Lecture Notes in Educational Technology
Lecture Notes in Educational Technology
DanielChurchill
JieLu
ThomasK.F.Chiu
BobFox Editors
Mobile
Learning
Design
Theories and Application
Lecture Notes in Educational Technology
Series editors
Ronghuai Huang
Kinshuk
Mohamed Jemni
Nian-Shing Chen
J. Michael Spector
Lecture Notes in Educational Technology
The series Lecture Notes in Educational Technology (LNET), has established itself
as a medium for the publication of new developments in the research and practice of
educational policy, pedagogy, learning science, learning environment, learning
resources etc. in information and knowledge age, quickly, informally, and at a
high level.
Editors
123
Editors
Daniel Churchill Thomas K.F. Chiu
Faculty of Education Faculty of Education
The University of Hong Kong The University of Hong Kong
Hong Kong Hong Kong
Hong Kong Hong Kong
Springer Science+Business Media Singapore Pte Ltd. is part of Springer Science+Business Media
(www.springer.com)
Foreword
This book arrives at an exciting time. The technology stories that circulate in the
media talk about access through WIFI anywhere and diminishing (or at least
increasing variability of) device size. So it is not unexpected that a group of
scholars should start discussing the possibilities and opportunities of such devel-
opments in how we can learn and collaborate in such a digital world that has broken
away from traditional classrooms. Daniel Churchill, his co-editors and the con-
tributors have created a text that summarises what designers and researchers believe
are the range of influences that this emerging eld is facing. In the rst part of six
sections, the chapters deal with the denitional and emerging nuances being
identied with the eld of study. The key concepts are not unexpectedly: mobility,
interactivity and collaboration, and augmentation. But as the later chapters explore
it is also about how the world can be represented, accessed and overlaid with digital
support. Overall, the opportunities of mobile learning and the barriers it breaks by
social and other forms of communication and collaboration promise more that the
rather limited and still largely didactic e-learning models available in many edu-
cational ecosystems.
In the second part, the focus shifts to the current adoption of mobile learning and
how students perceive its value. Importantly, trends that have been noted here have
been the possibilities of working on real-world contexts with overlays of digital
structures and mentoring. The third part explores the combination of technology,
pedagogy and context improving the flexibility of the new mobile learning contexts
to provide increasing student personalization and to collect data of individual
learning styles and strategies. This long hoped for adaptive learning system
approach has been a goal of learning technologies for many years but it has largely
eluded many designers; the different chapters illustrate how mobile learning con-
texts support collaboration and sharing in ways that have not been designed into
most standard eLearning contexts.
v
vi Foreword
The next two sections of this book focus on how mobility and the combination
of technologies can t in learning broadly and in specic discipline domains. The
writers have written about particular strategies and the t with each discipline.
This emphasis is important, early approaches to learning science did not identify the
importance of domain knowledge and how it could be could supported and
enhanced with the combination of elementstechnology, learning approach and
pedagogical context.
In the last section, the one chapter seeks to explore how future options might
influence how mobile approaches might effectively support learning in a digital age.
In this summarization, the possibilities of mobility and smart devices support a
learner to explore their world by providing an organising lens to display the evi-
dence and to aggregate it in ways that support the learners meaning-making.
I believe that the chapter raises both the plus and minus sides of this new learning
ecology; this combination enables convenience of access to ideas and tools to
support creation of many ways and modalities of representing them, and also to the
increasing loss of personal privacy as the learner collates and makes sense of the
phenomena they are studying. Overall, this book pulls together all of the elements
that have been used as a solution to student motivation, increasing impact, sup-
porting diversity and enabling personalization of the tools that support mLearning.
John G. Hedberg
Macquarie University
Preface
This book has been written and published at the time of growing interest in and a
need for mobile learning in education at all levels. The chapters in this book are
primarily concerned with theories and practices related to the adoption of mobile
and emerging technologies in education. These chapters are collected from three
sources. The rst source comprises a pool of papers directly submitted for con-
sideration for inclusion in this book. The second source includes papers from a
small number of invited authors. The third source comprises a small number of
rigorously selected papers from the pool of papers presented at the International
Mobile Learning Festival (IMLF). The IMLF conference is a regular international
gathering of scholars and educational practitioners interested in mobile and
emerging learning design. The conference features evidence-based developments
surrounding mobile and emerging learning design for the twenty-rst century
learning.
Educational usages of e-books, streaming videos, podcasts, social networking,
cloud computing, blogs, multimedia and video editing and many other mobile
applications have been adopted by innovative educators and institutions around the
world. To scale-up these innovative practices mediated by mobile technologies,
there is a pressing need to harness research studies with a solid theoretical under-
pinning, and empirically validated practical recommendations to inform research,
practices and policies. The purpose of this book, therefore, is to update contem-
porary developments surrounding theories and applications of mobile technologies
in education at all levels. In particular, attention is given to emerging learning
design models as well as exemplary cases of adoption of mobile technologies.
It can be suggested that mobile technology today offers a spectrum of tools for
teachers, educational opportunities as well as new options for studenttechnology
partnerships in learning. Empowered with interactive multimedia presentational
capabilities, handheld technology permits the delivery of a range of multimedia
material such as video, audio, graphics and integrated media. When appropriately
designed for the context, educationally useful digital resources for learning can be
effectively delivered via mobile technologies to students at any time, inside and
vii
viii Preface
King, Chapter 1 in this book). This book proposes the RASE learning design
framework, which emphasizes four core components to a mobile-enabled learning
environment, namely resources, activity, support and evaluation.
This book comprises 24 chapters written by authors and co-authors from across
the world. The book is sorted into the main six parts as follows:
Mobile Learning Designexplores learning design frameworks and approaches
for integration of mobile and emerging technologies in education, including the
RASE (Churchill, Fox and King), authentic learning approaches (Burden and
Kearney), social media and collaboration (Cochrane and Narayan) and
Activity-theoretical perspective (Rozario, Ortlieb and Rennie). An additional
chapter by Notari and Hielscher provides a useful classication/ontology of
educational Apps. Understanding of this ontology might contribute to a more
effective integration of Apps into learning designs. The nal chapter by Kidd
and Crompton explores augmented reality, its affordance and possibilities for
application via mobile learning technologies.
Mobile Learning Adoption and Student Perceptionattention is given to the
issues of acceptance, adoption and student perception related to educational
integration of mobile learning technology. The issues addressed include adop-
tion factors (Balakrishnan and Lay), student conception of mobile learning
(Khan, Abdou and Clement), student concerns and attitudes (Putnik), and stu-
dent usage and perception (Hu et al.). The chapters in this part provide unique
perspectives on some specic applications of mobile technology, such as in
interactive lectures, and integration with a learning management system.
Mobile Learning Analyticsexamines the important and increasingly emerging
issue of learning analytics, and explores how mobile technology might be
adopted to provide more systematic understanding of student engagements.
Tam, Yi, Xu and Lam explore learning analytics in the context of application of
a cloud-based technology platform, while Wong provides a unique perspective
on flipped classrooms, and how mobile technology might assist the process of
examining student learning.
Mobile Learning Across the Curriculumexplores the integration of mobile
technology across the curriculum and educational entities. This part explores
integration into K-12 education (Turner; Wang), early childhood education
(Tavernier), out-of-the-class learning (Hayes and Weibelzahl) and workplace
learning (Gu). Though there is no specic focus on higher education in this part,
the concepts and ideas introduced are highly applicable and useful to this sector.
Mobile Learning in Subject Domainsprovides more specic perspectives on
the integration of mobile technology in specic curriculum areas and topics,
including Geometry (Crompton), Healthcare (Cook and Santos), college English
education (Wang and Cui), English vocabulary learning (Sytwu and Wang) and
Mathematics (Khoo; Chiu). This part highlights the need for further research
and documentation of practices in the development of emerging literacies related
to mobile learning. For now, however, the reports on English and Mathematics
education appear to dominate the discussion.
x Preface
Daniel Churchill
Preface xi
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Contents
xiii
xiv Contents
xvii
xviii About the Editors
Abstract In this chapter the RASE learning design framework is proposed as a key
strategy for utilizing multiple affordances of mobile learning technology. This
learning design framework is based on the premise that an effective learning
environment must include and integrate at least four core components, namely:
Resources, Activity, Support and Evaluation. The activity component is the most
important, requiring students to engage with intellectual and knowledge-based
developments. Mobile technology offers a number of affordances that support
learning, including: Resources, Connectivity, Collaboration, Capture,
Representation, Analytical and Administration tools. Effective use of mobile
technology includes deployment of these affordances in the learning design in a
way that supports different components of the RASE framework and achievement
of set learning outcomes. This chapter presents and discusses concepts, arguments,
and a discussion of an example of an app that integrates multiple affordances,
supported by all components of the RASE learning design framework.
1.1 Introduction
Mobile devices such as tablets, mobile phones and iPods are being increasingly
used in education around the world. Since 2011, the annual Horizon Report has
emphasized the importance of mobile technology, and coupled with cloud com-
puting, these technologies will continue to have a major impact on education
D. Churchill (&)
The University of Hong Kong, Hong Kong, SAR China
e-mail: dchurch@hku.hk
B. Fox M. King
The University of New South Wales, Sydney, NSW, Australia
e-mail: bobfox@unsw.edu.au
M. King
e-mail: mark.king@unsw.edu.au
(see New Media Consortium 2011). Educational uses of, for example, e-books,
digital videos, podcasts, social networking, cloud computing, and many other
mobile apps have been adopted by different groups of innovative educators and
institutions around the world.
Mobile technology offers a spectrum of tools for teachers, twenty-rst century
educational opportunities and new options for student-technology partnerships in
learning. Empowered with interactive multimedia presentational capabilities,
mobile technology enables the delivery of a range of multimedia material such as
video, audio, graphics and integrated media. If appropriately designed for the
context, educationally useful digital resources for learning can be effectively
delivered via mobile technologies to students at any time, inside and outside
classrooms. Furthermore, features of mobile technologies, and available mobile
applications powered with social media and cloud computing enable new forms of
learning platforms that can serve in a variety of educational contexts (see Churchill
and Churchill 2008; Evans 2008; Lai et al. 2007). However, for Liaw et al. (2010)
although mobile technologies have power to improve education, there is a lack of
recommendations for educators, as the current research and practical recommen-
dations are still in an embryonic stage. For Churchill et al. (2014), mobile learning
has been designed following three paradigms, including: learning with mobile
technologies (e.g. Anderson and Blackwood 2004; Churchill and Churchill 2008;
Song and Fox 2008), learners on the move (e.g. Gu et al. 2011; Seppl and
Alamki 2003; Wong et al. 2010), and dynamic, seamless and ubiquitous learning
experience (e.g. Wong and Looi 2011; Kearney 2014; Song 2014; Ting 2013).
However, we nd these paradigms to be incomplete, and that a more comprehen-
sive and applicable framework for learning design is needed to provide teachers,
educational policy-makers and researchers with a representation of how affordances
of emerging technologies can be utilized in the context of teaching and learning. In
this chapter, we explore the RASE (Resources-Activity-Support-Evaluation)
learning design framework (see Churchill et al. 2013), and discuss how it can be
utilized to integrate affordances of mobile technologies in a learning environment.
The central idea behind the RASE learning design framework is that Resources are
not sufcient for full achievement of learning outcomes. In addition to resources,
teachers need to consider the following:
Activity for students to engage in using resources and working on tasks such as
experiments and problem solving leading through active experience towards
achievement of learning outcomes.
Support to ensure that students are provided assistance, and where possible with
tools to independently or in collaboration with other students, solve emerging
difculties.
1 Framework for Designing Mobile Learning Environments 5
Evaluation to inform both students and teachers about progress and to serve as a
tool for understanding what else needs to be done in order to ensure learning
outcomes are achieved.
Figure 1.1 is a visual representation and summary of the RASE learning design.
The RASE learning design framework builds upon important theoretical work
and concepts described below.
Constructivist learning environment (Jonassen 1999). In this view, learning
should be arranged around activities, and occur in an environment that supports
knowledge construction, as opposed to knowledge transmission. Knowledge
construction is a process where students individually construct their under-
standing of the content of the curriculum based on exploration, social engage-
ment, testing of understandings and consideration of multiple perspectives.
Activity Theory (Engestrm 1987). Activity Theory species the components
that are part of a human activity system. To understand what is learning, it is
important to understand the specics of this activities, as well as tools used in
the process, the rules and the division of labor, community involved in the
process, parallel and vertically related activities, interactivity, and
contradictions.
Problem solving (Jonassen 2000). For Jonassen, learning is most effective in the
context of the tasks in which students engage to solve ill-structured, authentic,
1.2.1 Resources
Resources include (a) content (e.g. digital media, textbooks and a lecture by a
teacher), (b) material (e.g. chemicals for an experiment, paint and canvas) and
(c) tools that students use when working on their activity (e.g. laboratory tools,
brushes, calculators, rulers, statistical analysis software and word processing
software). When integrating technology resources in teaching, it ought to be done in
a way that leads students to learn with, rather than just learn from these resources.
In this way, students can develop elements of their overall new literacies. There are
various software tools that students can use in learning (e.g. Mind Mapping tool
such as MindMeister, image/video editing tool such as iMovie, professional tools
such as AutoCAD and Mathematica, and model building and experimentation tools
such as Interactive Physics and Stella).
8 D. Churchill et al.
1.2.2 Activity
1.2.3 Evaluation
1.2.4 Support
computer. A variety of apps available for mobile devices support delivery and
access to resources such as e-books, multimedia material and video content, as
for example, iBooks, Kindle, YouTube, Perfect Reader, iTunes and iTunesU.
Connectivity tool Mobile technology empowers students to connect to each
other, facilitators and experts in the eld, exchange ideas and les, socially
construct and negotiate meanings, manage activities and negotiate roles in their
projects, etc. Connection might be established synchronously and asyn-
chronously over mobile telephony and wireless networks that support voice and
multimedia data transmission. These include tools that support communication
and social networking, such as for example apps as Facebook, Skype, Google
Hangouts, WhatsApp, WeChat, Viber, FaceTime, Facebook and MyPad.
Collaboration tool This affordances enables student to co-design artefacts that
demonstrate their learning, collaborate on projects a problem-based task, and
share roles and responsibilities. Also, these include tools that allow connectivity
to the Cloud, network drives and a computer and co-development of resources.
Examples of apps include Air Shawing, FileBrowser, Dropbox, ZumoDrive, Air
Drive, AirDisk. Goodle Drive and Ofce2HD.
Capture tool Mobile technology is equipped with capture capabilities that
include capture of video, audio and still photographs. Students might, for
example, photograph and videotape machines and people during their industry
visits, or photograph diagrams from a book or catalogue (e.g. by using apps such
as Genius Scan, Cam Scaner, Dragon, ProCapture or Movie Pro). The capture
affordance also includes audio capture (e.g. Smart Voice Recorder App). For
example, students might interview experts and capture their own audio notes, or
capture characteristic sounds of a faulty engine. There is a possibility for spe-
cially designed extensions and consoles to be attached to a mobile device and
used to capture, store and process other kinds of data such as, for example,
recording global positioning of certain air pollution sources.
Analytical tool A mobile device might be used as an analytical tool to aid
students tasks. For example, these might include standard, scientic and gra-
phic calculators such as Algeo Graphing Calculator App, or specially designed
analytical tools created by teachers and designers to allow students to analyse
certain data.
Representation tool Mobile technology might be used by students and teachers
to create representations which demonstrate their thinking and knowledge.
These might be, for example, mind maps, captured and edited images, audio and
videos. Apps such as iMovie, HansOn, Bamboo Paper, Penultimate, AudioNote,
Draw Free, iPocketDraw. Blogsy and Wordpress enable content creating and
editing via mobile devices directly to blogs and websites.
Administration These include mobile tools that support classroom teaching,
such as those that support connection to a projector, mark-book, presentation
tools and classroom management tools. Examples of apps used are Moodle,
Clicker School, TeacherPal, Prezi Viewer, Slides Shark, LanSchool Teacher.
A variety of productivity apps can support a spectrum of administrative
14 D. Churchill et al.
Table 1.2 Affordances of mobile learning technology and how these might support components
of the RASE learning design
RASE Affordances supporting RASE elements
Component
Resources ResourcesVariety of multimedia resources and tools can be delivered via mobile
technology (e.g. e-books, Youtube videos, PDF documents, SlideShare
presentations, lecture recording, and learning object). These can serve to support
students learning activities occurring in a variety of other contexts and platforms
(inside and outside of a classroom, with or without use of other technologies and
resources, etc.)
ConnectivityEnables access to resources via Cloud, or resources can be
distributed to learners via these tool
Activity Representationnumerous apps are available which, for example, support content
editing and creation of multimedia (e.g. iMovie), building models (e.g. Autodesc
ThinkerPlay) and mind maps (e.g. SimpleMind)
Connectivityapps such as Skype, WeChat, WhatsApp, Adobe Connect, etc. all
support connectivity and synchronous engagement and le sharing
Collaborativeapps supporting Cloud-based applications such as Google
Docs/Sheets/Slides, can be used to support, for example collaborative project
report development, nancial analysis spreadsheet, or and an online presentation
of a proposal
Analyticalapps such DataAnalysis by Data Evaluation Systems can be used to
assist analysis of data. Use of Cloud-based applications, such as Google Sheets,
can enable collaboration on analytical tasks. Some conceptual representation
resources might be effectively utilized for analytical purposes (see Churchill 2013)
Capturethis affordance enables learners to capture data in multimedia forms and
use in learning activities such as, digital storytelling, project documentation, or
development of presentations
Support ConnectivityThis affordance empowers students and teachers to remain
connected continuously, seek and provide support and monitor emerging learning
difculties
Resourcesapps with multimedia resources can be used as additional information
to be provided to students based on emerging difculties
Evaluation AdministrationA spectrum of apps available can be used to assist teachers
administration. However, in context of RASE, apps such as Easy Assessment -
Rubric Creation & Assessment Tool for Teachers can be used to create and
administer rubrics for evaluation. Google Cloud apps might be used to create
rubrics and collect evaluation data, annotating PDF apps can support effective
feedback, while EdModo or similar learning system supporting mobile application,
might be used to create and administer surveys
ConnectivityThis affordances can effectively be utilized to communicate with
students and provide feedback on their progress and completion of learning
artefacts
CollaborativeCloud-based application supporting collaborative artefact
development would provide a teacher with and app for easy access and features for
providing feedback and initiating improvements
1 Framework for Designing Mobile Learning Environments 15
Mobile technology and its affordances might serve a single or multiple components
of a learning design (or even part of a component). Different strategies might be
used to achieve other requirements of a learning design that mobile technology
cannot meet. However, mobile technology alone, in rare cases, might be able to
support all the four components and integrate multiple affordances in a single
learning environment. In this part of the paper, the authors will describe a case for
an app designed with an aim to bring together multiple affordances and support
multiple components of the RASE learning design.
In 2009, one of the authors met an exceptional teacher of Chinese as a Foreign
Language at the University of Hong Kong. The teacher was dedicated and keen to
solve some on fundamental problems in teaching Chinese as a foreign language she
understood exist in context of her practice. Over the years, she experienced chal-
lenges in teaching of Chinese characters to non-Chinese students. Specically, the
teacher understood that it was difcult for her students to learn order of strokes. In
her current practice, she would write a character on the white board, explaining
stroke order and students would follow by completing exercised prescribed in their
book.
To assist this teacher with content of Chinese Character Writing, we designed
Mobilese App that allows a learner to examine characters from a set of 200
Chinese simplied characters via a mobile device. The 200 characters were care-
fully selected and included in the Mobilese by the participating Chinese language
teacher. At the home interface the learner could select one of the displayed char-
acters, or narrow down their choices by selecting one of the categories that classify
characters according to a number of strokes required to write it. Alternatively, a
learner could search for a character according to so-called pinyin (pronunciation
written in alphabetical characters).
Once a character is selected, it will be displayed, and a learner will be able to
preview and practice writing it by recreating the correct stroke order. Unique to the
approach is that a learner cannot write a character in any incorrect order, that is,
rather than receiving a feedback for being incorrect, he or she must discover a
proper sequence in his or her own way. Another unique feature of this resource is
that of similar characters. The teacher, based on her almost 40 years of teaching
experience, understood that her students often make mistakes and mix-up characters
that are somehow similar. Such characters have been identied and the feature
created to allow students to preview similar characters, and focus on specic
aspects of these characters that cause mix-up. An additional functionality allows a
learner to examine history of a specic character, listen to pronunciation in
Putonghua and Cantonese versions, and explore examples of words in Putonghua
and Cantonese that use that character. The interface of the Mobilese App is pre-
sented in the Fig. 1.2.
16 D. Churchill et al.
This rst design an app for Chinese character learning utilized on Resources
affordance of mobile technology. Therefore, this app was capable only of con-
tributing to the Resources component of the RASE learning design (and possibly
Support component). It had not utilized any other mobile affordance. Our further
effort concentrated on exploring utilization of other affordances as a mean of cre-
ating possibilities for support of other components of the RASE.
As public interest in the Mobiliese grew, soon there were a number of schools
interested to use this digital resource in their context. One of international schools
from Hong Kong become in particular interested in Mobilese, however, they
required certain modications, and wanted it to be available for implementation via
iPod Touch mobile devices. We saw this as an opportunity to further develop our
idea of integrating affordances of mobile technology, and supporting components
across the RASE. We have begun redevelopment of the Mobilese with integration
of new features, and reorganization of content according to the schools needs, and
in the way that is suitable for their early primary learners and the Chinese language
1 Framework for Designing Mobile Learning Environments 17
The iMobilese also includes three practice resources designer with intention to
serve as support resources: (a) Word Maker, used by learners to match two char-
acters and form a word, (b) Pinyin Match, engages learners in associating characters
with correct pinyin, and (c) Hear and Match, learners hear a sound and select a
related character. Practices calculate the number of correct matches within a minute.
Results of the practices were stored on the device and could be accessed by a
teacher. The practices have been developed based on the worksheet exercise that
teachers used in their teaching.
Ther iMobilese remains to largely provide Resources affordance and support
Resources component of the RASE. The remaining components of the RASE
were achieved by other ways. Here is how the iMobilese was used:
The app was used in combination with workbooks (served as an Activity
component). For example, learners used the iMobilese to explore demonstra-
tions and practice writing in correct stroke order rst. They then used the
workbook to practice handwriting with pencils while writing down a word
constructed with the character. They referred to the iMobilese when encoun-
tering unknown characters.
The iMobilese was used by learners to independently explore writing and
speaking. Learners in groups received a worksheet with a list of characters they
needed to review and practice. They took screenshots of their writing and
recorded their speaking of a sentence constructed with the character. In most
cases, learners played back their recordings immediately.
1 Framework for Designing Mobile Learning Environments 19
The iMobilese was used to support practice-based group learning for reinforcing
pinyin pronunciation and listening skills. Learners were grouped to use Pinyin
Match and Hear and Match practices under the supervision of a teaching
assistant. They showed their scores and competed with one another.
The app was used to facilitate characters meaning making by taking photos of
real-world objects. Learners drew a picture on a white paper that was related to
meaning of a character, and then took photos of the drawing and kept it in the
iMobilese. In another example, learners took their iPod Touches home and
captured photos of the real-world objects that associate them with characters
they were learning.
