Teacher's View 104  
        5.4.3 The Developer's View 105  
        5.4.4 The Distributor's View 106  
     5.5 Why so Many Educational Apps Are Games? 107  
     5.6 Conclusion 108  
     References 109  
  6 Augmented Learning with Augmented Reality 112  
     Abstract 112  
     6.1 Introduction 112  
     6.2 Defining Augmented Reality 113  
     6.3 Evolution of Educational Augmented Realty 113  
     6.4 Augmented Reality in Education 114  
        6.4.1 Educational Affordances 115  
        6.4.2 Learning with Others 116  
        6.4.3 Tangible Interface Metaphor 116  
        6.4.4 Transition 116  
     6.5 Augmented Reality Programs for Education 117  
        6.5.1 AR Educational Gaming 117  
        6.5.2 Augmented Realty Books 117  
        6.5.3 Book Applications 118  
     6.6 Teaching with Augmented Reality 119  
        6.6.1 Student-Centered Learning 119  
        6.6.2 Designing for Learning 120  
     6.7 The Future of Augmented Reality in Education 120  
     6.8 Recommendations 121  
     6.9 Conclusion 121  
     References 122  
  Part IIMobile Learning Adoption and StudentPerception 124  
  7 Mobile Technology and Interactive Lectures: The Key Adoption Factors 125  
     Abstract 125  
     7.1 Introduction 125  
     7.2 Background Study and Hypotheses Development 127  
        7.2.1 Technology Acceptance Model (TAM, TAM2, TAM3) 127  
        7.2.2 Intrinsic Motivator Theory 128  
        7.2.3 Delone and McLean Information System Success Model 129  
        7.2.4 Uncertainty Avoidance 130  
     7.3 Research Methods 130  
     7.4 Results 131  
        7.4.1 Principal Component Analysis 131  
        7.4.2 Pearson Product-Moment Correlation 132  
        7.4.3 Standard Multiple Regression 134  
     7.5 Discussions 135  
     7.6 Conclusion and Future Works 136  
     Acknowledgments 137  
     References 137  
  8 University Student Conceptions of M-learning in Bangladesh 141  
     Abstract 141  
     8.1 Introduction 141  
     8.2 M-Learning and Related Literature to the Research Problem 142  
     8.3 Methodology 144  
        8.3.1 Sample 144  
        8.3.2 Data Collection 145  
        8.3.3 Data Analysis 145  
     8.4 Results 145  
        8.4.1 Categories of Description 146  
           8.4.1.1 Category A: Storing Learning Materials 146  
           8.4.1.2 Category B: Accessing Information and Knowledge 146  
           8.4.1.3 Category C: Effective Learning Tool 147  
           8.4.1.4 Category D: Effective Tool for Collaboration 148  
     8.5 Discussion and Conclusions 148  
     Acknowledgments 150  
     References 150  
  9 Mobile Learning, Student Concerns and Attitudes 153  
     Abstract 153  
     9.1 Introduction 153  
     9.2 State of the Art 154  
     9.3 The Present Study 158  
        9.3.1 Current Situation in Serbia in General 158  
        9.3.2 Specific Situation at the Department of Mathematics and Informatics, Novi Sad, Serbia 159  
     9.4 Methodology 159  
        9.4.1 Instrument 159  
     9.5 Conclusion 164  
     References 166  
  10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 168  
     Abstract 168  
     10.1 Introduction 169  
     10.2 Related Work 169  
        10.2.1 Use of LMS 169  
        10.2.2 Mobile Learning 170  
     10.3 Methodology 171  
        10.3.1 The LMS and the Courses 171  
        10.3.2 Participants and Procedure 172  
           10.3.2.1 The Survey 172  
           10.3.2.2 The Interview 172  
        10.3.3 Instruments 174  
     10.4 Results 175  
        10.4.1 Questionnaire Responses 175  
        10.4.2 Themes from Interviews 178  
     10.5 Discussion 179  
     10.6 Conclusion and Future Work 181  
     Acknowledgments 182  
     Appendix 1: Questionnaire 182  
     References 182  