Although iMobilese was an important step forward, it still fall short of utilizing
multiple affordances of mobile technology, and the RASE components. A logical
progression of iMobilese was to develop it in the iPad version, which would pro-
vide more possibilities. Although both, small devices and tablets, essentially used
the same systems, and the same apps can be delivered via both, the large screen size
of iPads assured greater design flexibility, functionalities and integration of tools
made possible by this technology.
The author met a director of a technology company from Hong Kong who
showed interest in iMobilese. An idea emerged to explore development of a
commercial iPad app for learning of Chinese characters, that can be used by variety
of audiences, such as school learners, independent learners across the Globe, lan-
guage schools, corporate training, etc. Subsequently, the director made a decision to
invest in the development of such resources, and made an offer to the author to lead
this project. From the authors perspective, having unconstrained budget to develop
and experiment with multiple affordances was an ideal situation, and soon the
agreement was formalized, and the design process begun.
Most immediate idea was to redesign iMobilese, given the larger screen area,
and expand on its content to include up to 1,000 characters. However, further
thinking lead the author to ambitiously pursue other possibilities, including
development of this resource in a platform that makes possible variety of activities,
such as digital story telling (Representation affordance) and social networking
(Connectivity affordance), and provides a tool for teachers to manage processes of
learning in their own way (Administration affordance). The new app was labelled
Chinese Learning Apps System, or CLAS. Screen capture of the prototype of
CLAS is presented in the Fig. 1.4.
The new app is more complex, and there are variety tools incorporated by
building upon different affordances of mobile technology. The new app is not only a
digital resource for learning, but it incorporates features of learning management,
social networking and representational tools in a platform that supports learning
activities.
In addition to the development of this app for Chinese language, the author is
engaged in designing a similar app for mathematics education. This app will
contain a collection of conceptual representation resources for mathematics edu-
cation (Resources component of a learning design). Learners will be able to
20 D. Churchill et al.
Fig. 1.4 Interface from the iPad version of app for Chinese character learning
explore these resources in various ways, engage with tools supporting Activity,
such as annotation, digital storytelling, concept mapping, while teachers will have
an additional component that allows them to set up activities for students
(Administration affordance) for individual or group work (Collaboration affor-
dance). Build in communication features (Connectivity affordance) will assist the
Support and Evaluation components of a learning design. This project is in a
very early stage; however, some preliminary designs have been put in place.
1 Framework for Designing Mobile Learning Environments 21
1.5 Conclusion
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1 Framework for Designing Mobile Learning Environments 25
Author Biographies
Daniel Churchill is an Associate Professor at the Faculty of Education, The University of Hong
Kong. He has been teaching for more that two decades at universities around the world, including
Europe, Australia and Asia. He specialises in educational technology, education system
development, and multimedia design. Over the years, he has been active in researching topics
including learning 2.0, mobile learning, e-learning instructional design, learning objects, and
teacher professional development. He is a recipient of a prestigious HKU Outstanding Teacher
Award, and the Macromedias Award for the Best Multimedia on the Internet. Also, Dr
Churchill is active as a novelist, and his latest novel The Refugees has been published and
distributed globally in 2015.
Bob Fox Deputy Director, Learning and Teaching Unit at The University of New South Wales
(UNSW). He holds concurrent appointments as Honorary Professor, Faculty of Education,
University of Hong Kong (HKU) and Adjunct Professor, School of Education, Faculty of Arts and
Social Sciences, UNSW. He was awarded HKUs University Teaching Fellowship for excellence
in teaching. His research interests focus on technological practice and change in higher education;
building institutional capacity and staff capabilities; teacher professional development; innovative
use of new technology; blended learning, BOOCs and MOOCs; learning environments and the
impact of technology on physical learning spaces.
Mark King is a psychologist and cognitive ethnographer working in the areas of human
interactivity and learning. He is currently developing methodologies for studying human learning
within distributed cognitive systems, including an eye-tracking methodology for investigating the
co-synchronization of language behaviour and visual perception between persons in learning
events. He currently serves as the Head of Educational Design and Development at UNSW
Australia.
Chapter 2
Conceptualising Authentic Mobile
Learning
2.1 Introduction
K. Burden (&)
The University of Hull, Kingston-upon-Hull, UK
e-mail: k.j.burden@hull.ac.uk
M. Kearney
University of Technology Sydney (UTS), Sydney, Australia
e-mail: Matthew.Kearney@uts.edu.au
authentic learning (Herrington and Kervin 2007; Herrington et al. 2008). Learners
are considered to be more engaged in contexts which offer high levels of personal
signicance and cultural relevance. In terms of personal signicance, they act as a
bridge linking new information and theories to learners life world outside of formal
education and in terms of cultural relevance they enculturate the learner into the
practices of the community helping them to think like a member of the discipline
(Lombardi 2007; Meyers and Nulty 2009; Stein et al. 2004). Despite considerable
research associated with authentic learning (Barab et al. 1989; Brown et al. 1989;
CTVG 1990; Petraglia 1998; Radinsky et al. 2001), there are to date relatively few
studies which have analysed how mobile technologies support and enhance
authentic learning and reciprocally how far authenticity is an inherent characteristic
of mobile learning itself (Herrington and Kervin 2007; Herrington et al. 2008;
Herrington and Oliver 2000; Kearney et al. 2012; Kearney et al. 2015).
Recent data, collected by the authors from an international survey of educators
using mobile technologies in their teaching and learning, highlights one of many
confusions associated with the twin concepts of authenticity and mobile learning.
Participants consistently ranked the construct of authenticity as high, with a mean
average of 2.4 on a scale of 1 (low) to 3 (high), when describing a learning scenario
where they had used mobile technologies for pedagogical purposes. This high
ranking of authenticity by the teachers was despite the fact that 82 % of their
self-reported scenarios were situated in formal institutional settings such as schools
and universities which might normally be considered rather inauthentic settings
(Kearney et al. 2015). This paradox forms the focus for this article which seeks to
theorise the concept of authentic learning with mobile technologies. Although
authenticity and the learning theories associated with it are often described
alongside mobile learning many of the underlying concepts and approaches which
have been adopted to enact them as pedagogy are based on a range of assumptions
about learning which are rarely articulated or fully explained (Radinsky et al. 2001,
p. 406; Selwyn 2014).
The paper is structured as follows. Section 2.2 outlines the background of the
paper by exploring why authentic learning is considered important. Section 2.3
seeks to dene the term authentic learning identifying two interpretations which are
evident in authentic mobile learning. The main body of the paper, (Sect. 2.4), brings
together existing research about authentic learning to facilitate and support mobile
learning. In so doing, it identies three distinct and recurring denitions. These are
subsequently presented as vectors in a three-dimensional orthogonal model which is
offered as an original way to conceptualise authentic mobile learning (Sect. 2.5). In
this nal section, we discuss the implications of these theorisations and consider the
utility of the proposed model for better understanding the phenomenon of mobile
learning and authenticity.
2 Conceptualising Authentic Mobile Learning 29
The concept of authentic learning is not new and may have reached its zenith in
Europe during the Middle Ages when it functioned as the primary mode of
instruction in the craft guilds where apprentices honed their skills vicariously
alongside a master craftsman (Lombardi 2007, p. 6). The advent of industrialisation
brought about the need to train a mass labour force meaning the apprenticeship
model of learning declined and was supplanted by less direct but more cost-efcient
institutional systems of mass education (Klopfer et al. 2004). Only in recent years
has the interest in more authentic real-world learning resurfaced alongside theories
of situated learning (Brown et al. 1989) and cognitive apprenticeships (Collins
1988; Collins et al. 1989). Much of this renewed interest can be traced to economic
and technological imperatives which have combined to make authentic learning
both economically viable and pedagogically appealing.
The economic drivers stem from the structural shifts in post-Fordist capitalism
which have seen the decline in traditional labour-intensive industries and the
emergence of new forms of production which are largely immaterial in nature,
based on the manipulation of networked knowledge and ideas (Lazzarato 1996;
Selwyn 2014). These structural shifts demand a new set of skills and dispositions
for a largely immaterial workforce which include creativity, networking, coopera-
tion and autonomy (Selwyn 2014).
Technology is also an important driver in the renewed popularity of authentic
learning since computers and, more lately, mobile technologies have matured to the
point at which previously inefcient models of learning are once again feasible.
Mobile technologies are relatively ubiquitous, small and discreet making them ideal
for many work-based learning tasks such as capturing images, notes and reflections
in situ (Burden et al. 2010). Todays mobile devices are invariably networked
which allow learners to participate in real communities of practice such as Science
Citizen projects where they are supported by genuine professionals, akin to the
traditional apprenticeship model, although at a greatly reduced cost.
Given this resurgence of interest in models of authentic learning and the
world-wide technological shift to post-PC devices (PPD) such as mobile phones
and tablet computers, it is timely and important to better understand the assump-
tions which underpin the concepts of authenticity and mobile learning. Therefore,
this article addresses the following research questions:
What assumptions underpin the concept of authentic learning with mobile
technologies?
What functional value do these conceptualisations serve for educators and the
wider academic community seeking to further exploit the potential of mobile
technologies?
30 K. Burden and M. Kearney
The Oxford dictionary denition of the term authentic reveals two etymological
strands upon which similar but signicantly different interpretations of the phrase
have gradually emerged. In its original form, deriving from the Greek term au-
thentikos, authentic is dened as meaning of undisputed origin, not a copy or
replica and this interpretation has been appropriated into the legal lexicon where
synonyms like genuineness, bona de and veritable are used to imply the
integrity and originality of a person, object or act.
The second etymological derivation, which has become the more commonly
used (at least since the eighteenth century) stems from a more representative
understanding of the term associated with secondary rather than direct experience.
An account of an eye witness is described as authentic if it is accurate in its
representation of the facts. Authenticity, in this second sense of the term is a
measure of reliability and correspondence between the original artefact (e.g. an
accident in the street) and its secondary representation (e.g. by an eye witness). In
this secondary interpretation, various proxies such as trustworthiness and authori-
tative certication replace the certainty afforded by direct sensory rst-hand pres-
ence (Russell 1959) and in this sense authenticity is a measure of delity and
correspondence between the primary account and its second-hand representation.
When the term authentic is used in association with learning, both the direct and
representative etymological denitions are invoked; but until recently with the
emergence of ubiquitous ownership of mobile devices authenticity has most
commonly referred to the representative interpretation, whereby students tackle
real-world problems and challenges through a simulated, rather than a direct par-
ticipatory interface. Technology and the affordances of mobile technologies chal-
lenge these traditions in ways which will be discussed later in the article.
The term authentic learning is used in various different ways in the eld of edu-
cational technology and this section explores three different descriptions based on
studies of mobile technology use reported in the research literature.
In the rst of these authenticity describes the context of the learning activity and
the extent to which this is participative or simulated. In these descriptions,
authenticity is judged by the extent to which students engage in activities and tasks
like those undertaken by professional communities of practice in so-called
real-world settings. The second denition relates more to the nature of the tasks
and activities undertaken. In these cases, authenticity is a measure of the degree of
agency granted to students which is also correlated with the extent to which the
learning activity is predened or emergent, planned or unplanned. The third de-
nition of authenticity is embedded within the students personal goal structures and
2 Conceptualising Authentic Mobile Learning 31
emotional engagement with the learning activity. From this perspective, authen-
ticity is a measure of how far learning activities engage students lived experience,
enabling students to nd meaningful connections with their current views, under-
standings and experiences (Stein et al. 2004, p. 240).
activities based on the local environment, sharing their ndings and data with
professional scientists and other activists in an online community of practice.
A simple but highly effective example of participative authenticity is reported by
Ebner (2009) who undertook a study of academics using Twitter on their mobile
phones as a back channel at an academic conference. Delegates tweeted their
responses and impressions of each presentation and these tweets were simultane-
ously projected on a large screen behind the presenter. In this respect, delegates
were physically situated in a highly authentic context (the conference) and were
also participating in a genuine community of academic practice, as were those
lurkers who could not attend the conference directly but could follow and partic-
ipate online.
In these examples of participative authenticity, mobile technologies mediate how
learners work alongside professionals gradually acquiring the habits and cultural
trappings of the community as in a traditional apprenticeship model. However, in
many of these examples the learner does not need to be physically located in the
actual community since this can now be achieved through virtual participation even
from within a formal setting such as a classroom or conference venue. In this sense,
mobile technologies are blurring the boundaries or seams between formal and
informal learning contexts enabling learners to work in ways which are often
described as seamless and unbounded (Looi et al. 2010).
learning both in formal and hybrid spaces (see below) but empirical research to date
suggests they are often used by teachers for low level, unrealistic tasks which bear
few resemblances to authentic practices (Kearney et al. 2012, 2015).
Williams et al. (2011) dene emergent learning as learning which arises out of
the interaction between a number of people and resources, in which the learners
organise and determine both the process and to some extent the learning destina-
tions, both of which are unpredictable (p. 3). There is an implicit assumption in
many of the studies on authenticity that learning is likely to be more unplanned and
emergent than predened or prescribed when students tackle ill-dened problems
that defy simplistic or quick solutions. Over prescription and unnecessary inter-
vention by educators is included as one of Herrington et al.s list of inauthentic
strategies for mobile learning (2008).
Some researchers have identied planning related to learner generated contexts
as a signicant vector in understanding how mobile technologies can make learning
more authentic (Toh et al. 2013). These studies show how students spontaneously
used their mobile devices to capture and share images or video clips related to a
personal interest or hobby (e.g. bird watching) without the direction or prescription
of a teacher or adult (Jones et al. 2013). These examples often occur in informal
settings outside of institutional control but there is no reason to suppose this kind of
incidental learning with mobile technologies, could not, and is not taking place
within formal settings in the form of serendipitous learning (e.g. where a learner
uses their mobile device to capture an idea or inspirational thought) (Toh et al.
2013; Williams et al. 2011).
One area where emergent learning is more evident is in mobile games-based
applications where players can engage in highly realistic simulations and
problem-solving exercises that mimic many of the tasks undertaken by real pro-
fessionals. Gwee et al. (2010) reported one such mobile simulation which featured
year 9 social studies students using the game Statecraft X on their iPhones to learn
about the concept of governance through role play. What distinguishes the game is
the amount of spontaneity and lack of planning. Students worked largely at their
own pace without interventions or schedules to regulate them.
These discussions then invite questions as to the extent to which authenticity can
or should be designed into the learning experiences of students when they use
mobile technologies (Barab et al. 2000; Petraglia 1998). This raises an obvious
tension as it is difcult to visualise how instructors can design learning activities
that are entirely emergent since the very act itself assumes a degree of deliberate
intent. For some researchers, the solution is to deny the legitimacy of preauthen-
tication altogether by which they mean they reject the notion that designers or
teachers can construct predened authentic tasks, even if these have real and
practical use to a genuine community of practice (Barab et al. 2000). They argue
that these elements of authentic learning cannot be predened because they do not
guarantee buy in from learners. If the learner does not personally perceive the
context to be authentic it cannot be preauthenticated or designed by some other
person. In this sense authenticity is manifest in the flow itself, and is not an
objective feature of any one component in isolation (Barab et al. 2000, p. 38).
2 Conceptualising Authentic Mobile Learning 35
Indeed there is a concern amongst some that what constitute genuine real-world
communities of practice for adults may be far from authentic from the perspective
of learners who may speak an entirely separate discourse based on the curricular
language with which they are familiar (Heath and McLaughlin 1994). These critics
argue that teachers should attempt to locate authentic learning in what they term
institutions of curricular authenticity where familiar curricular practices, lan-
guages, norms and traditions are the Lingua franca. This position is further sup-
ported by Hiebert et al. (1996) who argue that students can be engaged in deeply
contextualised and authentic tasks within the curriculum as long as they are per-
sonally challenged to engage with the underlying concepts and deep structures of
the discipline itself.
These considerations therefore foreground a critical third constituent in authentic
learning which is the emotional and extra-rational dimension of learning and the
commitment of the learner whilst also highlighting one of the more substantial
epistemological challenges in the eld of authentic learning: how can we capture
and understand the learners emotional sense of engagement and commitment?
This denition of authenticity correlates how well a learning activity matches a students
personal goal structures (Heath and McLaughlin 1994) or the extent to which learners
themselves problematize the elements that make up the context (Stein et al. 2004, p. 240).
In many of the case studies reported in this paper, we can infer that learners were
highly motivated and engaged in the mobile-learning activities which are described
but meaningfulness is a difcult construct to capture and few of the studies detail to
what extent the mobile activity enabled learners to develop personal meanings, or
indeed why. One exception is the pilot study for the Ecomobile project
36 K. Burden and M. Kearney
(Kamarainen et al. 2013). This project explored how the use of a mobile AR
application (FreshAIR) could be combined with probeware tools and software to
enable students to understand the ecosystem of a pond in ways which resembled
real scientic practice. Feedback and video evidence from students undertaking the
project indicate that it was highly engaging and had considerable personal signif-
icance for students working in their local environment. They appear to have
engaged with the topic on a highly personal level despite the fact it did not feature a
genuine professional community of scientists as such.
Derived from the above denitions and examples, we propose the following
orthogonal model as a means of further conceptualising authentic mobile learning
(see Fig. 2.1). We identify Context as a critical vector in understanding how and
where the learning activity is situated and use the terms simulated and partici-
pative as the binaries for this continuum. These are not proposed as normative
labels since there is no implication here that either form of authenticity is neces-
sarily more desirable than the other.
The second axis called Planning Design measures the extent to which the
learning activity is planned or unplanned in a similar way to the model developed
by Toh et al. (2013). However, given the emerging affordances of mobile tech-
nologies we place greater emphasis on the agency of the learner in co-negotiating
and designing these contexts. Hence this vector is used to measure both the degree
of agency granted to the learner and the extent to which the learning activity as a
whole is preplanned or emergent.
Third, we include a vector capturing the Personal Relevance and consequent
engagement of the learner since this has emerged across many studies as a highly
signicant but often neglected element of authentic learning. Unlike the other two
vectors which are not normative, this vector is more judgemental since it is
recognised that learners will elect to disengage from learning which holds little or
no personal signicance or meaning for them.
To illustrate how this three-dimensional model might further support the concep-
tualisation of authentic mobile learning, we have populated it with the three
mobile-learning scenarios described earlier in the paper represented by the letters A,
B and C (see Fig. 2.2 and Table 2.1).
In terms of the context vector, only the Twitter example (C) was classed as
participative since it was set in a genuine real-world context in this professional
learning scenario (an academic conference) accessible in both a physical and virtual
manner through the mobile device. In the Ecomobile example (A), students par-
ticipated in real-world tasks and processes using tools in a real-life way and in
relevant informal settings but they did not engage with a real community of
practice, even though this might have been feasible with the mediation of mobile
technology. Therefore, the context was identied as a hybrid. The mobile game
example (C) was entirely simulated in terms of context since there was little attempt
to involve students in a genuine governance community.
Both examples B and C were classed towards the emergent end of the planning
design spectrum since neither was heavily predened or structured. In the case of
the mobile game (B), students were not restricted by xed schedules and could
engage at their own pace. This was also true in the case of the Twitter, for example
where participants were left to determine how and when they would structure their
responses (if at all). The Ecomobile example (A) was more predened by the
teacher who had devised many of the tasks in advance even though most if it
occurred in an informal setting outside of school.
Finally, although students were not directly questioned about their levels of
personal engagement in any of these three exemplars, we might infer that moti-
vation and engagement was high judging by the amount of activity which occurred,
often unsolicited as in the mobile games example, and this suggests all three
examples had high personal meaning and signicance from the perspective of
learners themselves.
As shown in even these few examples understanding what is authentic about mobile
learning is not straightforward or unproblematic. Therefore this model offers a novel
way of conceptualising these issues which rejects simplistic solutions that frame
authentic mobile learning in terms of mutually exclusive binaries. Traditionally, this
is how authentic learning has been framed epitomised by the dictionary denition
duality between rst-hand direct experience which equates with the participatory
model of authentic learning and, indirect, second-hand experience which equates to
the simulated model of authenticity. This article has argued that this traditional
duality is no longer valid when students have access to and use mobile devices,
blurring the boundaries between simulated and participative forms of real-world
learning, between predened and emergent models of learning and between high or
low levels of personal engagement and meaning making.
2 Conceptualising Authentic Mobile Learning 39
The concepts of boundary crossing and boundary objects which are inherent
features of Activity theory (Engestrm et al. 1995) are useful ways of thinking about
authenticity and mobile learning because they focus on learning which transcends
conventional boundaries such as home/school, formal/informal, physical/virtual
using mobile devices as cultural objects which mediate these crossings. Here,
boundaries are understood as a social cultural difference between systems, practices,
or social worlds, leading to a discontinuity in action or interaction between these
systems (Snoek 2013, p. 309). In effect, mobile devices full a bridging action since
they enable learners to cross-traditional boundaries such as the student who joins an
authentic community of scientists on Twitter posting and following tweets as a
legitimate member of the community, but from within a formal classroom setting
which would traditionally be bounded both physically and culturally in such a
manner that this was not feasible. Whilst the mobile device acts as a boundary
crossing object in these cases it does so within culturally dened boundaries and
practices of the traditional classroom setting. If the teacher, and indeed the institution,
prohibit the use of technology across contexts in this seamless fashion (Jones et al.
2013; Wong et al. 2015), or if they attempt to pre authenticate or overly predene the
learning outcomes, it is unlikely these opportunities to cross-boundaries will be
ceased upon, or alternatively they become a form of subversive activity undertaken
by students looking to escape the rigidity and sterility of classroom learning.
What this chapter has also attempted to highlight is the primacy of affective factors
such as perceptions of personal relevance on the part of the learner which is so critical
in authentic learning. Research in the pre-mobile era already suggested that
authenticity was not a commodity which could be objectied and designed into the
context or tasks itself (Barab et al. 2000) but rather it was highly ephemeral and
closely associated with the personal perceptions of the individual learner. Current
research into authentic mobile learning has identied a signicant list of character-
istics that are deemed to make learning more authentic (Herrington et al. 2008) but
there is little empirical evidence of what these factors mean from the perspective of
learners themselves. There is an urgent need, therefore, for the mobile-learning
research community to better understand how this kind of data might be elicited and
how it would then be used to support in the design of more meaningful and engaging
authentic mobile learning scenarios. In this respect, we still face the same episte-
mological and methodological challenges that were highlighted by researchers
investigating the potential of rst generation computers to enhance authentic learn-
ing: A major challenge for instructional designers is to develop learning environ-
ments that incorporate authentic tasks in realistic contexts (Barab et al. 2000, p. 60).
2.8 Conclusion
paper has posited that no single criteria or characteristic makes a learning activity
authentic (Banas and York 2014) and it has also argued that traditional denitions
of authenticity are in need of revision and upgrade to better reflect the boundary
crossing potential mediated by mobile devices. Although formal settings such as
schools and universities might once have been considered contrived contexts for
learning compared to genuine real-world settings such as work placements or
apprenticeship this denition is rooted in pre-mobile notions of space and time
(Traxler 2009) which are no longer as applicable as they were previously. The
conceptual model proposed in this chapter (see Fig. 2.1) has a practical orientation
for learning design in mobile environments since it highlights three critical vectors
that need to be considered carefully in order to maximise the authenticity of any
mobile learning experience. Further research is also required to investigate to what
extent educators and learners are reconceptualising their thinking about authentic
learning when mobile devices are used seamlessly across the traditional boundaries
between formal and informal contexts, virtual and physical worlds and planned and
emergent spaces. This paper offers a model to initiate and support this process.
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Author Biographies
Kevin Burden is a Reader at the University of Hull (UK) in the Faculty of Education where his
research focuses on the interface between learning and technology. He is the author of over fty
research and conference papers/chapters and has produced many major reports for governments
and industry.
3.1 Introduction
Smartphones and tablets are powerful computing devices with unique affordances
that enable learning and collaboration across multiple contexts. These mobile
devices facilitate rich-media production and sharing in the form of images, video,
audio and geolocation data, and they can be used to rethink collaboration and
develop the potential for enhanced engagement and learning outcomes. Large-scale
mobile learning research projects in the UK (Attewell et al. 2010) and Europe
(Unterfrauner and Marschalek 2010) have demonstrated that mlearning can
empower marginalized learners, and Australian research has shown mlearning can
be a catalyst for enabling authentic learning (Herrington et al. 2009). Similarly, the
UNESCO (2013) mobile learning report identies a range of unique benets of
mobile learning, including:
Expanding the reach and equity of education
Facilitating personalized learning
Providing immediate feedback and assessment
Enabling anytime, anywhere learning
Ensuring the productive use of time spent in classrooms
Building new communities of learners
Supporting situated learning
Enhancing seamless learning
Bridging formal and informal learning.
3 Mobile Social Media: Redening Professional Development 45
Our mobile social media framework for lecturer professional development lever-
ages the effectiveness of mobile devices for enhancing learning outcomes in a
tertiary setting. It builds on successful collaborative research carried out across two
different higher education institutes involving over 60 mlearning projects since
2006. The framework has three key elements that scaffold and support the inte-
gration of mobile social media for new pedagogical strategies:
Establishing lecturer communities of practice to learn about the affordances of
mobile devices in relation to new modes of student learning;
Redesigning the curriculum in response to shifts in conceptions of teaching;
Collaborating with ICT services to develop the necessary infrastructure to
enable mobile learning across the campus (for example: wireless networks,
flexible learning spaces and mobile presentation technologies).
The framework is a blend of concepts that builds on the evidence of over 60
projects, and includes aligning theoretical perspectives such as: the concept of the
PedagogyAndragogyHeutagogy (PAH) continuum (Luckin et al. 2010), and
Puenteduras (2006) SAMR model (Substitution, Augmentation, Modication,
Redenition) of educational technology transformation and Sternberg et al. (2002)
conception of three levels of creativity. Using this developing framework, the
researchers have demonstrated how mlearning can enable authentic learning
(Herrington et al. 2009) through implementing msm for curriculum change and
development (Cochrane and Bateman 2013). The PAH continuum is used as a
guiding framework to measure a range of teaching and learning strategies from
teacher-directed pedagogy, to student-centred andragogy and student-determined
heutagogy (Table 3.1).
In this chapter, we illustrate the effectiveness and scalability of this framework
across two educational contexts, and examine the effectiveness of this framework
for supporting professional development. The establishment of COPs supports the
exploration and implementation of a range of practical strategies for lecturers to
utilize the unique attributes of mobile devices for designing transformative teaching
and learning practice, and empowering learners to become creative self-directed
graduates.
3 Mobile Social Media: Redening Professional Development 47
Table 3.1 A mobile social media framework based upon the PAH (modied from Luckin et al.
2010)
Pedagogy Andragogy Heutagogy
Locus of Teacher Learner Learner
control Content delivery Teacher as guide Teacher co-learner
activity
Digital assessment Digital identity Digital presence
types
Teacher-delivered Student-generated Student-generated
content content contexts
Teacher-dened Student negotiated Student negotiated
projects teams projects
Cognition Cognitive Meta-cognitive Epistemic
level SAMR Substitution and Modication Redenition
(Puentedura Augmentation Reflection as In situ reflections
2006)
VODCast
Portfolio to eportfolio Prezi on iPad Presentations as
PowerPoint on iPad New forms of dialogue with source
collaboration material
Focus on productivity Mobile device as Community building
Mobile device as content creation and Mobile device as
personal digital curation tool collaborative tool
assistant and
consumption tool
Creativity Reproduction Incrementation Reinitiation
(Sternberg
et al. 2002)
Knowledge Subject understanding: Process negotiation: Context shaping:
production lecturers introduce and students negotiate a students create project
context model the use of a choice of mobile social teams that investigate
range of mobile social media tools to and critique
media tools appropriate establish an eportfolio user-generated content
to the learning context based upon within the context of
user-generated content their discipline. These
are then shared,
curated and
peer-reviewed in an
authentic COP
Mobile Enabling induction Enabling Enabling collaboration
social media into a supportive user-generated content across user-generated
affordances learning community and active contexts, and active
participation within an participation within a
authentic design COP global COP
Ontological Learning about: Reconceptualising the Learning to become:
shift Reconceptualising role of the teacher Reconceptualising the
mobile social media: role of the learner
from a social to an
educational domain
48 T. Cochrane and V. Narayan
3.2 Methodology
3.2.1 Method
In this paper, we illustrate the implementation of our mobile social media frame-
work within the context of two case studies. The data collected was largely qual-
itative, triangulated with quantitative survey data. Each case study was comprised
of a Community of Practice of researchers and lecturers nurtured via a variety of
msm tools linked via a Google Plus Community and curated via a project Twitter
hashtag. Wordpress blogs are used to collate and share the outcomes of each COP
with a wider audience. Data collection included: a survey at the start of each
individual lecturer project to establish the participants previous experience of
mobile devices and social media in learning, the collation of participating lecturers
and students social media eportfolioseffectively their own learning journals of
their experiences throughout the projectand focus group discussions at the middle
and end of each project. At the end of each semester, we encourage participants to
reflect critically on their journey by collaborative publishing of msm implementa-
tion case studies in appropriate conference proceedings and journal articles. These
peer-reviewed reflective practice case studies are used to inform the design of the
next iteration of projects. All participants are informed of the aims and requirements
of each research project, and are asked to sign informed consent forms as approved
by the institutions ethics committee. An example timeline of the stages for each
project is shown in Table 3.2.
Data analysis tools included discourse analysis of participant blog posts using
collated word clouds, and transcription of participant reflective videos that were
uploaded to YouTube and embedded in their blogs. Mobile social media (for
example: Blog posts, YouTube videos, Twitter, Google Plus, Vine and Instagram
videos) is curated via project hashtags allowing the collation of all social media
generated as part of the project. Analysis of the curated social media outputs utilizes
3 Mobile Social Media: Redening Professional Development 49
Each COP is designed to become a model for participants to apply to their own
teaching practice contexts as they explore the integration of msm into the cur-
riculum they teach. We begin by negotiating and establishing a range of
core-supporting mobile social media tools to enhance the weekly face-to-face COP
meetings usually held at a local caf with free wi access (Fig. 3.1). We also spend
time collaboratively exploring the mobile social media framework and collabora-
tively discuss ideas for applying this to one anothers teaching contexts.
A Google Plus Community was established as a hub for each of the two example
COPs for scheduling events, posting resources and engaging in discussion relating
to organizing the COP and implementing the framework. The cross-platform
Google Plus mobile App and the Hangouts App enabled participants to connect and
3 Mobile Social Media: Redening Professional Development 51
collaborate from a variety of locations. The G+ community was made public, but
contribution was allowed by invited users only. This was important to allow
peripheral participation by interested people around the world, while allowing
moderation of content by the core group of participants and wider invited partici-
pation for feedback and input. A Twitter hashtag (for example #mojomlaw) was
dened for each COP to curate the use of mobile social media associated with the
projects, and a regularly auto updating TAGSExplorer spreadsheet for visual
analysis of collaboration via Twitter was created. As Fig. 3.1 shows,
TAGSExplorer allows identication of core participants as major nodes and link-
ages to peripheral participants either following the project or having remote input
into the project conversations. This was particularly useful in brokering the activity
of each COP to a wider audience of peripherally interested peers within their
departments, and time-based snapshots of TAGSExplorer Twitter analysis indicates
the growth of these peripheral connections and conversations graphically.
TAGSExplorer also provides a motivating tool for students as they can graphically
see the impact of their Twitter conversations within the community around the
hashtag. In the example from the 2013 mobile Journalism course shown in Fig. 3.2,
we can see the largest conversational node is the course lecturer, but there are also
signicant student nodes that developed over the timeframe of the course.
We explored the use of several mobile social media Apps such as Vine and
Vyclone, giving the participants their rst experience of becoming mobile content
producers and publishers. Participants were asked to experiment with a variety of
mobile social media. A Wordpress blog was created as a public face for each COP
(for example http://ejeteam.wordpress.com), where participants can post project
progress updates, examples of redesigned activities and assessments and examples
of student work as part of the project outcomes. Google Docs was designated as a
way of sharing and collaborating on our project outlines, goals and curriculum
redesign plans. Other mobile social media curation tools used included a tagboard
for the project hashtag to curate a social media stream from Twitter, Vine, Google
plus and WhatsApp (for example https://tagboard.com/mojomlaw).
For scholars and graduate students who embrace these practices, the benets may
be a better contribution to the knowledge base, a more participatory research
process, enhanced reputation, expanded denition of expert and democratized
access to expertise (Greenhow and Gleason 2014, p. 5). Utilizing Google Docs for
collaborative research writing allows a new dimension to traditional publish or
perish approach to academia. Our COPs include academic advisors as educational
researchers as well as educational practitioners collaborating to improve practice via
reflective and theoretically informed critique via peer-reviewed publication. We
have COP participants establish their own research proles on Researchgate.com
for sharing and disseminating their reflective practice publications beyond the
connes of traditional journal and book publishers. The use of a common hashtag
for enabling curation of all associated social media created as part of each COP
project provides a rich source of both quantitative and qualitative data (for example
https://tagboard.com/mojomlaw).
3 Mobile Social Media: Redening Professional Development 53
Scholars who practice a social SOTL may benet from an increased ability to
facilitate active, cocreated learning experiences through social analytic feedback.
Students and instructors may also benet from the diversity of perspectives that can
be brought into the learning process via social media (Greenhow and Gleason
2014, p. 7). We used both synchronous (Google Plus Hangouts) and asynchronous
(Google Drive) mobile social media tools to collaborate upon curriculum redesign
as a diverse interdisciplinary group.
Reconsidering SOA through the lens of social scholarship values and social media
affordances, therefore, suggests expanded sites and methods for application
scholarship that address community challenges (Greenhow and Gleason 2014,
p. 8). We used Google Spreadsheets to create an interactive curriculum design
rubric based upon our mobile social media framework as a guide for all of the
lecturers participating in the project.
3.3 Discussion
Our developing mobile social media implementation framework involves three key
elements: modelling a community of practice, redening pedagogy and designing
an appropriate technology support infrastructure.
Creating a sense of community was achieved utilizing the mobile social media
tools that we wanted the participants to experience themselves and build on within
their own teaching practice. The mobile-friendly Google Plus App and Hangouts
App were particularly powerful for this purpose (Fig. 3.3).
In general, we nd that the biggest conceptual shift for the COP participants is
how to redesign curriculum activities and assessments to leverage the unique
affordances of mobile social media without reverting to merely replicating current
practice and pedagogies. In this section, we provide two brief examples of cur-
riculum redesign of learning activities and assessments from two different profes-
sional development COPs.
Table 3.4 Mobile social media in the Journalism Law and Ethics curriculum
Pedagogy Andragogy Heutagogy
Activity Assessment Assessment 2: 2014 Assessment 1: 2014
types 1-3: 2013
Assessment Digital identity Digital community
3: 2014 building
Digital assessment Student-generated content Student-generated
contexts
Teacher-delivered Student negotiated teams Student negotiated
content projects
Teacher-dened Mobile device as content creation Mobile device as
projects and curation tool collaborative tool
Simulated
environment
This project was focused around the redesign of a course titled iCommunicate, and
featured the use of wireless mobile device screen mirroring via our custom design
MOAs. A COP was established with the two lecturers at the beginning of 2013 with
an aim of helping them learn and utilize msm as a mechanism for enabling students
to explore different communication genres and techniques. Prior to this project, the
iCommunicate curriculum was taught by facilitating a series of media production
lab sessions where the students were shown how to create podcasts as an outcome
in the learning process. After three iterations over the last year of working with the
lecturers and redesigning the course, the curriculum now features students nego-
tiating a project in groups of two to three to explore an appropriate communication
3 Mobile Social Media: Redening Professional Development 57
genre and how msm enables and enhances communication with an intended
audience. As a result, the course now has embedded within its facilitation and
assessment approach several msm tools including: Augmented Reality, a Google
Plus Community that facilitates social and collaborative learning, a group
WordPress blog and YouTube for students to publish their nal project output.
Table 3.5 outlines the changes to the assessment in one of the course taught as
part of the degree.
Table 3.6 provides an overview of the proposed changes to the curriculum in a
course on the pedagogy-andragogy-heutagogy continuum.
protocols on the WiFi network (such as Apple Airplay, Miracast and Chromecast).
In particular, we developed moveable large-screen wireless displays that we nick
named MOAs or Mobile Airplay screens (Cochrane and Withell 2013) in reference
to an extinct flightless bird native to New Zealand. These MOAs (in the background
of Fig. 3.4) were then deployed as part of each COP project to enable new forms of
msm interaction in classes, such as displaying a real-time discussion and back
channel via Twitter or Todaysmeet, hosting remote participation via Hangouts or
live streaming events via Apps such as Bambuser (Fig. 3.4).
As the case studies develop and progress, they will provide rich data on the
application of our mobile social media framework within a variety of educational
contexts.
3.4 Conclusions
critique and rene these via collaborative scholarship on reflective teaching prac-
tice. We hope that our experiences will provide a useful example for others to
follow. Our goal is to identify and articulate a developing theoretical framework for
professional development implementing effective mlearning, resulting in a range of
practical strategies for students and lecturers to utilize the unique attributes of
mobile devices for transforming teaching and enhancing learning. Two case studies
illustrate the three key elements of the framework: modelling a community of
practice, redening pedagogy and designing an appropriate technology support
infrastructure. These are founded upon developing an explicit culture integrating
the collaborative scholarship of teaching and learning. We argue that mobile social
media provides a platform for developing both a culture of collaborative scholar-
ship and student-determined learning.
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3 Mobile Social Media: Redening Professional Development 61
Author Biographies
Thomas Cochrane is an Academic Advisor at AUT University's Centre for Learning and
Teaching (CfLAT). In 2011 he was awarded as an Ascilite Fellow. His research interests include
mobile learning, web 2.0, and communities of practice. Thomas has implemented over 50 mobile
learning projects. He has over 100 peer reviewed publications, receiving best paper awards at
Ascilite 2009, ALT-C 2011, ALT-C 2012, and keynoted at several international conferences: 2012
m-Libraries conference (UK), the launch of UWS massive iPad project (2013), IBSA VET
Practitioners Conference (Melbourne, 2014), and an invited speaker at EdMedia2014.
Vickel Narayan is a learning and teaching consultant at the Centre for Learning and Teaching
(CfLAT) at the Auckland University of Technology. Previously, Vickel was an Academic Advisor
(eLearning) at Unitec Institute of Technology from 2009 to 2011. He has a keen interest in Web
2.0 technologies and its potential to engage students and teachers in the teaching and learning
process. Vickel is particularly interested in exploring mobile Web 2.0 tools for creating, nurturing
and maintaining virtual communities, social connectedness, fostering social constructivism,
student generated context and context. He is currently completing his Ph.D. in mobile learning.
Chapter 4
Interactivity and Mobile Technologies:
An Activity Theory Perspective
Abstract Expert teachers are pragmatic in their curricular planning and instruction
through embedding the use of mobile technologies towards providing their students
with meaningful learning experiences. They use technology as a cornerstone within
their instructional design. This study examined how pedagogy, professional
learning and mobile technologies impact a teachers ability to utilise a
learner-centred interactive approach. Qualitative data were collected and analysed
using the six-step activity theory in conjunction with a case study design were data
was collected from four teacher participants through interviews, classroom obser-
vations and lesson plans. Data revealed that teaching and learning sequences
involving mobile technologies were found to have varying degrees of learner
teacher interactivities, ranging from complete teacher control to total learner con-
trol. This range of interactivity can serve as a teacher guide to mobile learning
design using appropriate pedagogy integrating apps in conjunction with other
classroom resources to yield improved student outcomes.
4.1 Background
entrenched within educational discourse with the increased utility of mobile learning
devices, such as smart phones and tablet PCs in todays classrooms (Beauchamp and
Kennewell 2010; Beauchamp and Parkinson 2005; Holzman 2006; Koolstra and Bos
2009; Larsson 2012; Tanner and Jones 2007; Ting 2013; Toteja and Kumar 2012).
Yet, there remains an ongoing debate regarding the denition, theoretical nature,
structure and signicance of interactivity to student achievement (Coursaris and
Sung 2012; Kiousis 2002; Kirsh 1997; Koolstra and Bos 2009; Larsson 2012; Smuts
2009). Although there has been a tremendous growth and potential in the use of
wireless handheld mobile devices, the orchestration of mobile learning (m-learning)
has still been scarcely explored (Motiwalla 2007).
While interactive whiteboards (henceforth IWB), an example of technology
readily available in most classrooms, have been popular for over a decade, their use
in conjunction with other mobile technologies is neither widespread nor thoroughly
researched (Beauchamp and Kennewell 2010; Haydn 2010; Hennessy and London
2013; Maher 2012). Moss et al. (2007) call for more research to address the issue of
how mobile technologies can widely contribute to best practices in multimodal
learning experiences (Stokovski 2010). Further, there is a pressing need to examine
these from an activity theory perspective using interactivity as a measure (Miller
and Glover 2010). Its signicance is paramount to preparing twenty-rst century
learners to thrive and to advancing pedagogies that return the focus to content
acquisition rather than on searching for the next new technolog (Elias 2011,
p. 143).
Previous studies on mobile learning have predominantly focused on effective-
ness rather than its design (Wu et al. 2012), thereby overlooking the need for
orchestrating current classroom technologies with new m-devices. Understanding
interactivities among technology, students and teachers are necessary to advance
this agenda (Ting 2013). Research on interactivity has positioned it as a single point
of interaction rather than continuum of teacher- and learner-centred interactivities
(Banna 2011). This hybrid approach is invaluable in the design, application and
review of teacher pedagogy in relation to classroom mobile learning design. This
study attempts to identify the various points of interactivities by examining the
teacherstudent lived classroom practices with software apps on mobile devices
towards achieving their learning goals using the activity theory framework.
(Pea-Ayala et al. 2014). That is to say, how IWBs can work in harmony with
classroom mobile technologies to orchestrate better interactivity. Activity theory
embraces interactivity while serving as an interactive teachinglearning approach as
it encircles the idea of examining human interactions in achieving their end goal,
placing emphasis on sociocultural elements of teaching and learning (Roschelle
et al. 1998; Ryu and Parsons 2009; Spikol et al. 2008). As viewed from an activity
theory perspective, activity is a valid indicator for measuring learnerteacher
interactivity (Miller and Glover 2010). According to Engestrm (2001), activity
theory provides the ideal ground analysis for events in classroom discourse where
the seemingly self-sufcient worlds and scripts of the teacher and the students
occasionally meet and interact to form new meanings that go beyond the evident
limits of both (p. 135136).
This concept is aptly summarised with Engestrms (1991, 1992) activity system
model in relation to this study (see Fig. 4.1). It illustrates how the teacher and/or
learner is the main focal point that drives all activities, actions and operations in the
activity system (classroom) in order to achieve the end goal (lesson goal). Using
activity as a unit of analysis, we can explore information behaviour within lived
events (Allen et al. 2011). The teacher can pragmatically select apps along with
other classroom technologies as a tool to help achieve their lesson goal. According
to Engestrm (1992), an activity system does not exist in vacuum (p. 19).
Activities involve human actors, who are motivated towards an object (goal)
TOOLS:
IWB, laptops, software,
CasCalculators, iPads, digital text
book, pens, paper, etc.
RULES: DIVISION OF
Curriculum, School LABOUR:
ethos, administration and COMMUNITY: Professional learning
management policy Classroom students, teacher colleagues, ICT provided by ICT
coordinator, management, school, parents, coach, management,
local community, online community, State education body,
colleagues, management, etc. etc.
Fig. 4.1 Adapted model of Engestrm (2001) Activity System in context of this research study
66 R. Rozario et al.
(Pietsch 2005) with their actions are impacted by tools, such as software in their
community representing learners, parents and school management as shown in
Fig. 4.1. The object of an activity system is the central characteristic of the system
and the belief of goal-directed behaviour is vital to the concept of activity
(Engestrm 2001).
Therefore activity theory provided a common orientation, structuring method
and a map that guided this research inquiry to capture interactivities during software
use in complex classroom settings (Roschelle et al. 1998). Activity theory provides
a lens for analysing activity and enables its use as a framework for determining the
components of the activity system as represented in Fig. 4.1 (Jonassen and
Rohrer-Murphy 1999; Karanasios et al. 2013). The various components subjects,
tools, objects, community, division of labour and rules in the activity system help
identify and explain the activities and interactivities taking place in the classroom.
For instance, a classroom observation of this study examining a lesson conducted
by a teacher brings to light the various components of the activity system and the
diverse motivations and contradictions faced by the actors towards attaining it.
4.3.1 Pedagogy
At the outset, it is important to make clear that although this study identies three
tensions, namely, pedagogy, professional learning and digital resources as factors
that affect the shape of interactivity, the ndings of this chapter focuses on the
tensions that occur within pedagogy. Although the applications of mobile learning
are widely accepted practice in primary, secondary and tertiary levels of educational
settings, yet it still remains underdeveloped in terms of its pedagogical consider-
ations (Park 2011). Central to any study on pedagogical interactivity is the notion
that teachers possess the skills to make technology work. Haldane (2007) notes that
digital technologies by themselves are not interactive but merely a medium
through which interactivity may, to a greater or lesser extent, be afforded (p. 258
259). While the software applications and Learning Objects enable interactivity, it
is eventually the user of the app who chooses the extent to take full advantage of the
softwares interactive potential (Alyani and Shirzad 2011). Further, classroom
technologies impact student-centred learning in ways previously not feasible
4 Interactivity and Mobile Technologies 67
(Hennessy et al. 2010; Miller and Glover 2010) enabling learner interactions that
capture experiences in physical and social realms (Ting 2013).