  Part IIIMobile Learning Analytics 185  
  11 An Effective Cloud-Based Simulator Facilitating Learning Analytics on Mobile Devices 186  
     Abstract 186  
     11.1 Introduction 187  
     11.2 Previous Work 188  
     11.3 System Design of Our Cloud-Based COMPAD+ Simulator 189  
        11.3.1 The Adaptive User Interface of the COMPAD+ Simulator 191  
        11.3.2 The Improved Learning Path Optimization Algorithm for Learning Analytics 192  
     11.4 Our Empirical Evaluation 193  
        11.4.1 The Adaptive User Interface of the COMPAD+ Simulator 194  
        11.4.2 The Improved Learning Path Optimization Algorithm for Learning Analytics 196  
     11.5 Concluding Remarks 198  
     Acknowledgments 198  
     References 198  
  12 A New Wave of Innovation Using Mobile Learning Analytics for Flipped Classroom 200  
     Abstract 200  
     12.1 Introduction 200  
     12.2 Conceptual Framework 201  
        12.2.1 Formative Assessment and Feedback 202  
        12.2.2 Mobile Learning Analytics 203  
        12.2.3 Flipped Learning Approach 205  
        12.2.4 Unified Conceptual Model for Active Learning 206  
     12.3 Research Design and Methodology 207  
        12.3.1 Research Objectives 207  
        12.3.2 Context of Study 209  
        12.3.3 Learning Management System 209  
        12.3.4 Participants 210  
        12.3.5 Instruments and Procedure 210  
        12.3.6 Data Analysis 211  
     12.4 Results and Analysis 212  
        12.4.1 Access to Course Notes and Learning Activities 212  
        12.4.2 Access to Video Lectures 214  
        12.4.3 Access Through Mobile Platforms 215  
        12.4.4 Students' Perceptions on Mobile Learning Analytics 216  
        12.4.5 Discussions and Implications 221  
     12.5 Conclusions and Limitations 223  
     Acknowledgments 224  
     References 224  
  Part IVMobile Learning Across Curriculum 230  
  13 Mobile Learning in K-12 Education: Personal Meets Systemic 231  
     Abstract 231  
     13.1 Introduction 231  
     13.2 Defining Mobile Learning 232  
        13.2.1 Mobile Learning in Schools 233  
        13.2.2 The Role of the Teacher 234  
     13.3 A Short History of Mobile Learning in a School 235  
     13.4 Evaluating Mobile Learning 237  
     13.5 School Case Reviews 238  
        13.5.1 Study One: Grade 11 Parent Conferencing 238  
        13.5.2 Study Two: Grade 8 EBook and Process Journal 240  
        13.5.3 Study Three: Grade 6 Digital Literacy 241  
        13.5.4 Study Four: Grade 1 iPad as iFolio 243  
     13.6 Discussion 244  
     13.7 Conclusion 245  
     References 246  
  14 Overcoming Teachers' Concerns---Where Are We in the Harnessing of Mobile Technology in K-12 Classrooms in Hong Kong? 249  
     Abstract 249  
     14.1 Introduction 249  
     14.2 Stages of Concern (SoC) 250  
     14.3 Research Question 251  
     14.4 Participants 252  
     14.5 Research Design 252  
     14.6 Results and Data Analysis 254  
     14.7 Preliminary Discussions and Implications for Practice 255  
     14.8 Conclusions 257  
     References 257  
  15 Exploring the Suitability of the Book Creator for iPad App for Early Childhood Education 259  
     Abstract 259  
     15.1 Introduction 259  
     15.2 Literature Review 260  
     15.3 Creating to Learn 261  
     15.4 Methods 261  
        15.4.1 Early Childhood Setting 262  
        15.4.2 Ethical Considerations 262  
        15.4.3 Selection and Evaluation of App 263  
        15.4.4 Procedure 263  
        15.4.5 Data Collection Procedure and Analysis 264  
     15.5 Findings and Discussion 266  
        15.5.1 Post-study Evaluation of the Book Creator for ECE 267  
        15.5.2 Suitability of the Book Creator for ECE 267  
        15.5.3 Children's Artefacts 274  
     15.6 Conclusion 278  