Studies show that some innovative and creative teachers attempt to seek digital
resources in technologies to suit a learner-centred pedagogical style (see for
example, Maher et al. 2012). While some teachers initially use software for
teacher-directed activities, they generally move to using it collaboratively shifting
towards learner-centred pedagogy (Moir 2014). However, improving access to
technology alone does not translate to better pedagogy (Hennessy et al. 2010;
Hennessy et al. 2007). Some teachers use the apps to promote controlled
pre-communicative activities (Gray et al. 2005, p. 43). That is, the learning funnel is
controlled by the teacher, referred to as low-level funnelling questioning (Tanner
and Jones 2007, p. 38). What is needed is an interactive teaching
approach/pedagogy, which focuses on a dialogic rather than an authoritative inter-
activity to foster genuine learning (Beauchamp and Kennewell 2010; Hennessy and
London 2013). Interactivity can be supercial or deep varying from intra-activity,
surface interactivity, deeper interactivity, dialogical deep interactivity and full
interactivity based on the teacherpupil control of interaction (Tanner and Jones
2007, p. 38). Locally and globally, the current push is for a pedagogic change from a
didactic to an interactive approach to learning and teaching and interactivity as a
concept that drives this change (Miller and Glover 2010). Developing design prin-
ciple of mobile learning that blend mobile and non-mobile technologies is important
for the integration of technology into teacher pedagogy (Herrington et al. 2009).
Hennessy and London (2013) aptly summarise pedagogical change requires ped-
agogically oriented professional development (p. 17).
ICT has the potential to increase student performance and improve teacher peda-
gogy, however, teacher practitioners struggle to keep pace with the influx of tools
within instructional technology in part due to inadequate professional development
and training (Clarke and Fournillier 2012; Oigara and Wallace 2012). In many parts
of the world, research has depicted that unidirectional investment on hardware such
as IWBs without detailed professional development does not automatically translate
to effective leaner-centred pedagogical practice (Becta 2003; Halford 2007; Lacina
2009; Moss and Jewitt 2010; Oigara and Wallace 2012; Somyurek et al. 2009).
Piecemeal teacher training has long been a hit and miss approach centred on the
technical features of the equipment (Hennessy and London 2013; Miller and Glover
2007). What is needed is using software technologies that bolster curricular content
in ways that are seamless and promote interactivity between and within teachers
and students alike. Professional m-learning design models need to focus on peda-
gogical aspects of interactivity, rather than effective application of their use to
specic technologies. This would enable teachers to be better equipped with the
skills that focus on these pedagogical principles of interactivity making it easier to
68 R. Rozario et al.
To include a dialogic rather than authoritative interactivity approach along with the
software features focussing on learner-centred interactivity is the key to pedagogical
change (Beauchamp and Kennewell 2010, p. 759). Endeavours must be made to
make available mobile digital resources such as games that enable active learner
technology interactivity so as to connect students lived experiences in-class and
out-of-class context (Masek et al. 2012; Wong and Looi 2011). Frameworks for
evaluating and selecting applications for mobile technologies in learning settings
are still at its developing stages (Sharples 2006) and should include and embrace
elements of interactivity (Beauchamp and Kennewell 2010). Selecting appropriate
applications for m-devices using rubrics and evaluative tools for teachers which
focus on their pedagogical beliefs to integrate technology into classroom practices
is absent in the literature (Green et al. 2014). Using iterative design models for
4 Interactivity and Mobile Technologies 69
4.4 Methods
This research investigation utilised a case study design whereby data were collected
through classroom observations, teacher interviews, samples teacher lesson plans
using apps, journals and other resources used during class over a period of 4
months. A convenience sample was used for school selection, resulting in four
teachers opting into the study based on a rst-come rst-serve criteria. Further, a
purposeful sampling technique (Tongco 2007) was used to select lesson plans and
software apps used by participatory teachers for data analysis in order to cater to a
wide range of interactivities from learner-centred to teacher-centred approaches.
Thematic analysis was used to identify emerging themes from eld notes recorded
from classroom observations and formal/informal interviews with the participant
teachers.
An adapted model of the summary of six-step process by Jonassen and
Rohrer-Murphy (1999) was used to collect data from an activity theory perspective.
70 R. Rozario et al.
Two research questions guided this inquiry: What types of learnerteacher inter-
activities does the teacher facilitate when using mobile learning apps? What teacher
tensions affect interactivity within mobile learning app usage? (Fig. 4.2)
4.5 Findings/Discussion
Data analysis revealed that teachers tend to adopt various levels of learnerteacher
interactivities in the use of software apps. These interactivities will fluctuate
between teacher-centred to learner-centred approaches in classroom with the pos-
sibility of a contradictory situation of learner- and teacher-centred interactivity
occurring simultaneously. This trend was noticed when observing various inter-
activities during classroom observations of all four teacher participants. All teachers
also acknowledged during their interviews that with the use of apps by teachers and
students reflects a spectrum of interactivities rather than one point. Therefore, it
would be more appropriate to refer to interactivity as several points or a range of
interactivities.
In relation to research question one, What types of learnerteacher interactivities
does the teacher facilitate in the use of mobile learning apps, a range of points of
interactivity were recognised, that is to say the amount of teacher and learner
involvement with learning tools such as technologies and software applications
slides constantly from active learner or teacher participation to passive learner or
4 Interactivity and Mobile Technologies 71
teacher participation. During teacher interviews, this nding was regularly reiter-
ated reflecting a continuum of pedagogical interactivities occurring in the class-
room. As one teacher participant comments:
Most lessons, particularly the initial part of the lesson will usually be teacher focused and
hopefully moving towards student activity towards the second half of the lesson where to
some extent there is a way of them applying the theory or the content. There are lessons that
are much more student-focused and there are lessons that are teacher-focused but for me as
a rule I would try and have a combination of both within each lesson.
Using the app, SlideShark by Brainshark, Inc., one participatory teacher displayed a
slideshow from her iPad onto the IWB to demonstrate to students explicit directions
for the science experiment, a visual model of what would look like, and then follow
up pictures from each groups work (see Fig. 4.3).
Although the same slides were used at different junctures, the level of learner
teacher interactivity varied from complete teacher control to learner control and also
resulting in a juxtaposition of both at one given time depending on the use of
technology. For instance, during the rst use of the slide the classroom teacher was
in control of the teachinglearning process adopting a didactive teaching approach.
However, when using the same slides at the second time, although in appearance the
teacher was adopting a similar approach, the students were more learner-centred as
they were in control of the technologies and tools they were using.
The spectrum of interactivity occurs with the use of SlideShark and the IWB
ranging from teacher-centred, learner-centred, juxtaposition of learner and
teacher-centred coexisting simultaneously and a blended approach either inclined
towards active teacher control or learner control. Each of these categories and its
features are discussed below using additional classroom-based examples.
Some teaching and learning processes are focussed on teachers and their authority of
learning process (Tanner and Jones 2007), as they are actively involved and instru-
mental in classroom orchestration (Beauchamp and Kennewell 2013). This structure
results in learners playing a more passive role in the activity system. Examples of this
type of interactivity found from data analysis include: teachers controlling apps adopt
an instructivist pedagogy; performing activities such as delivering theoretical
knowledge with or without the use of embedded software in the technologies; pro-
viding overt instructions with or without the assistance of tools in the activity system,
providing information using websites, expressing their opinions and inclinations and
describing situations and scenarios. As the teacher exercised control over the use of
the SlideShark app during the delivery of lesson object Ionic bonds, the teacher uses
the iPad in conjunction with the app to explain this concept while learners are lis-
tening to instructions and demonstration of software applications by the teacher. The
activity is controlled and exercised by the teacher. In a short moment, thereafter,
4 Interactivity and Mobile Technologies 73
teaching the same concept the teacher brings forward two learners to the IWB to drop,
drag and attach ionic bonds with other learners in the classroom providing feedback
and suggestions. This example demonstrates how in a matter of few minutes complete
teacher control can shift to learner control. Similar instances of this would be the
teacher using the app in conjunction with the IWB as an expert to explain a mathe-
matical concept while learners listen and thereafter apply that knowledge while using
iPads or Cascalculators.
In this category, both the learners and teacher are involved during the teaching
learning process and the level of interactivity can be slightly more inclined towards
teacher- or learner-centred interactivity depending on the activity conducted.
Multiple teachers utilised the app, Twiddla by Expat Software, to brainstorm and
visually display graphics and print onto a blank canvas. This app essentially
combines the functionality of an IWB with an iPad or mobile phone, allowing both
the teacher and students' use to contribute to the overall classroom learning expe-
rience by overlaying mathematical formulas, graphs and lines (see Fig. 4.5). In this
example, the teacher is, more or less, in control of IWB, while the students give
verbal contribution and use Twiddla to relay input from their groups. That is,
learners will be using the app while the teacher also facilitates its use and appli-
cation by scaffolding the learning process. In this instance, the tools, activities,
actions and operations in the activity system are juggled between learner and
teacher orchestration, and in accordance to the lessons objectives.
74 R. Rozario et al.
Sometimes teachers and learners have simultaneous access and control over mobile
technologies. Here, learners will use tools, such as laptops, CasCalculators and
software applications alongside teachers using IWBs. While teachers are in active
control and use of their IWB, learners are in control of other classroom technolo-
gies. There is a coexistence of teacher-centred and learner-centred interactivity
concurrently working in the classroom, resulting in a juxtaposition of pedagogies
and interactivities. The teacher generally will be in control of the class with the use
4 Interactivity and Mobile Technologies 75
Fig. 4.5 Twiddla app showcasing teacher and student collective input
of the IWB and the related software applications using a teacher-centred approach;
the learner will simultaneously be using other classroom tools and artefacts, such as
laptops, iPads and software, applying his/her socioculturally and historically situ-
ated practices to attain the goal by using constructivist pedagogy.
Using the app, iPoe by iClassics Productions, S.L., one English
teacher-embedded interactivity within her poetry lesson, an area that is often
challenging for teachers to bring alive to reluctant readers. By combining visual
imagery, motion and brilliant graphics, iPoe, encourages students to experience
poetry rather than just read about it. This participatory teacher had her students use
their iPads afterwards to write similarly themed poetry, of which some student
samples would be displayed by the teacher onto the IWB for whole class sharing.
This juxtaposition of interactivity results in a position where the teacher is
adopting instructivist pedagogy, while the learners are applying constructivist
pedagogy in the learning process. This brings about a harmonising effect between
the teacher and the learner in relation to interactivity rather than discord sometimes
experienced at other stages of the interactivity spectrum. Harmony is experienced as
a result of a hybrid of pedagogies being achieved. Another example of this type of
interactivity was found when using the Hoodamath website, as learners were in full
control of their iPads and the teacher using the IWB led discussions on the concept
similar triangles. In this instance, the learners explored the online game and
learning by comparing similar triangles using their prior knowledge, while the
teacher used the IWB at the same time explaining concepts related to this topic.
It is clear that the level of interactivity between learners, teacher and technology
in classroom settings is constantly changing to reshape and develop to meet the
learning objectives. In fact, the precept of Engestrms theoretical framework is that
activity system is constantly developing (Engestrm 2010; Kaptelinin and Nardi
2012). This dynamic series of activities comes together to form the many points of
76 R. Rozario et al.
4.6 Conclusion
Using activity theory as a theoretical framework for this inquiry into the interac-
tivities found when teachers and students use digital technologies and apps, this
study sought to scrutinise, clarify and describe the many relationships between the
4 Interactivity and Mobile Technologies 77
learner, teacher and technology. The key ndings of this study may be summarised
as: rst, interactivity in the classroom is not a single point of interaction that
represents teacher-centred (didactive) or learner-centred (interactive) interactivity
but rather a spectrum or continuum of points that represents many shades of lear-
nerteacher interactions. The learnerteacher interactivity is ever-fluctuating when
apps are used in conjunction with other m-devices. Second, when software apps are
used in conjunction with other classroom technologies, there can be a coexistence
of a learner-centred and a teacher-centred approach, resulting in a hybrid teaching
and learning style. This juxtaposition of interactivities is more often made possible
with the use of m-devices resulting in a tool kit of pedagogical practices. Third, the
coexistence of learner and teacher-centred teachinglearning styles harmonises the
inbuilt contradictions that could exist within their interactivity. Fourth, the spectrum
points of interactivity are dynamic and ever-changing over time and can fluctuate so
dramatically that the likelihood of two learning episodes, keeping all factors con-
stant, are minimal, thereby making the contours of the interactivity unique and
unpredictable. Teachers have to constantly work on short and long-term changes to
keep up with this changing nature of the context and shape of interactivity. And
nally, a variety of teacher tensions affects teachers app usage along with other
classroom technologies and the level of interactivity in lessons.
Given the inconsistency, voids in existing literature, and novelty of the concept
of measuring interactivity in relation to teacher, learner and classroom technologies
in the eld of ICT, there is ample opportunity for research amongst scholars to
clarify, append, amend, improve and make relevant this concept in our twenty-rst
century learning environments. There are many factors directly and/or indirectly
influencing the shape of interactivity in relation to teacher pedagogy. For instance,
the study observed there are tensions encountered by teachers in nding and
preparing digital resources that are content relevant and interactive; teachers con-
stantly resorted to teacher-centred approaches in order to cover vast amounts of
curricula and in turn, impacted interactivity; teacher attitude and its relationship to
the shape of interactivity; availability and access to m-devices and supported apps;
developing an instrument to measure various levels of interactivity for reliable and
valid data collection and analysis. The juxtaposition of learner- and teacher-centred
interactivity appears to constantly reoccur when apps are used in conjunction with
m-devices. Therefore, the need for studies to determine these occurrences and their
influence on the orchestration of interactivities between apps and m-devices and
their impact on teacher pedagogy m-learning design has invaluable potential for
future scope of research in this area.
One of the most important considerations for selecting apps to use in the
classroom is the element of interactivity. Betcher and Lee (2009) point out that if
you dont learn to tap into the interactive aspect of technology, you may as well not
use [it] (p. 68). The proliferation of mobile technologies (Toteja and Kumar 2012)
provides more potential to tap into the interactivity and integration of the apps
within pedagogical planning and delivery (Churchill et al. 2014). However, in order
to achieve this feat, it is important that teachers can understand interactivity and
determine the factors that influence them. Using activity theory as a lens provides a
78 R. Rozario et al.
prominent starting point towards unearthing new discoveries related to context and
collaborative learning and its interactivity with m-devices and software applications
(Owen 2009). This study suggests that it is a difcult path; one that is not without
challenges. It requires researchers, teachers, learners, policy makers, governments
and others alike to play a signicant role in supporting teachers towards over-
coming these tensions related to bolstering interactivity in their classrooms.
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Author Biographies
Roy Rozario is a doctoral student and sessional staff member at Monash University with over 20
years of teaching experience at University and school level. He has a Masters and M.Phil. degree
in Economics, M.Ed (ICT), Grad. Dip. Ed. and Grad. Cert. Mathematics. His current doctoral
work is on mobile learning and interactivity
82 R. Rozario et al.
Evan Ortlieb is a Professor and Coordinator of the Literacy Program in the Department of
Education Specialties at St. Johns University in New York City. He is an internationally
recognized leader in the eld of literacy education withprevious work experience in Singapore and
Australia and whose expertise centers on struggling readers, literacy teacher preparation, language
diversity, and differentiated literacy instruction. He has published over 100 manuscripts that
substantiate some of his contributions to the eld including a book series entitled, Literacy,
Research, Practice and Evaluation, as well as new instruments and rened instructional practices
now being used worldwide.
Jennifer Rennie is a Senior Lecturer in literacy education at Monash University. Prior to working
in higher education she worked for several years as a primary and high school teacher in the
Northern Territory. Her current research interests are related to Indigenous literacies and reading
pedagogy. She has published widely in this area and has been the Managing Editor of the
Australian Journal of Language and Literacy since 2009. Her current research draws from both
cognitive and sociocultural theories and involves developing and implementing new ways for
thinking about how we work with struggling and disengaged readers.
Chapter 5
Educational Apps Ontology
5.1 Introduction
Educational apps are transforming the education sector and to date have had a
signicant impact on both formal and non-formal learning ecosystems. Mobile
devices permeate our daily lives, providing unparalleled access to communication
and information. Looking over the horizon into the next decade and beyond, it is
clear that mobile learning will be embedded in an ecosystem that is increasingly
accessible, affordable and connected, and its impact on humankind will be profound.
Abundant literature has provided evidence of the uses, advantages, consequences
and concerns about mobile apps and their effectiveness in the education domain.
The mobile app market is growing rapidly in the various app-ecosystems (like
the Apple App Store with 1.5 million apps, the Google Play Store with 1.6
million apps, Windows phone store with 310000 apps, Amazon appstore with
250000 apps and the BlackBerry world with 135000 apps; total amount of apps
counted in July 2015, Statista (2015)). In the Apple App Store, 21.8 % of all apps
are games, 10.3 % categorized as business, and 9.8 % categorized as education
with about half of the educational apps being free (Statista 2015). McKinsey and
Company and GSMA (2012) revealed that 270 million apps linked to education
were downloaded in 2011more than a tenfold increase from 2009. These
statistics include the educational apps derived from educational web sites like Khan
Academy as well as standalone apps like Wheels on the bus (Wheels on the bus
2015). The categorization of the various educational and learning apps in the major
app stores is aligned to consumers and their shopping habits.
From a pedagogical perspective, Apps for learning can be classied in various
ways. One classication might focus on instructional design criteria or address the
learning goals of a given app (e.g. information transmission, communication or
collaboration, assessment centred, drill and practice, situated, knowledge build-
ing). Another classication system might focus on motivational domains via
gamication, reward systems or the amount of infotainment.
This work aims to create an educational prole that can be used by learners,
educators, researchers, parents, and app developers in order to empower them to
analyse Apps on the basis of clear and convincing principles (Wartella 2015). It is
built upon the philosophical denition of ontology (i.e., the nature of being,
becoming, existence, or reality, as well as the basic categories of being and their
relations) and not the denition used by the computer science community (i.e.
formal naming and denition of the types, properties, and interrelationships of the
entities that really or fundamentally exist).
Transaction dimension, where the app provides the capability to purchase goods
or services
Public dimension, where the app is public or limited to a specic group of users
Multiplicity or participation dimension, where the user interacts just with the
app or the user interacts with other users using the app.
Location dimension, where the app provides customized information or func-
tionality based on the users location.
Identity dimension, where the information is adjusted based on an awareness of
who the user is.
From an educational perspective those dimensions have limited use to the classi-
cation of apps for specic learning situations. One issue is that multiple denitions
of educational apps exist like. Apps that provide an interactive learning experience
on a specic skill or subject (Mobile Roadie 2015). More specically for this work,
an educational mobile app has a designed purpose relevant for learning either to
build up factional knowledge, to share and collaborate with others, or even just
helping with ordinary administration and organization tasks in daily school life.
Several studies have attempted to classify educational apps and build taxonomies
from different pedagogical perspectives. Cherner et al. (2014) used three dimen-
sions: skill-based app (mainly factional knowledge building), content-based apps
(provide information like dictionaries or maps) and function-based apps (mainly
tools for presentations, sketches. communication and collaboration). Goodwin and
Higheld (2012) classied apps based on their instructional design: instructive,
manipulable and constructive.
There are many other classications in specic subject areas like math or lan-
guages focusing more on typical tasks solved with a given app (e.g. Handal et al.
2013). Some organizations and institutions offer mobile app rating databases like
Children Technology Review (About Rating 2015). There are also various websites
like Langwitches.org (Langwitches Blog 2011) where teachers attempted to cate-
gorize educational apps to help other teachers in the same area nd appropriate
apps. Most of those classications and reviews are a bit fuzzy and often imply a
specic use-case of an app, which might be used quite differently as well.
From a pedagogical point of view, the aim or purpose of an app can be cate-
gorized into the following six groups:
Knowledge & skill building appsThe largest group of educational apps uses
formalized content that can be easily checked by a computer. Most of those apps
have a well-dened setting with a specic instructive design. It became common
practice to use game mechanics-like levels, points and high scores to increase
motivation for solving repetitive tasks (drill & practice). There is a broad range
from simple calculation training apps to more complex learning games with a
86 M.P. Notari et al.
story and different tasks to master. They most likely address the rst two levels
from the bloom taxonomy: Remember (identify, recall) and Understand (com-
pare, match, classify).
Collaboration appsSeveral apps can help when students have to produce a
text or other media in a group. Also brainstorming or other resource collecting
tasks can benet from collaboration apps like the Google Docs App or Dropbox,
even so they are not categorized as educational apps in major app stores.
Learning and teaching support appsTimetable and homework schedule apps
to organize students task are quite common in major app stores. Especially for
language learning there exist various apps using the flashcard method. All those
apps allow the student to provide his/her own content to be trained. Support and
assisting apps do not provide learning content but help to apply learning
strategies. Teachers can nd a lot of administration and organization apps from
digital class books to learning material management. There are also several
classroom activity apps for teachers like clicker tools for polls that can be used
to engage students in teacher-centred lessons and lectures.
Communication appsStudents communicate a lot through apps like
WhatsApp, Skype or Facebook. Many classes for example have an own
WhatsApp channel/group nowadays. Timetable changes or information about
the next school-trip travels fast through such social networks. Such apps are not
listed as education apps in major app stores. Even so, they can play an important
role in digital learning scenarios. For teachers communication apps like Twitter
can also help to stay informed or to share teaching material.
Other tools and reference appsCalculators, periodic tables, lexica, maps
Goodwin and Higheld (2012) propose a classication for preschool children
following the pedagogical design of the app based on the learners locus of control
over the activities presented in the app and their level of cognitive investment. The
three broad classications are as follows:
Instructive appshave elements of drill-and-practice design, whereby the app
delivered a predetermined task that elicit a homogenous response from the
user. These apps require minimal cognitive investment on behalf of the learner.
Math Bingo by BCya.com is an exemplar of instructive design.
Manipulable appsallow for guided discovery and experimentation, but within
a predetermined context or framework. These apps require more cognitive
involvement than instructive apps, but less than constructive apps. An example
of a manipulable tool is Toontastic by Launchpad Toys.
Constructive appsare characterized by a more open-ended design that allow
users to create their own content or digital artefact using the app. Musical apps
and drawing apps are emblematic of constructive apps. Drawing Pad by
Darren Murtha is an example of this pedagogical design. Goodwin and
Higheld (2012).
5 Educational Apps Ontology 87
In this section we would like to shed light on the educational mobile app market
without delving too deeply into an app categorization schema or model. Therefore,
our analysis provides perspectives from four different user groups: learners,
teachers, developers and distributors (store companies). In the following sections,
we will provide analysis from the above-mentioned perspectives to issues such as
affordance, needs, expectations, and constraints of educational apps. In order
to situate the varying perspectives, we will rst provide a short outline of the
analytical process (what we call learning) used when interacting with the edu-
cational app.
Nowadays, learning is described, dened, and interpreted in very different ways.
Therefore, we rst provide an overview of the many concepts of learning. We have
chosen a concept-mix (Notari and Doebeli 2010) that is relevant for the evolving
characteristics of educational apps. Learning is a social and active process (e.g.
Vygotsky 1978; Hirsch-Pasek et al. 2015; Dillenbourg 1999; Crawford 1996)
where social interactions play an essential role for development of cognition
(Kearsley 1994) and the cognitive theory for intervention strategies proposed by
Bandura (1977). Motivational learning strategy and self-determination described by
Deci and Ryan (2002), where the learner needs competence, autonomy and relat-
edness is crucial for the acquisition of skills in a world of increasing complexity and
the fast pace of change, is a lifelong learning process. For this reason, a distinction
is drawn between formal learning (scheduled and taught in a curriculum) and
informal learning (happening intentionally or inadvertently) (Cross 2006, p. 16).
Paavola et al. (2004) and Scardamalia (2003a) pointed out the importance of col-
laboration and knowledge building stating that knowledge building is a social act
performed by a certain number of people sharing and exchanging information
on/through their created artefacts. Collaboration is seen as mechanisms of inter-
action among the people involved, whether directly or through the created artefacts
(using technology) (Scardamalia 2003a; Scardamalia and Bereiter 2003b)
88 M.P. Notari et al.
The learner is the person who interacts with an educational app and learns some-
thing by doing so. The learner might have quite different needs and goals
depending on their age and topic being learned. Hirsch-Pasek et al. (2015) suggest
that children of the age between 0 and 8 years learn best when they are cognitively
active and engaged, when learning experiences are meaningful and socially inter-
active, and when learning is guided by a specic goal. Visual presentation, enter-
tainment, easy of use and narrative guidance e.g. by an appealing character are
typical characteristics of thousands of apps available in the app stores that are aimed
at the early childhood market.
At the age between 5 and 7 parents often try to foster their children to acquire
basic reading, writing and calculating skills as preparation for school. Such children
start learning using apps with written symbols or easy calculation apps. While the
entertaining part of such apps may be reduced, parents will seek well-tested apps
reviewed by professional educators.
For elementary school kids (712 years) many textbook publishers currently
develop mobile apps to accompany their books (Bird 2011). Apps for this age often
focus on factual knowledge building for math and language (especial rst foreign
language). They are often designed to accompany traditional textbooks and to help
learners to build skills. The learner will no longer only deal with an app for fun.
Aspects like efciency, completeness and a general t to current classroom activ-
ities will become increasingly important.
For high school students apps for the organization of the homework like
Myhomework (My Homework, Student planner 2015), timetables and note taking
apps like Evernote start to dominate the app stores. Also for the age of vocational
college and university education, self-organization and education management are
the dominating topics on the app market.
In the area of adult educational apps focus on self-controlled just-in-time
learning for improving language skills or prepare for tests like driving licence or
various business certicates.
For retired and older people the paradigm switches again from a just-in-time skill
learning to rather interest-driven learning.
Noessel (2003) describes the learners needs as representing the gap between
what the learner wants to get out of the learning experience and his or her current
state of knowledge, skill, and enthusiasm. He identies potential learning needs in
four different domains: cognitive, social, affective and psychomotor (Table 5.1).
Learners needs within a learning setting also depend on their motivation toward
the specic topic to learn their age and their mood. Unfortunately, there is no
universal method to increase childrens motivation to learn (Which factors affect
motivation 2015). Elementary school programs are focused on knowledge acquisi-
tion and learning process in general. By the end of elementary school, learning
interest may be decreasing due to a range of psychological factors, one of them being
inability to nd practical appliance of theoretical knowledge (Eccles et al. 1998).
5 Educational Apps Ontology 89
In general, younger learners prefer gamied, not too repetitive content con-
structed in a narrative way. For adult learners the possibility to learn in small chunks,
so called microlearning and nanolearning (Masie 2006) might be more relevant for
the choice of a specic app. At any age the nancial factor might be relevant for the
choice of specic app; the cost factor will not be as relevant from the point of view of
the learner as it is from the point of view of the teacher or parent.
A teacher will have a specic learning scenario or task in mind and wants to use a
suitable educational mobile app to support it. The teacher is often responsible to
choose adequate learning apps for his learners. In early childhood also parents
might be in the teachers role, at least for the selection process. Most of the parents
are no experts in media pedagogy and have to rely on what friends say, what they
get to know from their usual media channels or what they nd in the specic app
store. Low costs, a good visual presentation, user ratings and other non-pedagogical
attributes will most likely influence a parents choice.
Schoolteachers will look for apps with high learning value and good t to current
curriculum content. Depending on the type of activity and learning goal a wide
range of mobile apps will be suitable or not. The pedagogical typologies and
classication models mentioned in the beginning of this chapter can help teachers to
nd and evaluate an appropriate learning app. Most published research papers on
app classication models are teacher focused. From a very practical view, teachers
90 M.P. Notari et al.
might look for cheap, easy to use and distribute, platform-independent, and
learn-time efcient apps.
Textbook publishers already offer digital content in form of mobile apps in
combination with classic textbooks. Based on the best-selling educational apps in
Apples App store, an investment study recommends publishers to invest in col-
lections of small short-time activities that t in the typical class time schedule and
allow more freedom for teachers to use them in personal and adaptive learning
environments. This might also be an indicator of the preferred teachers use of
educational apps today.
The teachers profession also involves various administration, planning and
organization tasks that can be supported by mobile apps. There exists plenty of
class administration, homework schedule and binder apps that address teachers
rather than learners. Choosing appropriate tools is not easy and often legally
restrained, existing school infrastructure (like learning management systems) and
missing synchronization or export mechanisms will hold back teachers from using
them. Even so such apps are led in the education category of major app stores they
are no real learning apps and might need an own classication schema to help
teachers and developers to choose and categorize them better.
building up frameworks and tools for content production are high. Today many
publishers try to combine traditional paper-based books with additional digital
content to reduce the risk and distribute the costs.
Besides the traditional textbook publishers, there are many new companies
producing educational apps very prot driven. Specialized on programming,
designing and marketing, such publishers often miss a pedagogical foundation and
evaluation. Hirsch-Pasek et al. (2015) surmised that only a handful of apps are
really designed with an eye toward how children actually learn. Fast-produced and
fast-selling content for a broad target audience is the key for high prots in the low
priced app store market. As a result many apps offer the same content with just a
slightly different audio visual presentation (Princess Lilifees Numbers vs. Captain
Sharkys Numbers, Animal touch sounds vs. Vehicle touch sounds and so on) sold
for a few or even less than a dollar. Competition on the market is hard and new
companies try to get into the market from all over the world every month. A study
from Shuler, Levine and Ree indicated in 2012 that within 2 years about 80 % of all
publishers with educational apps in the top 100 were replaced by new competitors.
The success or fail of a mobile app is not just a result of development quality but
also on how many users will notice an app in the huge collection of hundred
thousands of apps in stores. The most successful, best-selling learning app might
not be the most useful from a pedagogical perspective.
Almost the entire distribution of mobile apps is handled via app stores preinstalled
with a given operating platform like Apple (iOS, App Store), Google (Android,
Play Store), Microsoft (Windows Phone Store) or Amazon (Amazon Appstore).
The stores act as gate keepers to the mobile app world and decide which content is
allowed or not and, almost with the same effect, which content is promoted and
shown to the store users and which is hard to nd. In all major app stores a share of
about 30 % of all incomes will directly go to the shop operator company. This also
includes any in-app-purchases after already installing an app for a fee or for free.
Some apps offer a subscription model that will require monthly or yearly payments
through in-app-purchases. The shop owner often prohibits selling subscriptions or
any additional content without taking his 30 % share which is one often stated
reason why textbook (and newspaper) publishers held back publishing in the stores.
The shops are organized in classic categories and a few top 100 lists e.g. of most
viewed, most bought or highest rated apps. The categories offered by stores like
Apple are still of little use for educators to choose appropriate apps and many of the
more useful application exist outside the education category (Murray and Olcese
2012). The iLearn II study (Shuler et al. 2012) reveals that 86 % of the most popular
apps in the education category in Apples App Store are not intended by their
developers to be used in school. The marketing and target audience are mainly
parents looking for apps to foster their young children especially in basic math,
92 M.P. Notari et al.
reading and writing skills at home. The study also showed that the major part
(80 %) of all educational categorized apps is made for children.
Almost 60 % of them are targeting very young children before and up to pre-
school age. While the average price for educational apps in Apples App Store has
increased from 1.13$ in 2009 to 2.14$ in 2011 it is still a market where mass
marketing (high sales, low prices) is the only key to success. This model is almost
carved in stone by the store operators to keep their devices attractive (high device
price but low content prices). For example Apple only offers xed prices to
developers to choose from and everything above a given price will require a special
approval. As a shop operator a major goal is to maximize the 30 % share prot by
advertising high selling apps. As a result apps for specic learning topics will be
less prominent advertised and harder to nd than those with a broad topic
addressing potentially many more users. As a result prot-driven developers will try
to concentrate on apps for broad topics as well, to increase their chance to get their
apps on the most valuable top 100 lists created by the shop operators (often based
on statistical data). For traditional textbook publishers it is very hard to be suc-
cessful in this marketing system, while not only providing mainstream content.
From the view of developers and distributors we see the major part of the educa-
tional app market addresses young children in doodle and preschool age. The use of
such apps is most likely intrinsic motivation by the child who either likes to deal
with it or not. Therefore, in this target age almost all educational apps use some sort
of gaming mechanisms to engage children. We need to distinguish between dif-
ferent forms of educational games. The term digital game-based learning
describes the idea to build fully functional video games (with game rules and an
own game world) and cover one or multiple learning topics by deeply integrating
them in the game. The motivational parts of playing a game, like exploration,
challenges and competition, are used to encourage students to learn something or to
apply their knowledge; even without knowing that they actually learn while playing
the game. In contrast Serious Games transform real-world problems into a play-
able game world (typical a simulation) without hiding or mask the learning topic
behind a ctional game world. A good example for a successful serious game is
Democracy 3 (Democracy 3 2015) with over 200,000 copies sold. The game allows
the player to be president of a simulated democratic country who has to make all
kind of decisions. Keeping all parties of a society happy is almost impossible and a
real challenge. Also some video games cover school relevant topics like economy
cycles in Anno 1604 (Anno 1604 2015) or trafc simulation in Transport Tycoon
(Transport Tycoon Deluxe (TTD)Online 2015) or SimCity (2015). Under the
term Serious Play there are various publications covering the use of such
non-educational games in formal learning settings. A different approach is
Gamication: the use of typical game mechanics in non-game environments.
5 Educational Apps Ontology 93
5.6 Conclusion
In this chapter we pointed out different types of apps sustaining specic needs and
requirements of the target audience. We also tried to show different points of view
and different needs of learners, teachers, developers and distributors. In fact it turns
out to be difcult to nd the appropriate educational app for the specic need in
todays app store market. Educator web pages, reviewers and guides try to build up
rankings in order to help to nd the best and most valuable apps.
The goal of educational apps for preschool children proposed by Chau (2014)
might be also adaptable for all age categories, distinguishing apps for building
competencies, fostering condence, encouraging caring, promoting connection,
fostering character, and for encouraging contribution. Gamication will have a
notable impact on development of future educational apps specially affecting
motivational factors (Huotari and Hamari 2012). In future, gamication will not be
the only approach enhancing intrinsic motivation for the use of the apps. Due to the
increasing importance of non-formal education factors rising intrinsic motivation
will become increasingly important.
Another interesting future development of apps and educational apps may be the
trend called micro-moments, where people use their smart phone during small
amount of time performing relevant situated actions and take pertinent decisions in
that Micro-Moments (Consumers in the MicroMoments 2015). Such
Micro-Moment, where education might take place situated, in relevant moments
with appropriate tailored and individualized interaction.
To conclude, we contend that educational technologies are also subject to
constant theoretical transformations and are prone to inherit instability (Handal
et al. 2013). It is therefore highly predictable that future advances in human
machine relations, as Facer and Sandford (2010) have proposed, will undoubtedly
keep rearranging conceptualizations on a continual basis.
94 M.P. Notari et al.
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Author Biographies
Michael Hielscher is a developer and researcher in the area of computer based learning
environments with a special focus on computer science education since 2005. He holds a Ph.D. in
Computer Science from the University of Mainz and currently works at the Schwyz University of
Teacher Education in Switzerland. He developed various educational software and mobile
applications widely used around the globe.
Mark King is a psychologist and cognitive ethnographer working in the areas of human
interactivity and learning. He is currently developing methodologies for studying human learning
within distributed cognitive systems, including an eye-tracking methodology for investigating the
co-synchronization of language behaviour and visual perception between persons in learning
events. He currently serves as the Head of Educational Design and Development at UNSW
Australia.
Chapter 6
Augmented Learning with Augmented
Reality
Abstract Perhaps no other digital technology has the potential for revolutionizing
the educational experience as augmented reality (AR). In this chapter the philo-
sophical, pedagogical, and conceptual underpinnings are unpacked regarding
learning with AR. Specically, AR is dened and the evolution detailed. Next,
some of the common usages of the technology are described, recommendations
given, and nally the future educational implications are presented.
6.1 Introduction
Perhaps no other digital technology has the potential for revolutionizing the edu-
cational experience as augmented reality (AR). AR is an interactive technology
which applies computer-generated information to incorporate detailed information
about locations or activities from the real world (Yuen et al. 2011). In this chapter
the philosophical, pedagogical, and conceptual underpinnings regarding learning
with AR are unpacked. Specically, AR is dened and the evolution detailed. Next,
some of the common usages of the technology are described, recommendations
given, and nally the future educational implications are presented.
For some, AR is considered to be the realm between reality and virtual reality
where countless educational opportunities exist (Pasarti et al. 2011). For example,
in New Zealand at the Arts Center of Christchurch, visitors are exposed to an AR
experience as they walk down into the basement room. As they enter the room, they
hear a voice of a man telling them to Come closer into the darkness. As the visitor
moves forward, a life-sized 3D image of an old man appears to be floating in front
of where they stand. This man explains what it was like working in that dark place a
100 years ago. This old man is a virtual image of Ernest Rutherford, New Zealands
Nobel Prize winning physicist who performed his initial research as an under-
graduate at the University of Canterbury. Through the use of AR, the empty room is
turned into a unique learning experience (Billinghurst 2002). In the past 5 years,
AR applications have become increasingly more portable and available through
mobile devices (Yuen et al. 2011). The availability and portability of AR can
provide students with on-the-spot access to multi-sourced, location-specic infor-
mation which will foster continuous and universal instruction (Yuen et al. 2011).
AR is a 3D technology that fuses the physical and digital world in real time
(Pasarti et al. 2011). In other words, digital information, such as text, images, and
video are layered and blended into our perception of the real world (Yuen et al.
2011). AR differs from virtual reality in that AR permits the user to view the real
world while simultaneously viewing the virtual layered imagery (Billinghurst
2002); virtual reality provides a digitalized representation of the real world. AR is
typically utilized and viewed through either a handheld or head-mounted display
unit. These handheld and head-mounted units can be used outside the classroom,
thereby eliminating the need for instruction to be limited to a specic environmental
context.
AR is unique in comparison to other computer interfaces as it can be used to
embellish real-world experiences, as opposed to simply separating the user from the
real world and thrusting them into a virtual reality (Billinghurst 2002). These
augmentations enhance an individuals perception and comprehension of what is
occurring around them (Yuen et al. 2011). The additional over-laid information
flows smoothly together as one visual, not appearing incongruous to the user (Yuen
et al. 2011).
Educational technology is a rapidly growing and evolving eld. Schools today must
prepare their students for a society that does not currently exist. As the world
becomes increasingly complex, this becomes more and more difcult (Ohidi 2006).
Ivan Sutherland created one of the rst head-mounted 3D displays in 1968, pro-
jecting a rudimentary framed graphical image into a room (Caudell and Mizell
1992). Tom Caudell, an engineer working for Boeing in 1992, designed a method
that could display cables and other parts of the aircraft, virtually, without having to
remove the shield of the machine (Caudell and Mizell 1992). Applications were
later developed that housed entire interactive translucent screens providing airmen
with basic flight information (Pasarti et al. 2011). AR rst appeared for the average
6 Augmented Learning with Augmented Reality 99
consumer during a live sporting broadcast on television as the countrys flag could
be seen over the video of a sporting victory (Pasarti et al. 2011).
In the last 5 years, various new headsets have been made available to the public.
Google Glass is a type of Augmented Reality device worn on a spectacle type
frame. As the user wears the Google Glass, they can see in their top right eld of
vision a small screen that provides text feedback to verbal commands or tapping
and swiping the frame. Microsoft is advertising the Hololens that claims to enable
you to operate various computer programs, such as email and calendar, while
viewing them in real-world environments. For example, your calendar could appear
over your replace so you could check your schedule for the day.
The majority of headsets work with mobile phones that are slotted into the
headset. Cases are purchased for the headset to match the particular brand and
version of the phone. The user can download various VR applications to view with
the headset; some of these are specic to the headset and others can be accessed via
multiple devices. At the time that this chapter was written, there are four main
headsets available to the public; Occulus Rift, VR One, Poppy3D, and Google
Cardboard. The Occulus Rift can be used for playing immersive games and VR
movies. At the end of 2014, the VR One was available with opportunities to take 3D
sightseeing tours to famous destinations and tour VR museums. The Occulus Rift
and VR One offer 360 360 vision. Therefore, you can turn to your left or right
in a complete circle to look all around you, and you can also look up at the sky and
down at the floor.
AR devices can be expensive for whole class one-to-one purchases. For this
reason, other solutions have been made available. The Poppy3D provides 360
360 experiences and the ability to record video in one direction. Nonetheless, the
cheapest option at this time is to purchase Google Cardboard. As the name sug-
gests, this is a cardboard headset with a Velcro panel access to place your phone.
Using Google Cardboard some 360 360 experiences can be gained; however,
the quality does decrease to match the decrease in the cost of the headset.
Technology has changed the way people work and socialize. A new generation of
students has emerged, who fully engage in the technological affordances available.
These technologies are seeping into educational practice as Sharples (2005)
describes:
Every era of technology has, to some extent, formed education in its own image. That is not
to argue for the technological determinism of education, but rather that there is a mutually
productive convergence between main technological influences on a culture and the con-
temporary educational theories and practices. (p. 147)
Pedagogies are also changing due to pressure from educators and governments
advocating for educational reforms to utilize these technologies for educational
100 S.H. Kidd and H. Crompton
purposes (Common Core State Standards Initiative 2010; Greenhow and Robelia
2009; Jonassen et al. 2008).
AR technology has matured to the point where it can be applied to a much wider
range of application domains and education is an area where this technology could
be especially valuable (Billinghurst 2002). An educators vision of omnipresent
learning could become a reality with AR, as students are able to access a vast array
of location-specic information that has been assembled and supplied by an
assortment of resources (Yuen et al. 2011). However, AR experiences must be
aligned with the students interests if they are to be educationally effective (Bujak
et al. 2013).
The instructional practice AR provides is unique for three main reasons; it offers
seamless interaction between real and virtual environments, it facilitates a tangible
interface metaphor for the handling of items, and it offers a smooth shift between
reality and virtually (Billinghurst 2002).
Billinghurst (2002) conducted studies on collaboration and AR. These are ndings
come from that work. Within the classroom, students collaborative work efforts
improve when they are utilizing a shared workspace. However, this proves difcult
to accomplish when working on computer-based instruction. Inkpen (1997) pos-
tulates that students achievement improves when they are crowded around a
solitary computer, as opposed to working on individual machines. Group com-
munication patterns also change when students are seated in front of one computer
compared to when students have an open communication space between them such
as at a worktable. Students alter their gaze, mannerisms, and other nonverbal
actions when they are no longer facing each other around a workspace, but instead
sitting side-by-side in front of a joint computer workstation. The use of AR allows
students to be seated in a round table fashion, while simultaneously situated around
the virtual image. Billinghurst found that AR marries the desired group commu-
nication patterns of students seated around a joint workstation, with the instinctively
physical collaborative nature of students in front of a solitary computer. The end
result is an authentic conversation through technology.
6.4.4 Transition
The extent to which the users world is digitally created can be used as the dening
range on a visual spectrum of computer interactions (Milgram and Kishino 1994).
Virtual imagery increases and the level of interaction with reality decreases, moving
102 S.H. Kidd and H. Crompton
from the left to the right on the spectrum (Billinghurst 2002). This spectrum
illustrates how AR technology can be transitioned from being introduced to grad-
ually increasing virtual depth.
Games are routinely used in the classroom to facilitate instruction in concepts that
are confusing or complicated (Yuen et al. 2011). AR technology has the potential to
assist educators by presenting difcult information, associations, and relationships
in alternative ways (Yuen et al. 2011). Educational AR games insert a layer of
information which augments users experience of reality (Klopfer and Squire 2008,
p. 205). This is often accomplished through handheld devices. Klopfer and Squire
refer to these AR applications as augmented reality educational gaming (2008,
p. 203). This layer of information connects the learner to a particular place, location,
or time. Educators are then able to manipulate this technology for instruction in
specic geographic locations, events in history, or science and mathematical con-
cepts (Klopfer and Squire 2008). Some of the most common examples of AR
gaming involve smart-phone applications which incorporate GPS information,
effectively connecting real-world information and virtual images (Yuen et al. 2011).
AR books may very well be the books that close the gap between the digital and
physical world and AR books can offer a vital conduit for students because through
the use of AR gear, users are able to experience three different levels of reality
while utilizing an interactive AR story book (Yuen et al. 2011). In the rst level, a
simple book could be utilized collaboratively by several users while actually
holding and using the book itself. In the second level, several users could view 3D
or animated-added AR content in an AR pop-up book. In the third level, AR gear is
used to allow users to fly or teleport into the 3D environment produced by the
book, and then participate in the story as it unfolds, interacting with virtual objects,
6 Augmented Learning with Augmented Reality 103
characters, or even other readers (p. 132). This is the moment when users no
longer exist in the real world, but have transitioned to acting within a virtually
augmented, real-world setting and then become completely engrossed in an inter-
active and wholly virtual setting (Yuen et al. 2011).
Digital native students are attracted to the 3D appearance and interactive
activities that AR brings to the educational activities (Yuen et al. 2011). When these
3D appearances and interactive activities are melded with literacy, as in the AR
book, The Future is Wild: The Living Book, developed by Meatio in Germany
and launched at the Frankfurt Book Fair in 2011, it demonstrates the potential for
readers to develop deeper connections in the book (Yuen et al. 2011).
There are various AR books available to the public. The MagicBook is an AR book
that Lee (2012) described as an enhanced version of a traditional pop-up book.
This AR interface system permits AR content to be produced for a traditional book
and then brings the story to life with animated and interactive models drawn from
the text or illustrations already in the book. Young children can imagine themselves
as active participants in a story as the MagicBook brings this dream to fruition using
a traditional book as the main interface object. These books remain traditional in
every way; turning pages, observing the illustrations, and reading the text without
the requirement of any additional technological device. However, with the use of a
handheld AR display, readers will now see 3D virtual models projecting from the
pages.
ZooBurst is another system which allows students to design their own 3D
pop-up books. Storytellers choose one of the books on the Website and then simply
hold the ZooBurst marker in front of their Webcam. The on-screen book is entirely
interactive and customizable; from arranging characters and props to uploading
personalized artwork, to changing the page, clicking on characters to see the dia-
logue, or tipping the pages in different directions to see it from different angles,
audio les can even be recorded. Another AR pop-up book is the Digilog Books
and when students wear the appropriate eye wear, 3D characters launch from the
pages. AR books can be used at the elementary school level to supplement
instruction on subjects such as geology; demonstrating the earths layers, their
relationships, differences, and roles (Yuen et al. 2011).