     References 279  
  16 Text Messaging for Out-of-Class Communication: Impact on Immediacy and Affective Learning 281  
     Abstract 281  
     16.1 Introduction 281  
     16.2 Instructor Immediacy 282  
     16.3 Text Messaging in Education 283  
     16.4 Methodology 284  
        16.4.1 Text Messaging Service 284  
        16.4.2 Categories of Text Messages 285  
     16.5 Data Collection 286  
     16.6 Results and Discussion 286  
        16.6.1 Levels of Participation 287  
        16.6.2 Quantitative Results 287  
     16.7 Qualitative Results 288  
     16.8 Reflections and Conclusions 289  
        16.8.1 Concerns with Instructor-Student Text Messaging 289  
        16.8.2 Guidelines for Instructor-Student Text Messaging 291  
        16.8.3 Conclusion 291  
     References 292  
  17 Implementing a Mobile App as a Personal Learning Environment for Workplace Learners 295  
     Abstract 295  
     17.1 Introduction 295  
     17.2 Theoretical Framework 296  
        17.2.1 Personal Learning Environments (PLE) 297  
        17.2.2 A Personal Informal Learning Framework in the Context of Mobile Web 2.0 297  
     17.3 Design and Development of MobLearn@Work 299  
        17.3.1 An Agile Design Approach 300  
        17.3.2 Functions of MobLearn@Work 301  
        17.3.3 UI Improvements of MobLearn@Work 303  
     17.4 A Novel Method for Quantifying the Data 305  
        17.4.1 The Log System 305  
        17.4.2 Measure of Actual Learning Time via MobLearn@Work 307  
     17.5 Recommendations for Future Study 308  
     17.6 Conclusion 309  
     References 309  
  Part VMobile Learning in Subject Domains 311  
  18 The Theory of Context-Aware Ubiquitous Learning and the Affordances of This Approach for Geometry Learners 312  
     Abstract 312  
     18.1 Introduction 312  
     18.2 Mobile Learning 313  
     18.3 Context-Aware Ubiquitous Learning 315  
        18.3.1 Sensory 318  
        18.3.2 Ambient 319  
     18.4 Geometry: Measure of the Earth 320  
     18.5 The Future 320  
     18.6 Conclusion 321  
  19 Three Phases of Mobile Learning State of the Art and Case of Mobile Help Seeking Tool for the Health Care Sector 324  
     Abstract 324  
     19.1 Introduction 324  
     19.2 Three Phases of Mobile Learning State of the Art 325  
     19.3 Design Research in the Learning Layers Project 329  
        19.3.1 Design Research 329  
        19.3.2 Vygotsky 329  
        19.3.3 Learning Layers 330  
     19.4 Help Seeking Tool 331  
        19.4.1 Overview of WP2 `Networked Scaffolding---Interacting with People' 331  
        19.4.2 Early Co-design of the Help Seeking Tool 333  
        19.4.3 Help Seeking: Follow-up Empirical Co-design Study 334  
     19.5 Innovation in Context: Help Seeking Using the Social Semantic Server 336  
        19.5.1 Social Semantic Server 337  
        19.5.2 Layers Social Semantic Server and Help Seeking Tool in Healthcare Sector 337  
     19.6 Conclusions 340  
     Acknowledgments 340  
     References 341  
  20 Mobile-Assisted Language Learning in China's College English Education: The Reality and Research 343  
     Abstract 343  
     20.1 Introduction 343  
     20.2 Definitions of Key Terms 345  
     20.3 College English Education in China 346  
        20.3.1 Historical Context 346  
        20.3.2 Problems 347  
     20.4 Mobile Technologies 349  
     20.5 MALL Research in China's Higher Education 350  
     20.6 Recommendation 353  
     20.7 Conclusion 354  
     Acknowledgments 355  
     References 355  
  21 Enacting App-Based Learning Activities with Viewing and Representing Skills in Preschool Mathematics Lessons 358  
     Abstract 358  
     21.1 Introduction 358  
     21.2 Literature Review 361  