AR books will change the way stories are experienced; commanding increased
awareness from the storyteller on an array of concerns, such as the books structure,
value, and immersiveness and The potential of AR books to appeal to many types
of learners, through many paths, is undeniable and exciting for educators (Yuen
et al. 2011, p. 128). These AR interfaced books can change the way students and
teachers view and use traditional textbooks. Textbooks no longer need to be
stagnant wells of information (Billinghurst 2002). AR can transform the printed
104 S.H. Kidd and H. Crompton
page into an avenue with the capacity to transfer students into animated, interactive
virtual environments.
ideas. Students have the opportunity to experience and train for situations or
problems without the added risk of injury or mishap, such as natural disasters,
hazardous material concerns, or any other task which may be logistically or
physically too dangerous to perform in the real world (Wasko 2013).
Kirkley and Kirkley (2005) stated that with advances in computer technologies
and networked learning, we have exciting opportunities to design learning envi-
ronments that are realistic, authentic, engaging and extremely fun (p. 20).
Additionally, with the improvements in required hardware and software, an
increased number of students and instructors have the capacity to develop and
utilize AR enhanced instructional environments (Wasko 2013). Teachers can now
create interactive environments to enhance their lesson plans on everything from
specic historical landmarks or locations, specic time periods, or environmental or
weather situations like volcanoes or hurricanes which would be exceptionally
dangerous to explore rst-hand.
Cuendet et al. (2013) report of three things that must be remembered when
designing AR learning activities. The rst is that the AR system must be flexible
enough so that teachers can make necessary adaptations to meet the needs of their
students. Second, AR lessons should be the same content size and length as tra-
ditional lessons and from the same curriculum. Third, the system must take into
consideration the limits of the context.
While AR technology is not new, its use in education is still in its infancy. In order
to determine how to best utilize this technology in the school environment, edu-
cators must continue to work with researchers within the eld (Billinghurst 2002).
Current research suggests that AR technology has potential as a practical extension
to textbooks and exercise workbooks, allowing for hands-on experiences to facil-
itate the lessons (Pasarti et al. 2011). AR is becoming more commonplace in
todays society. The accessibility and affordability of mobile devices and other
hardware with the capability to process and display information at rapid speeds has
made the potential use of AR possible (Yuen et al. 2011). However, as the tools
facilitating AR continue to evolve, so must the research and development of edu-
cational AR applications.
Experts reported in the 2015 Horizon Report K-12 Edition that AR as a visu-
alization tool is an important technological development and a way of teaching
complex thinking (Johnson et al. 2015). However, additional scaffolding and
support would be required to assist educators in developing a suitable instructional
106 S.H. Kidd and H. Crompton
framework, identifying possible answers to their issues, and decoding the clues
provided by the technological devices and embedded in the real-world environment
(Wu et al. 2013). It will become necessary to nd instructional designers who can
create the learning activities for AR systems in the future (Kesim and Ozarslan
2012).
6.8 Recommendations
6.9 Conclusion
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108 S.H. Kidd and H. Crompton
Author Biographies
Abstract Lecture classes are fundamental and essential for teaching and learning
in higher education. The objective of this study is to investigate adoption factors for
promoting interactive lectures in higher education from reviews of technology
acceptance models, motivational factors, and cultural dimension theory. The study
aims to elicit key factors influencing mobile technology adoption in the classrooms
as an interaction tool, focusing on the notion of communication barriers caused by
classes with large number of students. Survey involving higher education students
enrolled in academic courses in Malaysia was conducted with a sample size of 396.
Factor analysis produced three key factors: User system perception (USP), system
and information quality (SIQ) and user uncertainty avoidance (UUA). Results of
regression analysis revealed UUA as the strongest signicant predictor of adoption
(beta = 0.225, p < 0.001), and a high proportion of UUA was strongly explained
by USP (r = 0.513) and SIQ (r = 0.537). This study underscores the need for
researchers to further explore blended learning pedagogies using mobile
technology.
7.1 Introduction
Despite huge advancement in mobile technology sophistication and its role in the
elds of e-learning and mobile learning, lecture classes are still fundamentally
important in higher education institutions. Face-to-face lecture classes where stu-
dents congregate at scheduled venues to listen and participate in learning activities
provide a myriad of learning opportunities for the students. The ability to engage in
V. Balakrishnan (&)
University of Malaya, Kuala Lumpur, Malaysia
e-mail: vimala.balakrishnan@um.edu.my
C.L. Gan
Multimedia University, Cyberjaya, Malaysia
e-mail: gchinlay@gmail.com
real-life discourses with their peers and lecturers are invaluable. Effective pedagogy
principles emphasize the importance of prompt feedback to students enquiries,
active participation and conducting collaborative activities in the classroom (Reeves
2006; Chickering and Gamson 1987). However, lecture classes with large number
of students conducted in huge theatre halls are problematic for a number of reasons.
Lack of opportunities for the students to ask questions or for lecturers to encourage
feedback and to engage in discussions with their students due to time constraint is
chief barriers (Dobson-Mitchell 2011; Tesch et al. 2011). In addition, students
personality traits such as shyness or introversion, and low language prociency
compound the problem further (Gan and Balakrishnan 2014; Stowell et al. 2010).
Incorporating effective use of the right technology in the classrooms can be the
solution to reduce some of the barriers preventing interactions in large lecture
classes. Students and lecturers alike are already using mobile technology for
numerous academic activities, for instance downloading learning resources on the
Internet, accessing their institutions learning management system to download
learning materials, to read the latest announcements and to open materials down-
loaded using tablets or laptops during lectures are common occurrences observed
among higher education students (Balakrishnan and Gan 2013). Technology-
enabled lecture halls that promote interactions and real-time feedback in
problem-solving scenarios suggest that benets gained outweighed possible tech-
nology distractions (Donovan and Loch 2013). Venema and Lodge (2013) study on
the use of digital ink technology to promote interactions in large lecture classes
produced promising results. Similarly, using instructional tools in the classroom
with the aim of promoting active learning resulted in increased students satisfac-
tion in aiding their participation during lectures, although such tools do not increase
their motivation level to study (Oigara and Keengwe 2013).
Similar ndings were reported by Chen and Lan (2013)s study on the use of a
personal response system in large lecture classes where the perceived benets of
incorporating technology in the classrooms to improve students learning experi-
ences were inconclusive. Other drawbacks observed were technology-induced
disruptions during lecture classes, the temptation among students to engage in
personal conversations using their mobile messaging applications, or discretely
playing online computer games (Scornavacca et al. 2009).
Therefore, using mobile technology in the classrooms bring has its benets as
well as disadvantages. Concerns of possible disruptions are serious and warrant
in-depth investigation towards drafting an implementation guideline for responsible
use of mobile technology in the classroom. Maturity among the students is
important to ensure students readiness for responsible use of such technology in
the classroom. Alzaza and Yaakub (2011), and Mahat et al. (2012) investigated
Malaysian higher education students readiness to use mobile technology, and
results suggested that students possessed sufcient knowledge and maturity to use
such technology responsibly. The ndings point to a growing awareness towards
use of mobile technology inside the classroom to facilitate students and lecturers
interactions in order to overcome communication barriers of large lecture classes
which are oftentimes unavoidable. Consequently, the present study aims to develop
7 Mobile Technology and Interactive Lectures 113
This section presents the main theories from literature of past research studies on
technology acceptances, motivational theories, and cultural dimension theory. The
focus of the discussion is mainly on computing technology and information system
adoption studies across a wide range of domains.
Usefulness H2
Enjoyment
H3
Self-efficacy H4 MWT adoption
intention
H5
Information
Quality
System H6
Quality
Uncertainty H7
avoidance
7 Mobile Technology and Interactive Lectures 115
One of the cultural national dimensions which is of particular interest in the study of
technology acceptance model is uncertainty avoidance. Uncertainty avoidance is
characterized as the absence of predictability, composition, and information.
Hofstede et al. (2010) dened uncertainty avoidance as the degree in which people
feel uncomfortable with the presence of uncertainties or doubts. The effect of
cultural influences such as uncertainty avoidance is gaining traction as a key
determinant of information system adoption in recent years. According to Ayoun
and Moreo (2008), people with high level of uncertainties have a higher stress level
in dealing with the future than those with lower level of uncertainties. Lee et al.
(2007) researched how people from various countries differ in uncertainty avoid-
ance and product uncertainty. Their ndings revealed a signicant relationship
between product uncertainty and cultural uncertainty avoidance.
Lin (2014) study revealed cultural differences influenced physicians perception
towards knowledge management system acceptance in healthcare organizations.
Differences in cultural background between Korean students and U.S. students
revealed Korean students to be more apprehensive towards new Web 2.0 tech-
nologies compared to their counterparts in the U.S. despite similar personal char-
acteristics (Yoo and Huang 2011). Similar results were also found in a study of
e-commerce adoption where respondents from different nationalities revealed cul-
tural influences to be signicant predictors (Ashraf et al. 2014). Cultural factors
were also signicant in the area of mobile health applications (Mohamed et al.
2011). Lastly, negative correlations were revealed between uncertainty avoidance
and cell phone and Internet subscription study by Matusitz and Musambira (2013).
Therefore, it is expected that the presence of uncertainty avoidance will influence
adoption intention in the present study.
7.4 Results
randomly generated data matrix (35 variables and 396 respondents). Therefore,
three factors were then retained for further analysis and results explained a total of
67.07 % of the variance, with factor 1 contributing 55.52 %, factor 2 contributing
7.38 %, and factor 3 contributing 4.17 %.
Oblimin rotation was performed to aid the interpretation and solution revealed
the presence of simple structure with all research items loading substantially on
only one factor. The factors are named user system perception (USP), system and
information quality (SIQ) and user uncertainty avoidance (UUA). Solution revealed
strong loadings for USP from usefulness (U), ease of use (EU), self-efcacy
(SE) and enjoyment (E), suggesting that user perception towards system usefulness,
ease of use and their intrinsic motivations (enjoyment and self-efcacy) are tightly
interrelated. Only one research item from self-efcacy (SE) was removed for further
empirical testing (loading < 0.4). Pattern and structure coefcients for the three
factors are presented in Table 7.2.
According to Pavot et al. (1991), the survey instrument scale has good internal
consistency, and results are presented in Table 7.3.
The proposed conceptual framework was then updated. Figure 7.2 illustrate the
updated framework. The resulting hypotheses to determine adoption intention of
mobile technology for promoting interactive lectures are:
H1: User system perception positively influences MWT adoption intention.
H2: System and information quality positively influences MWT adoption intention.
H3: User uncertainty avoidance negatively influences MWT adoption intention
The relationship between user system perception (as measured by USP) and
adoption intention was investigated using Pearson product-moment correlation
coefcient. There was a small, positive correlation between the two factors,
r = 0.151, n = 396, p < 0.005. The relationship between system and information
quality (as measured by SIQ) and MWT adoption intention echoed similar results,
with r = 0.171, n = 396, p < 0.005, suggesting small positive correlation. User
uncertainty avoidance (as measured by UUA) revealed moderate negative corre-
lation with MWT adoption intention (r = 0.254, n = 396, p < 0.005), with high
levels of uncertainty avoidance being associated with lower levels of MWT
adoption intention. Correlations of the factors are shown in Table 7.4.
7 Mobile Technology and Interactive Lectures 119
Table 7.2 Pattern and Structure Matrix for PCA with Oblimin Rotation of three-factor solution of
research items
Item Pattern coefcients Structure coefcients Communalities
USP SIQ UUA USP SIQ UUA
U1 0.866 0.007 0.090 0.815 0.465 0.350 0.671
U2 0.864 0.001 0.018 0.854 0.509 0.425 0.730
U3 0.672 0.149 0.211 0.690 0.368 0.476 0.509
U4 0.792 0.080 0.025 0.827 0.543 0.424 0.688
U5 0.866 0.106 0.056 0.831 0.445 0.443 0.698
EOU1 0.881 0.009 0.046 0.863 0.514 0.411 0.747
EOU2 0.862 0.052 0.014 0.837 0.473 0.428 0.703
EOU3 0.927 0.014 0.102 0.882 0.516 0.380 0.786
EOU4 0.697 0.070 0.005 0.742 0.492 0.401 0.554
EOU5 0.858 0.111 0.052 0.898 0.599 0.448 0.814
SE1 0.748 0.174 0.062 0.821 0.591 0.416 0.692
SE3 0.779 0.150 0.015 0.861 0.610 0.464 0.755
SE4 0.583 0.086 0.156 0.714 0.520 0.500 0.538
SE5 0.703 0.232 0.004 0.840 0.652 0.481 0.740
E1 0.770 0.025 0.064 0.818 0.522 0.472 0.673
E2 0.685 0.061 0.164 0.806 0.561 0.548 0.676
E3 0.484 0.033 0.328 0.632 0.434 0.558 0.474
E4 0.715 0.006 0.190 0.809 0.526 0.554 0.681
E5 0.787 0.059 0.078 0.862 0.574 0.513 0.752
UA1 0.287 0.176 0.426 0.612 0.578 0.668 0.562
UA2 0.011 0.090 0.711 0.430 0.478 0.765 0.591
UA3 0.084 0.056 0.903 0.413 0.491 0.890 0.797
UA4 0.088 0.063 0.805 0.539 0.548 0.884 0.793
UA5 0.173 0.124 0.689 0.601 0.599 0.845 0.760
SQ1 0.076 0.714 0.044 0.376 0.692 0.389 0.483
SQ2 0.210 0.808 0.100 0.327 0.736 0.427 0.569
SQ3 0.027 0.713 0.137 0.526 0.803 0.534 0.660
SQ4 0.287 0.540 0.076 0.651 0.754 0.513 0.633
SQ5 0.347 0.510 0.019 0.663 0.728 0.470 0.610
IQ1 0.118 0.681 0.062 0.560 0.785 0.488 0.631
IQ2 0.245 0.669 0.007 0.651 0.821 0.492 0.712
IQ3 0.083 0.755 0.023 0.549 0.818 0.472 0.674
IQ4 0.199 0.739 0.013 0.650 0.866 0.512 0.776
IQ5 0.337 0.601 0.052 0.671 0.775 0.443 0.669
120 V. Balakrishnan and C.L. Gan
User
uncertainty
avoidance
Standard multiple regression was used to assess the ability of USP, SIQ and UUA
to predict levels of MWT adoption intention. The prediction model was statistically
signicant, F(3, 392) = 9.240, p < 0.001. However, the variables accounted for
approximately only 7 % of the variance of MWT adoption intention (R2 = 0.066,
Adjusted R2 = 0.059). MWT adoption intention was primarily predicted by user
uncertainty avoidance recording the highest beta value (beta = 0.225, p < 0.001).
User uncertainty avoidance accounts uniquely for about 3 % of the variance of
MWT adoption intention. Standardized regressions coefcients of the predictors
and their squared semi-partial correlations are shown in Table 7.5.
7 Mobile Technology and Interactive Lectures 121
7.5 Discussions
Lecture classes with large number of students suffer from low level of participation
and interaction among students and lecturers. Contributing factors are the layout
design of lecture halls, i.e. vast hall size and close seating arrangements (Geske
1992), students individual traits and background, i.e. shyness (Stowell et al. 2010),
language barriers (Krause 2005), cultural background (Beekes 2006; Van Dijk et al.
2001), and time constraints which limit lecturers opportunity to encourage inter-
activity in order to complete the required syllabus (Allen and Tanner 2005). In order
to overcome these barriers preventing interactivity in large lecture classes, it is vital
to exploit the numerous functionalities and advantages that MWT have to offer.
7 Mobile Technology and Interactive Lectures 123
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Chapter 8
University Student Conceptions
of M-learning in Bangladesh
8.1 Introduction
Over the last few decades, most of the developing countries have been trying to
introduce Information Communication Technology (ICT) in their education sector
(Kafyulilo 2014). As such, ICT, in recent years, has gone on to become one of the
most crucial components that determine the basic competence of student learning
(Noor-Ul-Amin 2013; Potyrala 2001). This has been possible because of a number
of reasons. For example, Hammond (2014) claimed that some of the major reasons
8.3 Methodology
This study was qualitative based and was carried out using qualitative research
methodology. It was conducted using phenomenography as its theoretical and
methodological framework. Phenomenography is a research methodology that is
used to qualitatively differentiate ways in which different people experience,
understand, and conceive a phenomena (Marton 1981). The main purpose of
phenomenography is the description of the various experiences and conceptions
that people have for a specic phenomenon (Khan 2014; Marton and Booth 1997).
Phenomenographically, a conception is considered to be the way in which one is
seeing or understanding something, or in other words, comprehending the exact
meaning of something to a specic individual (Sin 2010). In this context, it can
therefore be said that conceptions are always expected to be different when various
people are involved. Therefore, phenomenography was used in this study to
identify the different ways of students conceptions of m-learning in university
education. The nal outcomes of this research were revealed as the categories of
description.
8.3.1 Sample
Each student who was selected for this study, was considered to have experience of
using any mobile or handheld devices like smartphones, tablets, iPads, and iPod in
their learning for at least 6 months. It was required to have the minimum level of
experience toward the phenomenon and creating variations (getting participants
in-depth awareness) while taking the interviews. However, the degree of experi-
ences among different respondents and the type of handheld devices they use were
not necessarily the same and were tolerated to vary from one respondent to another.
In total, a sample of three students from the University of Bangladesh were
recruited by using purposive sampling technique. The main characteristics of the
students who participated were:
Disciplines: students were selected from two disciplines, one from electrical and
two from computer science.
Institutions: students were invited from an engineering university.
Study level: two from postgraduation and one from undergraduation.
8 University Student Conceptions of M-learning in Bangladesh 131
In this study, the major tool that was used for collecting data was the phe-
nomenographic interviews (kerlind 2005; Barnard et al. 1999; Bruce et al. 2004;
Harris 2011; Limbu and Markauskaite 2015). In the method of investigating the
students conceptions on m-learning in university education, interviewees were
asked to share their reflections on the role of mobile devices in their learning as well
as how these devices could be useful in their learning. A semi-structured in-depth
interview protocol was used to gather data and each interview lasted for about 40
50 min. Initially, the participants were asked about what aspect, for instance,
what does m-learning mean to you? In order to get a much deeper understanding,
the follow up questions were asked. For example, could you explain this further?
The interviews were recorded by an audio recorder and each interview was listened
several times (kerlind 2005; Gonzlez 2009; Limbu and Markauskaite 2015). The
audio-recorded data was transcribed verbatim. This process was then followed by
reading the transcripts many times in order to get a deep insight of the various
experiences received from the participants (kerlind 2005; Limbu and
Markauskaite 2015). At this stage, similarities and differences from each transcript
were recognized and later followed the preliminary categories, which was then
checked with transcripts. The nal outcome spaces were conrmed based on back
and forth discussions with the research members. No category was identied
without supporting the quotations from the transcripts.
8.4 Results
Besides in this category, a mobile device is also seen as a recoding tool for future
learning. For example, the participating students mentioned that with their mobile
devices, they can record the lecture live during classes so that the teachers
explanations will be used later during their free time:
You can even make records. You can record the lectures [B2]
Category B represents the view that mobile devices facilitate the access to infor-
mation and knowledge that are important in their learning. First, this perceived ease
of access to information was expressed in various ways. For example, the use of
free online and offline dictionaries that may have been installed in the phone, as
expressed:
I installed a dictionary application. In case I get a word that I dont understand, I use the
dictionary on my mobile phone then I can know the meaning of that word. [B1]
8 University Student Conceptions of M-learning in Bangladesh 133
Alternatively, participants also discussed that they can get the meaning directly
from the Internet in case they get a terminology that is new or ambiguous for them:
I can access the internet like google search in case I get a terminology that I dont
understand. I can search the internet and use it [B1]
In brief, in this category the use of mobile devices is seen as a time-saving cost
effective and portable devices for enhancing student learning in university.
Before discussing the results, we would like to state the limitations of this study. The
participants were recruited from one university in Bangladesh and were small in
number. However, a sample of three is not an unusual practice in phenomenographic
research approach. For example, Forster (2013) interviewed three professionals from
nursing practice about their conceptions of information literacy. Moreover, the
8 University Student Conceptions of M-learning in Bangladesh 135
results depend on the setting or the context of each study; therefore, these results may
not be generalizable for other contexts. However, the aim of phenomenographic
research approach is not to provide generalizable results rather its focus is on a
particular phenomenon that needs to be investigated deeply.
Turning to discussion, the ndings are limited in scope in relation to previous
phenomenographic studies, because students experiences of m-learning are a new
area of investigation. However, the results of this study could be interpreted in a
wider context. The results revealed four qualitatively different ways of seeing
mobile devices in student learning: storing learning materials; accessing informa-
tion and knowledge; effective learning tool; and effective tool for collaboration. The
four categories are placed from lower level to higher level understanding.
Therefore, the four categories are broadly divided into two orientations: fragmented
orientation (Category A and B) in which the mobile devices are considered as a
way to store and access information in student learning. Students do not consider
mobile devices for constructing their knowledge or solving their problem or
engaging collaborative learning. It mainly focuses on students surface level of
learning. In contrast, cohesive orientation (Category C and D), in which the mobile
devices are viewed as a means to develop students understanding, to construct their
own knowledge, and to engage them in collaborative learning. It is mainly involved
with deep level of learning. These ndings are broadly consistent in previous
phenomenographic studies (Biggs and Tang 2011; Eklund-Myrskog 1998; Ellis
et al. 2008; Ellis et al. 2006; Lucas 2001). Generally, these studies reported stu-
dents conceptions of learning in different context and were broadly placed into
deep and surface level of learning. Nevertheless, the results provide emerging
conceptions of m-learning.
As m-learning becomes a growing concern in the teaching and learning practice
of a developing country, the role of using mobile in student learning is becoming a
major focus of research initiatives (Kafyulilo 2014; Rogers et al. 2010). It is sug-
gested then that the ndings of this study could be used to inform these initiatives, as
this study provides a second order experience (the ndings derived from participants
who had experiences of m-learning) of the investigated phenomenon. In recognition
of the signicance of these ndings, this research provides different ways of using
mobile devices in student learning, which is a potential input for improving teaching
practice. For example, it may help teachers to create different teaching approaches
that will match students learning approaches, which will guide university students
to make maximum use of mobile devices in their learning. The emerging results also
contribute the improvement of professional development program. In addition to
that, policy makers and curriculum developers could get empirical evidence about
students experiences so that they can develop a curriculum that will encourage and
promote the use of mobile devices in the university education. Previous research
reported that students conceptions of learning are linked with teachers conceptions
of teaching (Prosser and Trigwell 1999). Therefore, future research is proposed to
investigate Bangladesh University teachers conceptions of m-learning. The main
aim of conducting such future study is to nd out the relationships between students
conceptions of m-learning and teachers conceptions of m-learning. It is important to
136 Md. S.H. Khan et al.
Acknowledgments The authors wish to thank Bob Fox, Professor, School of Education, UNSW
for his useful suggestions.
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138 Md. S.H. Khan et al.
Author Biographies
Md. Shahadat Hossain Khan completed his Ph.D. from the University of Sydney, Australia. He
has been working as an assistant professor of the department of Technical and Vocational
Education (TVE), at the Islamic University of Technology (IUT), Bangladesh, since 2006. He has
a wide experience in ICT-enhanced teaching and learning at national and international levels. He
has wider expertise on TPCK Framework, m-learning in tertiary level, professional development
particularly focus on scholarship in teaching (student-centered teaching, ICT-integration).
Currently he is researching on Open Source Technology (OST) to integrate it into teaching and
learning context in higher education.
Benadjih Oiriddine Abdou has completed Masters of Science in Technical Education (MScTE),
Islamic University of Technology (IUT), Dhaka, Bangladesh. He has been working as a Teaching
assistant of the department of Technical and Vocational Education (TVE), at the Islamic
University of Technology (IUT), Dhaka Bangladesh, since June 2015. He is currently working on
widening his knowledge on phenomenography and m-learning in university education.
Che Kum Clement Ph.D. is Chairman of the Department of Technical and Vocational Education,
Islamic University of Technology (IUT) Board Bazar, Gazipur, Bangladesh, a subsidiary organ of
the Organization of Islamic Cooperation comprising 57 countries. Before joining IUT he has been
working for the Cameroons Ministry of National Education as senior management staff in charge
of Vocational schools management at the Directorate of Secondary Technical and Vocational
Education, Republic of Cameroon. Che Kums research interest is on Curriculum development in
TVE, ICT in teaching-learning, competency based TVE and higher education and social change.
Chapter 9
Mobile Learning, Student Concerns
and Attitudes
Zoran Putnik
9.1 Introduction
Z. Putnik (&)
The University of Novi Sad, Novi Sad, Serbia
e-mail: putnik@dmi.uns.ac.rs
COMTEXT, the analysis was conducted about the training of IT professionals. This
analysis did not give such a complimenting result for mLearning. Or, to quote the
papers conclusion learners showed interest and excitement for the innovation
characteristic of mLearning However, excitement turns into frustration when
mobile and wireless technological limitations are faced, as well as the mobile
device ergonomic limitations. Since in our research, IT professionals are in
question, the result is of a larger interest, because we are also dealing with (future)
IT professionals, students of Computer Science at our Department.
In Fayyoumi et al. (2013) a situation and students satisfaction with mLearning
was studied in Arab countries. The results are very favourable, which probably
might be to a certain level connected with the facts that the research is (a) very
recent, which covers use of even smarter smart phones, and (b) conducted in rich
countries, which ensures that students do have necessary technical equipment.
Either way, data obtained within a survey shows that 70 % of the students agreed
that learning skills are enhanced through mLearning, 60 % claimed that mobile
examination is useful, while fascinating 96 % of students agreed that mLearning
is very useful and is very helpful for those students who live at remote areas and
cannot attend the university daily. This last fact should not be connected only to
living at remote areas, since mLearning has the same effect on students who are
employed, thus being limited by time and cannot attend university lectures because
of other obligations.
Finally, visiting the other part of the world through (Organista-Sandoval and
Serrano-Santoyo 2014), we can read about the situation and opinions on mLearning
in Mexico. Being the most recent study, it is not a big surprise to nd that about
97 % of teachers and students have some kind of cell phone or smart-phone, and
that about one of every four interactions with the mobile device has a concrete
educational purpose. While authors complain that in general the educational
use of the cell phone is mainly aimed to establish communication between the
students and to access information via Internet, we nd this fact exactly in line
with our ideas!
Smart phones and ability to access Internet at all times, which in turn includes
access to teaching and learning resources, is what gives mLearning its greatest
value. This, even without creation of any particular mLearning educational systems,
or repositories of obligatory teaching materials, facilitate the most of necessary
environment for just-in-time and just-in-place learning. At the same time, presented
examples of projects using advantages and possibilities of mobile technologies
show that mobile learning is, for some time now, able to take a step forward from
experimental pilot projects, towards institutionalized implementations. An example
of such use of mLearning is given in Corbeil and Valdes-Corbeil (2007) where it is
been said Instructional uses: Students can download audio and video lectures and
podcasts to their smart phones. They can play audio, video, and Flash movies;
display and edit text documents; access e-mail and Web contents; send IM and text
messages; and use the phone for mass storage.
All of the mentioned examples show, one way or another, that mLearning can be
an excellent extension and complement of formal learning and eLearning,
9 Mobile Learning, Student Concerns and Attitudes 143
Going further in our research, besides analyzing general issues, obstacles, and
potential of mLearning, we tried to dig deeper into specic situation at our
country, and in particular at our institution. According to Wikipedia (2015) Serbia
is economically speaking not a highly developed country, suffering consequences
of wars, breakdown of the country of Yugoslavia, bombing and economic
sanctions, just to mention a few things. Still, before all of the these things, Serbia
and Yugoslavia in general, was one of the most developed countries of East
Europe with much more developed connections with the Western Europe and
USA than any of other so-called communist countries. The question we were
investigating was are there some traces of that left, and if people of Serbia, and
specically young people, are ready to accept the challenges of technological
development in all areas of life and in particular changes and developments in the
area of education. We tried to research into the situation considering the mobile
technology, phones, notebooks, tablets and similar tools and equipment, but
limited ourselves to the situation in education, and students attitudes and
standpoints in this area.
Traditionally and historically, we can claim that Serbia is the country rather
fond of phones. Only 7 years after Alexander Graham Bell patented the tele-
phone in 1876, the rst phone conversation was conducted in Serbia in 1883
between the Geography Department of the Ministry of Military affairs and army
barracks in charge of engineering in Belgrade (Trnini 2013). Not long after
that, in 1899. the public phone trafc was started in Serbia using inductor phone
central, while in 1902. a new Siemens and Halske central with 1000 new
phone numbers was installed in Belgrade, because of the growing needs of
interested public.
Checking the World Factbook, we can also notice that Serbia, country of a
little more than seven million inhabitants, uses (data is from 2012) 2.98 million of
main lines, and 9.138 million of mobile phones. There are also about 4.107 millions
of Internet users (data is from 2009, from CIA The World Factbook for 2012.).
Data available at 100 People: A World Portrait mentions that 75 out of 100
people in the world owns a cell phone, and 30 are Internet users. Comparing to
situation in Serbia, we can notice that speaking of Internet Serbia is ahead of the
world average, while considering the mobile phones it is at the forefront of average
by far!
9 Mobile Learning, Student Concerns and Attitudes 145
Before presenting the data and results we collected, let us repeat in a few words a
basic idea behind the chapter.
Current research in the area of mLearning usually presents different results about
successful use of mLearning at Universities, but also in various informal educa-
tional projects. At the same time, we are at the point where some portion of our
teaching is delivered in some form reachable by mobile learning facilities, inten-
tionally or not. While originally it means that we are aware that some people will
interact and communicate with our teaching resources using mobile devices, further
it should lead us towards decision on how to publish and distribute this information
and these resources.
Creation of learning activities and teaching material suitable for mobile learning
should be governed by the ideas connected and guided to learning, not to technology
same as is the case with the implementation for any other technology-based
learning. Use of mobile devices is not the purpose, objective, or sole goalit is a
medium, an instrument to enable activities that otherwise were not possible, to
increase usability of those that had drawbacks because of technological reasons, all
in all to increase benets for learners. As a consequence, in our opinion it is denite
that the use of mobile technologies is suitable only for the part of learning activities,
while other parts are still better supported by some other types of technologies. And,
we are satised with that, because we conrm to the stand that learning cant be
managed, but can and should be facilitated (Ivanovi et al. 2014).
9.4 Methodology
9.4.1 Instrument
Study is focused on the attitudes and views of undergraduate students about the
possibilities of mobile learning. It is a quantitative research, and we developed a
short questionnaire to collect the data needed. As one of the common possibilities
with this type of study, we decided to use structure of close-ended, Likert scale
ve-point measure survey. For each question, students were asked to give opinion
ranging from 1 = strongly disagree, to 5 = strongly agree. The questionnaire was
distributed to students via e-mail, and it took only several minutes to complete,
since the questions covered only the basic opinions. This in turn leads to a high
response rate.
Survey was conducted on two occasions, with two generations of students of the
Department of Mathematics and Informatics, Faculty of Science, University of
Novi Sad. We narrowed our survey only to students of the Computer Science
direction.
146 Z. Putnik
Students were informed that, since data collection went through e-mail, their
answers will not be anonymous, so that they are allowed to refuse to answer the
survey. Great majority of students declared that they do not mind answering
publicly, actually that they wish that their opinion is heard and taken into account.
While it may be contrary to some other institutions or countries, this type of
behaviour is recognized at our Department earlier, as presented in Ivanovi et al.
(2013).
Survey took about 2 weeks each year, and rst time covered 178 students, while
the second time there were 138 students communicated. Not all of the students
answered and completed the survey, so altogether we collected 198 surveys for the
analysis.
Major descriptive statistics is presented in Table 9.1. The most of the respon-
dents, as can be noticed, have some type of mobile phone, but this time we didnt
investigated further into the type of the phone/tablet/e-book they use. Still such a
majority of students using mobile phones, together with their opinion about pos-
sibilities, with extremely rare persons being strictly against mLearning, shows that
there is a large space for improvement of the use of mLearning at our Department.
Considering the age of the respondents, it can be noticed that the most of them
are older students, students of nal year of bachelor studies (3.) nal year of
diploma studies (4.) or students of master studies. Does this mean that we can take
their opinions more seriously, we will not assess.
Also, we must make a comment about frequency of use of mobile phones.
While we honoured answers of I dont use mobile phones type and counted six of
those, we noticed that those same persons later answered that they sometimes read
they mail using their phone. We interviewed one of them in person and at least with
him, thing was cleared-up. I dont use refers to his beliefs, to the fact that he does
not like mobile phones, mainly for the privacy issues. Still, as a person of a modern
age and profession, he is aware that mobile phones are a necessity, he has one, and
having it he also uses, unwillingly, the most of its functions.
Of course, this fact throws a slight shadow on our statistics, since some of the
numbers do not t with answers to other questions, but we consider this a normal
and usual matter with such a large survey.
Numbers and percentages of students using mobile phones for other functions
here probably does not represent only their wishes, but mainly availability of
possibilities for use of mobile phones and mobile services of the LMS we
employed. The complete statistics will shed much more light on the topic.
Table 9.2 shows the results of students answers regarding mobile phones from
the viewpoint of their use in education. It can be separated into two groups of
questions, the rst one dealing with how our students use mobile phones at the
faculty and for which (educational) purposes.
The second group of questions tries to recognize the reasons for the situation,
and identify the causes and motives for the state of the art at the Department.
Finally, the third group contains only a single question, and tries to nd out
whether our students are willing to use mobile phones in their studies more than
they do now.
There are 12 items discussed, with the distribution of opinions presented, and the
mean score given in order to describe the strength of the item. There are only two
mean scores higher than three, showing that only reading e-mail as a service is
accepted at the moment. The highest grade after that one gets willingness of our
students to use mobile phones more in their education, having a mean value of
exactly 3.
The lowest mean score is gained for I do not use mobile phone question,
showing that our students are accustomed to mobile phones and use them in life
outside of the faculty. In our opinion, this suggests that with adding more abilities
for clever use of mobile phones for education, there is a chance for introduction of
mLearning at our Department.
The next two lowest mean scores are in connection of use of mobile phones for
access to forums and wikis available within our LMS, and for communication with
lecturers. Both of those low scores are easily explainable. Forums and wikis within
LMS are at our Department used for the obligatory assignments. Consequently, that
requires reading of posts of other students in forums, and of additions and changes
of wikis from other team members. Finally, it requires text typing, sometimes a lot
of text, perhaps even addition of some drawings, which is much more difcult
through the mobile phones.
The other low mean score is even easier to explain. Communication with the
lecturer by mobile phones requires a prerequisite that the lecturer agrees to
something like that, which is generally speaking not very likely. Namely, having
dozens or even hundreds of students looking for help/opinion/assistance at possible
weird hours is a good reason not to agree to that kind of communication.
148 Z. Putnik
That the above is true is easily visible if we check the mean scores for other 3
possible uses of mobile phones in connection with the LMS, which are higher
almost by a whole grade on the average. Namely, possibility to download learning
resources, even with the recognized problem of small screen of mobile phones, is
graded higher and used more often. Even higher is a mean score for receiving
notications from lecturers. The most promising point is still the fact that even
with a lot of individual services with a mean score relatively low, bellow two, mean
9 Mobile Learning, Student Concerns and Attitudes 149
score for the assessment if mobile phones are regular part of studies is higher than
that, showing that with some changes in the approach of lecturers, mobile phones
can be used to a much greater benet in education at our Department.
As mentioned, the nal big question is why do not our students use mobile
phones in their education more that they do? The rst two possibilities that come to
mind and that would easily explain the situation were in our opinion:
Its too expensive, or
My mobile phone is not strong enough.
The survey gives a denite No answer for the rst possibility. Almost 2/3 of the
respondents strongly disagree with the opinion that access to Internet needed for
mobile phone use is expensive, while only 9.09 % of students strongly students
agrees with that opinion.
The second opinion also has No answer almost to the same degree. More than
a half of students strongly disagree that their phone is not strong enough, while
mere 18.18 % see that as a problem. Considering the trends and developments in
the eld, it is only natural to expect that with time, number of those with weak
mobile phones can only drop down.
So, the situation might be explained by the answers to the third question within
that section of a surveyis it good to use mobile phones for learning? Are we
better suited or accustomed to use written material? Opinions about this question
are highly divided, and the distribution is very balanced. This probably can also
mean that we should re-phrase our denition of mLearning and think of it more as
the meeting point of mobile devices and eLearning pedagogy. Not dependent
anymore on use of computer laboratories, students can work on their knowledge at
their homes, on eld trips, or even while travelling to those eld trips.
There is only one question with more balanced answers amongst students. The
nal question Do you want to use mobile phones in your education more than you
do currently? has almost perfect balance between answers:
Strongly agree versus strongly disagree: 45 : 44;
Agree versus disagree: 27 : 29;
Slightly agree (or we can asses it as Im-not-sure): 53.
In our opinion, these answers show hidden fears behind it. Will use of mobile
phones put some more pressure on them? Require some additional work? Or will it
relax their studies and allow them to learn whenever they want and wherever they
want?
And this is the key question and the key point of our research, giving us
appropriate idea. We do not want to suggest introduction of mLearning into our
studies as an obligatory form, as a system that will require shopping for the
expensive and powerful equipment, learning of use of complicated applications, or
ruining ones eye health by trying to read and study on a small screen. The idea is to
organize mLearning as a welcomed supplement, as an ability to download, read,
listen, or watch learning resources when it is convenient for a user, but with a plenty
of other possibilities and types of learning materials. That will in our opinion attract
150 Z. Putnik
more students to use mobile phones in education, and connect the best of all worlds
and types of learning. The power of mLearning is highly increased by enhancing
existing blended learning courses with otherwise weakly existing features such as
notications, easy communication services, access to discussion/interaction ser-
vices, or personalized agents in non-productive, dead times.
It is easy to recognize that both undergraduate and master students are not
satised with the mobile learning and the fact that it is not offered currently at our
Department. Still, collected data proves that almost all of them are both equipped
for its use, and are using some of the services they chose. So, if we offer more
services, and yet do not force their use, we expect much better opinions of our
students considering mobile learning.
9.5 Conclusion
future direction of this research should be repeated and more detailed survey each
several years, or even more often. Advances in mobile technology and software
applications for mobile phones and tablets, lowering of prices for mobile services,
and constant unication and standardization attempts for information formats,
require regular alertness of educators in order to make the best use of possibilities
offered. Another possible direction of study that can be very interesting and perhaps
give some different results is to extend the study to students that are not so much
connected to technology by their interests and study direction.
Consequently, let us hereof forget about the assessments of mobile learning,
comparisons with eLearning, distance learning, or even classic classroom teaching,
and let us take whats usable from it. As cleverly noted long time ago in Tough
(1979), when the persons central concern is a task or decision, he will not be
very interested in learning a complete body of subject matter. Instead, he will want
just the knowledge and skill that will be useful to him in dealing with the particular
responsibility of the moment. To provide for such people, we should not stick just
to a single, traditional learning model based on the concept of one tutor, helping
students to acquire in-advance-dened knowledge, and later assessing and mea-
suring their success. We should give students a chance to choose their time and
amount of learning, select a problem or part of it to concentrate on, and present
them with enough learning resources that will satisfy any learning style and phi-
losophy. Mobile learning will never and should not replace either other types of
eLearning approaches or classroom teaching in our opinion. Yet, if applied prop-
erly, it can complement and append value to existing learning models and practice.
To apply mLearning properly, we must also consider and answer several wider
questions. How should a university lecturer plan hers/his activities to help students
accept mobile learning as a natural extension of other activities? What type of
resources and digital activities should be obligatory, what should be additionally
available? Should some of the resources become strictly mobile, or should there
always be a stable and classic variant of everything? Should lecturers wait for the
ofcial recognition of the need for mLearning at their institution, or should they act
as enthusiasts and start offering services and resources in mobile forms by them-
selves? The most of these questions are not only philosophical, they invoke also
some very practical, sensible, realistic, and useful conclusions, since dealing with
the proper development of any type of learning resources requires a great deal of
effort, and careful planning and realization.
Developments in information and communication technology, and particularly
in wireless and mobile technologies, can help us go away from traditional learning
models, because nowadays learning can be easily carried, brought or even
implanted into everyday environment. What makes mLearning thrilling is the fact
that even though most of the individual features contained in current mobile devices
are around for years, bringing all of them together in one small, powerful, and
always available device is new. Joining the features, functionalities, and ability to
go online ensures adoption of such devices even by the most unwilling users.
152 Z. Putnik
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9 Mobile Learning, Student Concerns and Attitudes 153
Author Biography
Zoran Putnik is an assistant professor at the Faculty of Science, Department of Mathematics and
Informatics, University of Novi Sad, Serbia. He received doctoral degree (teaching computer
science) in 2014. His research interest is currently focused on e-learning and virtual learning
environments, and software engineering. He has published around 140 articles in proceedings of
international conferences and journals, and written several university textbooks. He participated
within 20 international and national projects, was a member of organizing committees of 17
conferences, and is a Managing Editor of Computer Science and Information Systems (ComSIS)
Journal.
Chapter 10
Access Moodle Using Mobile Phones:
Student Usage and Perceptions
Abstract This study investigated how often students used mobile phone to access
various activities on Moodle. A survey on self-reported usage was lled by 252
university students in courses offered by four different faculties at the University of
Hong Kong. Follow-up interviews were conducted to solicit students perceptions
on mobile access to Moodle and the underlying reasons. The results show signif-
icant differences in students usage of various Moodle activities via mobile phones.
Students responses also suggest that mobile access to Moodle is a necessary
complement to computer access but its limitation on usability and reliability may
have restricted its potential in enhancing teaching and learning.
FelixL.C. Siu
e-mail: flcsiu@hku.hk
S.K.W. Chu
e-mail: samchu@hku.hk
10.1 Introduction
The learning management system (LMS), Moodle, has been adopted by many
higher education institutions around the world. To date, Moodle has been registered
in more than 1800 sites over 120 countries, and is available in more than 60
languages (Kennedy 2004). Despite the increasing use of Moodle, concern has been
expressed as to how Moodle is being used (Carvalho et al. 2011).
With the rapidly increasing use of handheld mobile devices among staff and
students in higher education, it has become more and more common for them to
access teaching and learning-related information and services using mobile devices
(Peters 2009). A 2011 survey on mobile services in academic libraries in Hong
Kong and Singapore reveals that the possession rate of mobile devices was 93.4 %
among Hong Kong college students, and 61.9 % of them used smartphones to
access the Internet (Ang et al. 2012). It is not uncommon to see university students
use smartphones to access learning resources on Moodle and other LMSs.
However, how frequent students use Moodle via mobile phones to carry out dif-
ferent Moodle activities and the possible reasons behind such usage patterns have
rarely been formally investigated. The current research aims at lling this gap by
examining students frequencies of mobile access to Moodle for different activities
and exploring possible reasons behind the usage patterns.
Research has been conducted to describe and analyse the use of LMS in higher
education. Francis and Raftery (2005) dened three levels of LMS usage. The rst
level is for depositing materials and distributing information; the second is for
enhancing teaching and learning by using various tools in LMS for communication,
collaboration, assessment and quiz tests. The third and highest level is for sup-
porting fully fledged online courses where most learning takes place on the LMS. It
is indicated that even though an e-learning platform is available, the institutions
might not make full use of it (Nichols 2008). Carvalho and her colleagues (2011)
surveyed around 15,000 students for their use of two LMSs, Blackboard and
Moodle. They found that for the majority of students, the use of the LMSs was still
in the lowest level, that is for accessing learning materials and course announce-
ments. Only some of them used LMSs for sending emails or taking quiz tests. The
course forum, course chat room and virtual classroom were among the least used
functionalities.
On the other hand, the importance of learning through social interaction and
collaboration has been conrmed repeatedly (Tu and Corry 2003). Interaction plays
10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 157
a crucial role in academic success and persistence (Shea et al. 2006), and it is
believed that knowledge construction begins when a student has engaged in a
collaborative activity, because knowledge is created in situation (Chavez 2011).
Therefore, educators increasingly make efforts to bring the use of LMS to a higher
level that involves more interaction and collaboration among students.
It has been shown that technology usage patterns could vary across users
experience and information technology competency. For example, a study on
organizational IT implementation (Venkatesh and Bala 2008) derived positive
relations between usage experience and technology usage. Research has also been
conducted to investigate whether Computer Self-efcacy (CSE) is related to users
perceived usefulness of e-learning (Hayashi et al. 2004). Different genders may also
affect technology usage patterns. Ong and Lai (2006) concluded that males and
females perceived e-learning differently, which influenced their behavioural
intention to use e-learning. Meanwhile, Horvata et al. (2013) claimed that males and
females were equally satised with Moodle quality characteristics. In terms of
students perception on Moodle, Kennedys (2005) study on Hong Kong students
attitudes towards Moodle found that students liked the convenient accessibility of
learning resources and the flexibility of organizing online materials on the Moodle
pages. Carvalho et al. (2011) also found that students mainly perceived helping to
nd necessary information as the most useful function of Moodle. As such, pre-
vious studies considering users experience, IT competency and genders have
focused on technology usage patterns and perception towards e-learning, leaving
the context of mobile access to e-learning less researched.
limitations. Besides, Ssekakubo et al. (2013) found that mobile phones were stu-
dents least used electronic devices for accessing LMS services and the main reason
was the inadequate design of the LMSs for mobile interaction.
Although a number of studies investigated how frequent students used Moodle
to accomplish various activities, there seemed a lack of a direct study relating the
frequency of mobile access of Moodle to the background of users. In this study, we
therefore attempt to identify students Moodle usage patterns across different dis-
ciplines, their Moodle experience, and IT competency levels and between genders.
Specically, the research questions this study aims to answer are: (1) how would
the frequencies of mobile access to Moodle activities vary across students in dif-
ferent disciplines, with different Moodle experience, IT competency levels, and
between genders? (2) why do students use (or not) mobile access to Moodle.
10.3 Methodology
Moodle (version 2.6) was used in all the courses included in this study at the
University of Hong Kong. Although there is a mobile app for Moodle, it cannot be
integrated into the Moodle installation due to information security implementations
in the University. Alternatively, the Moodle installation provides a Mobile Theme,
which is a custom-designed display for smartphone browser screens. When users
use smartphones to access Moodle, the Moodle server can detect the access device
and then automatically display the Mobile Theme. Students can use the Mobile
Theme to view course content pages, submit assignments and access a number of
the Moodle functions including Forum, Choice, Feedback, Quiz, URL and Wiki.