        21.2.1 Designing a Creative Reasoning and Collaborative Learning Environment 361  
        21.2.2 Viewing and Representing Skills with Digital Texts 361  
     21.3 Research Design 363  
     21.4 Observation of Participants' Enacting the App with Viewing and Representing Skills 367  
        21.4.1 Participant One: Peter 367  
        21.4.2 Participant Two: Mary 369  
        21.4.3 Participant Three: Ben 370  
        21.4.4 Participant Four: Nicole 371  
     21.5 Discussions 371  
     21.6 Conclusions 376  
     References 376  
  22 Effects of Prior Knowledge on Mathematics Different Order Thinking Skills in Mobile Multimedia Environments 380  
     Abstract 380  
     22.1 Introduction 380  
     22.2 Literature Review 381  
        22.2.1 Multimedia Learning and Prior Knowledge 381  
        22.2.2 Instructional Design in Mathematics 382  
        22.2.3 The Present Study 383  
     22.3 Method 384  
        22.3.1 Participants 384  
        22.3.2 Design 384  
        22.3.3 Materials 385  
        22.3.4 Procedure 385  
     22.4 Result 386  
        22.4.1 Graphical Property and Concept Association 386  
        22.4.2 Evaluation of Solution and Written Explanation 387  
        22.4.3 Procedural Knowledge 388  
     22.5 Discussions 388  
        22.5.1 Prior Knowledge and Low Order Thinking Skill in Conceptual Knowledge 388  
        22.5.2 Design Approach and High Order Thinking Skill in Conceptual Knowledge 389  
        22.5.3 Design Approach and Procedural Skill 389  
     22.6 Conclusions 390  
     References 390  
  23 An Investigation of the Effects of Individual Differences on Mobile-Based Augmented Reality English Vocabulary Learning 394  
     Abstract 394  
     23.1 Introduction 395  
     23.2 Literature Review 396  
        23.2.1 English Vocabulary Learning 396  
        23.2.2 Situated Learning 398  
        23.2.3 The Present Study 400  
     23.3 Methods 400  
        23.3.1 Participants 401  
        23.3.2 Mobile-Based AR Simulations Learning System Overview 401  
        23.3.3 Procedure 402  
        23.3.4 Variables and Instruments 404  
        23.3.5 Data Analysis 406  
     23.4 Results 406  
        23.4.1 Research Question 1 406  
        23.4.2 Research Question 2 407  
        23.4.3 Research Question 3 408  
        23.4.4 Research Question 4 408  
        23.4.5 Findings from the Interviews 409  
           23.4.5.1 Fun 409  
           23.4.5.2 Effectiveness 409  
           23.4.5.3 Satisfaction 410  
           23.4.5.4 Confidence 410  
     23.5 Conclusion 410  
        23.5.1 Summary and Discussion of Major Findings 410  
        23.5.2 Pedagogical Implications 412  
        23.5.3 Limitations of the Study and Suggestions for Future Research 413  
     Acknowledgments 413  
     Appendix A: Motivation Questionnaire 414  
     References 415  
  Part VIFuture Developments 418  
  24 Future Directions in Mobile Learning 419  
     Abstract 419  
     24.1 Introduction 419  
     24.2 Present and Future Mobile Learning 420  
     24.3 The Technological Context 421  
     24.4 The Educational Context 425  
        24.4.1 Contextualisation of Learning (E.G., Through Augmented Reality) 426  
        24.4.2 Personalisation of Learning (E.G., Through Big Data and Learning Analytics) 427  
        24.4.3 Diversification of Learning (E.G., Through MOOCs) 428  
        24.4.4 Student Support (E.G., Through Virtual Assistants) 429  
        24.4.5 Student Engagement (E.G., Through Gaming and Gamification) 430  
        24.4.6 Student Creativity (E.G., Through Makerspaces) 430  
        24.4.7 Wider Collaboration (E.G., Through Digital Networking) 431  
     24.5 Conclusion 432  
     Acknowledgments 432  
     References 433  


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