Seven courses of four instructors were selected for this study. The instructors
were in four different disciplines, Education, Engineering, Social Sciences and
Humanities and Arts. The four instructors used Moodle in different levels and
styles. The instructor from Social Sciences used Moodle as a repository of teaching
materials and a platform for making course announcements. Besides uploading
teaching materials, the instructor from Education also used discussion forums for
studentstudent and studentinstructor interaction. Links to external web sites were
also put on Moodle of this course. As for the course in Engineering, the instructor
used Moodle as a platform where students can read/download learning materials,
submit assignments, take quizzes, conduct group projects and receive feedback
from the instructor. The instructor from Humanities and Arts used Moodle to host
learning materials, send announcements and messages to students, answer questions
students raised, as well as Wiki and Glossary activities where students could post
course-related information they collected off-class. The Engineering course was a
Common Core course that could be taken by any year 1 and year 2 students across
the University. As the class size was big, there were six teaching assistants in this
10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 159
course. The Education course was a Master level course and the other courses were
on the undergraduate level. Table 10.1 summarizes the number of various Moodle
activities across these courses.
This study adopts a mixed method with survey and interview data collected and
analyzed.
The survey was conducted in the last class of the courses. 389 students from the
seven courses were invited to participate in the survey. 253 students in total
responded to the questionnaire with valid answers (65 % response rate). The
responses were collected partially online (n = 142) and partially on paper (n = 111).
Table 10.2 presents the demographic distribution of the participants.
After the survey data were collected, emails were sent to 80 survey respondents (20
from each discipline) to invite them to the follow-up interviews. Twelve of them
160
accepted the invitation and participated in the interviews (3 in the Education course,
3 Social Sciences, 5 in Engineering and 1 in Humanities and Arts). The interviews
were conducted partially face-to-face (n = 2) and partially through phone (n = 10).
After the interviews, each interviewee was paid 30HKD for their participation.
10.3.3 Instruments
Table 10.3 Descriptive statistics of frequency of using Moodle via mobile phones
Moodle activities N Minimum Maximum Mean Std. Deviation
Accessing resources 252 1 7 3.70 1.526
Submitting assignments 251 1 7 2.22 1.553
Taking tests 252 1 7 2.30 1.567
Interaction 251 1 7 2.06 1.457
Collaboration 252 1 7 2.08 1.508
Notes Ratings are based on a 7-point Likert-type scale: 1never, 2Once a month or less, 3
Once every 2 weeks, and 412 times a week, 536 times a week, 6Once every
day, 7Several times a day
162 X. Hu et al.
Table 10.4 Statistics of frequency of using Moodle via mobile phones across disciplines
Moodle activities Humanities Education Social Engineering Sig.
and Arts Science Kruskal
Wallis
Accessing N 54 17 56 125 0.002**
resources Mean 3.35 3.06 3.39 4.08
Median 4.00 4.00 4.00 4.00
Submitting N 53 17 56 125 0.000**
assignments Mean 1.38 1.53 1.50 2.99
Median 1.00 1.00 1.00 3.00
Taking tests N 53 17 56 125 0.000**
Mean 1.41 1.00 1.50 3.22
Median 1.00 1.00 1.00 4.00
Interaction N 53 17 55 125 0.000**
Mean 1.69 1.35 1.62 2.52
Median 1.00 1.00 1.00 2.00
Collaboration N 54 17 56 125 0.000*
Mean 1.43 1.24 1.55 2.71
Median 1.00 1.00 1.00 2.00
Notes Ratings are based on a 7-point Likert-type scale: 1never, 2Once a month or less, 3
Once every 2 weeks, and 412 times a week, 536 times a week, 6Once every
day, 7Several times a day
**
Indicates signicance at p < 0.01 level
10.4 Results
Table 10.3 shows the statistics of student self-reported usage of Moodle via mobile
phones. Access to learning materials was the most frequent activity while inter-
acting with instructors and other students was the least frequent. It is noteworthy
that students responses varied from never to several times a day in all activity
categories.
Statistics across different disciplines are presented in Table 10.4. Students in the
Engineering course reported the highest frequency across all Moodle activities
accessed via mobile phones among all participating students. As the data are in
ordinal scale, the non-parametric KruskalWallis test is used to compare the fre-
quencies across courses. The signicance levels (p values) are reported in
Table 10.4. Statistically signicant differences were found in all ve categories of
activities: accessing resources submitting assignments, taking tests, interaction and
collaboration.
Experience of using Moodle may have affected students usage of Moodle via
mobile access. KruskalWallis tests revealed that students with different Moodle
10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 163
Table 10.5 Descriptive statistics of frequency of using Moodle via mobile phones across
experience of using Moodle
Moodle less than 3 months to 1 year to 2 years or Sig.
activities 3 months less than less than more Kruskal
1 year 2 years Wallis
N Mean N Mean N Mean N Mean
Accessing 86 3.65 35 3.94 85 3.86 45 3.29 0.164
resources
Submitting 86 2.48 35 2.29 85 2.15 44 1.82 0.155
assignments
Taking tests 86 2.51 35 2.37 85 2.40 45 1.67 0.020*
Interaction 85 2.13 35 2.29 85 2.14 45 1.64 0.069
Collaboration 86 2.19 35 2.29 85 2.22 45 1.47 0.015*
Notes Ratings are based on a 7-point Likert-type scale: 1never, 2Once a month or less, 3
Once every 2 weeks, and 412 times a week, 536 times a week, 6Once every
day, 7Several times a day
*
Indicates signicance at p < 0.05 level
Table 10.6 Descriptive statistics of frequency of using Moodle via mobile phones across IT competency
Moodle activities Not Of little Somewhat Competent Very Sig. KruskalWallis
competent competency competent competent
N Mean N Mean N Mean N Mean N Mean
Accessing resources 29 3.83 54 3.91 96 3.75 59 3.44 12 3.58 0.5
Submitting assignments 29 2.83 53 2.21 96 2.08 59 2.19 12 2.25 0.145
Taking tests 29 2.76 54 2.31 96 2.17 59 2.27 12 2.50 0.26
Interaction 29 2.79 54 2.09 96 1.96 59 1.93 11 1.82 0.018*
Collaboration 29 2.69 54 2.22 96 1.97 59 1.90 12 1.92 0.032*
Notes Ratings are based on a 7-point Likert-type scale: 1never, 2Once a month or less, 3Once every 2 weeks, and 412 times a week,
536 times a week, 6Once every day, 7Several times a day
*
Indicates signicance at p < 0.05 level
X. Hu et al.
10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 165
Table 10.7 Difference of frequency of using Moodle via mobile phones between genders
Moodle activities Male Female Sig. MannWhitney
N Mean N Mean
Accessing resources 133 3.79 119 3.61 0.341
Submitting assignments 118 2.55 118 1.85 0.002**
Taking tests 133 2.74 119 1.80 0.000**
Interaction 132 2.31 119 1.79 0.040*
Collaboration 133 2.38 119 1.75 0.003**
Notes Ratings are based on a 7-point Likert-type scale: 1never, 2Once a month or less, 3
Once every 2 weeks, and 412 times a week, 536 times a week, 6Once every
day, 7Several times a day
*
Indicates signicance at p < 0.05 level
**
Indicates signicance at p < 0.01 level
Table 10.8 presents several representative quotes from students responses to the
questions on how and why they used mobile access to Moodle to carry out the
corresponding activities.
All interviewed students answered that they used mobile phones to access
Moodle of their courses, because using mobile phones allowed them to access
Moodle at any place and any time. They could read learning materials and
important information such as assignment deadlines when no computer or Wi-Fi
connection was available. Mobile access also enabled them to read announcements,
comments and feedback as soon as they were available online. Students tendency
in using Moodle for resource depository and information retrieval in this study
demonstrated consistency with previous studies on students perception on Moodle
(Kennedy 2005; Carvalho et al. 2011). The students from the Engineering course
(n = 5) also mentioned that they used mobile phones in class to access Moodle
because one of the course requirements was to complete a short quiz within 4 h after
each class. Therefore, when the students did not bring their laptop to class, they
would use mobile phones to nish the quizzes.
However, students also indicated that using mobile phones was not a preferred
method to access Moodle. Most of them referred to usability issues such as small
screens and an awkward keyboard. As a result, they would only be comfortable to
conduct simple and low-stake tasks using mobile access. It was a common theme
among students that the Mobile Theme of Moodle was inconvenient. To start a
Moodle session on mobile phones, they needed to launch a browser window/tab,
type in the URL, and log into the system. As the session expired after a short period
of idle time, students had to log in again virtually at each time of access. Besides,
the display of Moodle course pages on mobile phones was mentioned quite often
during the interviews. All the course pages contained a rich amount of information.
While the texts on the course pages were well displayed on computer screens, with
proper headings and indentions, the format could become cluttered on the screen of
mobile phones. Moreover, a majority of interviewed students preferred face-to-face
discussion when working on collaborative projects, rather than using mobile phones
for online interaction. Mobile interaction was only a choice when group members
could not gather at the same time. Last but not least, several students mentioned that
they did not know how to upload les to Moodle from their mobile phones or to
nd les to be downloaded from Moodle.
10.5 Discussion
Both the survey and interview data indicated that students used mobile phones to
access Moodle for learning materials much more often than for other activities
(Table 10.3), which indicates that the use of mobile access to Moodle was still at the
lowest level as suggested in Francis and Raftery (2005). One possible reason is that
the usability limitations of mobile access discouraged the students from using it for
complicated tasks (e.g., Wiki edits, discussion posts) or activities that were deemed
not urgent. Such usability limitations echo with the view of Kouninef et al. (2012)
on the constraints of mobile learning using mobile technologies. In addition,
depositing learning materials is the most widely used function of Moodle across all
courses in this study, and there were much fewer Moodle activities related to
interaction and collaboration across these courses (Table 10.1). Also, a possible
reason for limited interpersonal interaction on Moodle is its inadequate design for
mobile interaction (Ssekakubo et al. 2013), though usability issues like small
screens seem to outweigh this technical inadequacy.
The distribution of Moodle activities shown in Table 10.1 could partially explain
the signicant differences on students self-reported Moodle usages via mobile
10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 167
phones presented in Table 10.4. For accessing resources, a pair-wise test following
the KruscalWallis test reveals that the only signicant difference (p = 0.02) lied in
between the Engineering course and the courses in Humanities and Arts where
much fewer learning resources were hosted in two of the courses. The Moodle of
the Engineering course had substantially more assignments and test activities than
others, and this could justify why the frequencies of using these activities reported
in this course were signicantly higher than those of all other courses (p < 0.01). In
addition, the quizzes in the Engineering course were designed in small sizes, with
35 multiple choices questions in each, and students reflected that they felt com-
fortable to access those quizzes via mobile phones since they only spent a little time
to complete and did not involve much typing on the keyboard. On the grounds that
students held positive attitudes towards accessing short quizzes via mobile access to
Moodle, a recommendation for promoting mobile access to Moodle is that
instructors could make adjustments to the course design by adding in-class online
short quizzes as an additional assessment task, so that it would be desirable for
students to access Moodle via mobile phones during class time or soon after classes.
For interaction and collaboration activities, even though the Engineering course
had fewer activities in these two categories compared to other courses, the reported
usage frequencies via mobile phones were still signicantly higher than those in
other courses (Table 10.3). This result suggests that creation of Moodle activities
that are designed for interaction and collaboration does not necessarily result in
more frequent access to those activities via mobile phones. Students from the
Engineering course reported that they felt there was a learning community built on
the course Moodle (Shea et al. 2006). There were a variety of learning activities that
involved interactions and collaborations, including a group project, a group pre-
sentation and peer assessments (inter- and intragroups) (Lei et al. 2013). In addition,
the instructor and teaching assistants responded to students posts in a timely
manner. These may all have contributed to the stronger motivations of the students
in accessing the course Moodle via mobile phones. Accordingly, it is recommended
that interactive and collaborative learning activities like peer assessments and group
projects should be implemented in the future course design, as students could opt
for contributing to these tasks using mobile access to Moodle at their convenience.
Besides, instructors and teaching assistants need to be more responsive and more
active in facilitating student interactive activities.
Interestingly, the results also revealed that students who have used Moodle for a
shorter period of time tended to use mobile access more often to take tests and
collaborate on Moodle than those who have used Moodle for 2 years and more
(Table 10.5). In addition, students with low self-perceived IT competency used
more mobile access to Moodle for interaction and collaboration activities
(Table 10.6). These seem to contradict with many studies where experience and IT
competency are positively associated with technology usage (Venkatesh and Bala
2008). Such ndings could potentially supplement previous research on the rela-
tionship between IT competency and technology usage patterns. We conjecture that
168 X. Hu et al.
the statistics might have been dominated by the students in the Engineering course
who rated higher usage frequencies and lower Moodle experience and IT compe-
tency than other students. However, this would need further analysis to be
conrmed.
The study also found male students used mobile access signicantly more often
than female students in all listed Moodle activity categories except for resource
access. During the interviews, some female students complained about the com-
plexity of some Moodle activities and expressed the need of instructional help on
using those activities. Such gender differences have also been found in other studies
on gender difference in educational technology (e.g., Heemskerk and Dam 2009), as
well as in studies on the signicance of gender differences in users perceived
usefulness of e-learning (e.g., Ong and Lai 2006). An implication is that providing
instructions on how to use Moodle activities, especially with mobile access, would
be helpful for users of both genders and would reduce the feeling of complexity to
female students. On another note, student gender distributions vary a lot across the
courses and the Engineering course was the only one with much more male than
female students (Table 10.2). Therefore, it is possible that the observed gender
difference may be partially affected by the higher ratings among students in the
Engineering course.
This study compared the usage patterns of Moodle for different activities via mobile
phones among college students enrolled in courses across four disciplines, and
analysed the reasons behind these usage patterns.
In general, students in this study did not prefer using their mobile phones to
access Moodle, due to the limitations of mobile access on usability and reliability.
However, most of them indeed used mobile phones to access Moodle when it was
necessary. In terms of Moodle activities, it was found that students preferred car-
rying out easy and low-stake Moodle tasks on their mobile phones, such as
accessing learning materials. The students expressed the need for a more
user-friendly mobile access. In comparing survey responses from students across
the courses, it was found that good pedagogical design could at least partially
mitigate the limitations of mobile access and encourage students to use Moodle
more often for activities involving interaction and collaboration.
A possible limitation of this study is that the data collection was limited to a
single university (HKU) in Hong Kong. Since different universities might employ
their own LMSs in different ways, resulting in variant perceptions with and opin-
ions on the LMS, the conclusion made in this study might not be generalizable to all
universities. Follow-up studies can expand the sample by recruiting participants
from different universities and in different regions. Another limitation is that the
ndings of this study are solely based on self-reported data from participants, which
might be subject to the difference in students own perception. Future studies could
10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 169
rely on objective data sources such as the usage patterns as reflected in the LMS
system logs.
This study focused on examining the activity-specic usage patterns of Moodle
via mobile access, while paying relatively less attention to students opinions on
mobile access to LMS, such as perceived usefulness. Future work will include the
analysis of students perceptions on the usefulness of mobile access to Moodle and
the factors that might affect their perceptions. Also, in forthcoming studies, LMS
system logs will be collected for further analysis of students behaviour on Moodle.
Acknowledgments We would like to thank the students who participated in this study. This
study is partially supported by a Teaching Development Grant in the University of Hong Kong.
Appendix 1: Questionnaire
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10 Access Moodle Using Mobile Phones: Student Usage and Perceptions 171
Author Biographies
Xiao Hu an Assistant Professor in the Division of Information and Technology Studies in the
Faculty of Education of the University of Hong Kong. Her research interests include learning
analytics, applied data/text mining, and information retrieval. She is leading several projects on
using learning analytics to improve teaching and learning, and has co-organized Learning
Analytics Summer Institute, LASI-Hong Kong in 2013 and 2014. Dr. Hu holds a Ph.D. degree in
Library and Information Science and a Masters degree in Computer Science, both from the
University of Illinois at Urbana-Champaign.
Leon Chi Un Lei received his B.Eng. (rst class honors) and Ph.D. in Electrical and Electronics
Engineering from the University of Hong Kong (HKU) in 2006 and 2011, respectively. He is now
an E-learning Technologist in the Technology-Enriched Learning Initiative, HKU. He is also an
Honorary Assistant Professor in the Department of Electrical and Electronics Engineering, HKU.
His current research interests include learning analytics, MOOC and smart learning environment.
He was awarded with the Best Paper Award in IEEE TALE 2013 and IAENG IMECS 2012, Best
Student Paper Award in IAENG IMECS 2010 and IAENG IMECS 2007.
Jinbao Li an Assistant Professor in the Department of Geography at the University of Hong Kong.
He received his Ph.D. degree in Earth and Environmental Sciences from Columbia University in
2009. His research centers on long-term variations in El Nio, the most powerful inter-annual
climate force on Earth, and the Asian monsoon, the most crucial climate system to the Asian
community. He carries out diagnostic studies using both instrumental and proxy records to gain
insights into long-term climate dynamics and their impacts on society. He teaches courses related
to climate change, ecosystem and contemporary global environmental issues.
Nathalie Iseli-Chan has been teaching French as a foreign Language for over 10 years, 7 of which
with the support of web 2.0 technologies. Since 2007 she has been developing and devising
Moodle based activities, including self-directed, self-assessed and cross level activities, aiming at
bridging the gap between language learning and teaching, and building online learner
communities. She joined the School of Modern Languages and Cultures 5 years ago. Her
research interests include language learning and teaching strategies as well as the pedagogical
application of new technologies to learning and teaching French as a foreign language.
Felix L.C. Siu has a solid background in Computing and Science Education with many years
teaching experience in primary, secondary and tertiary education. He is senior lecturer in the
Division of Information and Technology Studies, Faculty of Education at The University of Hong
Kong. His research interests and experiences are diverse, covering areas such as multimedia in
education, information literacy, information management, information and communication
technology in education, and mobile & ubiquitous technology in Education. He has published,
as author or co-author, many academic papers on the use of ICT in education.
Samuel Kai Wah Chu the Head of Division of Information and Technology Studies and an
Associate Professor at the Faculty of Education, The University of Hong Kong. He is also the
Deputy Director of Centre for Information Technology in Education in the Faculty. His
publications include articles, books and key journals in the areas of IT in education, information
and library science, school librarianship, academic librarianship and knowledge management. He
has been involved in over 50 research/project grants and is also the recipient of his Facultys
Outstanding Researcher Award in 2013.
Part III
Mobile Learning Analytics
Chapter 11
An Effective Cloud-Based Simulator
Facilitating Learning Analytics
on Mobile Devices
11.1 Introduction
In recent years, cloud computing technologies have been frequently used to improve
the competitiveness, efciency, and reliability of daily operations or services in
many enterprises or government units through providing extra computational
resources and/or data storage available on the underlying public or private cloud
platforms. Nevertheless, there are relatively less work targeted to investigate on how
cloud computing (Velicanu et al. 2013) may enhance students understanding of a
specic subject in e-learning systems. Through careful observations on a rst year
course on Computer Systems in the Faculty of Engineering, the University of Hong
Kong over the past few years, we found that many Engineering students encountered
various difculties in understanding some essential concepts in computer systems,
especially the program execution and the underlying data transfer among the various
devices/registers in a specic computer system. Intrinsically, these concepts are
abstract and often involve a complex knowledge structure, and therefore are difcult
to understand. Furthermore, most existing simulators for computer systems are
text-based and mainly focused on showing the nal results after program execution
without clearly showing the intermediate steps and key operations, and particu-
larly the essential components/concepts involved in such operations. In many cases,
the ultimate results are simply presented to students without knowing how such
results are generated. Undoubtedly, several existing simulators can only provide a
limited set of debugging functions such as monitoring the values of selected registers
at a certain computation step during the program execution. Yet without knowing
which components, or specically which internal registers, are actually involved in
the process of computation, it is totally impossible and meaningless to use such
debugging functions for monitoring the changes of values on all the registers in order
to better understand the behavior of program execution in the specic computer
system. In a recent research project awarded by Microsoft Research Asia (MSRA),
we successfully built a very interactive and user-friendly simulator, namely the
COMPAD+ simulator as an extended version of the original learning PAD for
COMputer systems (COMPAD) on a cloud computing platform, which will
quickly enhance students learning of essential concepts related to computer systems
through the live animation of program execution on their areas/topics of interests for
a specic computer architecture. Through analyzing the students selected topics of
interests in computer systems recorded on the back-end cloud server, the course
instructor will have a better picture about which topics are possibly more attractive to
his/her own students. On top of it, the detailed information including the list of
instructions/operations issued, the simulation speed used, and the progress of sim-
ulation made by individual students can provide an excellent data repository for
thorough investigations of learning analytics that can be flexibly done by any course
instructor or programme director with the aid of some quickly developed cloud sever
programs or scripts.
The original COMPAD simulator (Fung et al. 2010) was developed as a stan-
dalone e-learning application to run on the Microsoft .NET platform on any desktop
11 An Effective Cloud-Based Simulator Facilitating Learning 177
Most previous work (Fernndez et al. 2012; Masud and Huang 2012; Pocatilu
2010) solely focus on improving the efciency of existing e-learning systems
with cloud computing technologies through restructuring the overall infrastructures
or system architectures of the e-learning systems on cloud computing platforms.
Fernndez et al. (2012) give a clear overview on the current state of the structure of
cloud computing for e-learning applications, and also detail the most common
178 V. Tam et al.
infrastructures that have been developed for such e-learning systems. Masud and
Huang (2012) carefully consider an e-learning system architecture based on cloud
computing. Lastly, Pocatilu et al. (2010) try to measure the positive impact of using
cloud computing architectures upon the development of e-learning systems by
advancing a set of cloud computing efciency metrics for enhanced process control
of e-learning system implementation. The long-term overall efciency of the cloud
computing usage in e-learning systems is also evaluated in their studies.
Generally speaking, there is rarely any work that tries to investigate on how
cloud computing technologies can be used to enhance both efciency and ef-
fectiveness of e-learning systems to facilitate students learning in a specic
subject, and more importantly the potential of integrating some appropriate learning
analytics technique(s) to better understand students learning difculties and pro-
gress in relevant topics. Therefore, this motivates us to initiate a research project on
building cloud-based and interactive e-learning systems as supported by the
Microsoft Research Asia to carefully investigate on how cloud computing tech-
niques can enhance students understanding in various computer systems through
efcient and effective simulations displayed on their mobile devices while
facilitating the possible integration of learning analytics technique(s) to analyze the
unique learning characteristics of each individual learner through the detailed log
les collected at the back-end cloud server.
In addition, Tam et al. (2012) study the learning path optimization (LPO) method
for learning analytics on the next-generation e-learning systems and propose a
rule-based evolutionary algorithm (Mitchell 1998) to obtain the optimized learning
paths. The reference learning paths are essentially some specic sequences of
learning concepts/topics (Chen et al. 2008, Chuang and Shen 2008) as recommended
by experts in the underlying subject domains. After being extracted from the ref-
erence paths, a set of precedence rules (Tsang 1993) will be used as the evaluation
criteria during the process of LPO in the corresponding course. The quality of the
generated learning paths (Xu et al. 2012) are determined by what extent the gen-
erated learning path violates the precedence rules. Along this direction, with our
cloud-based and enhanced COMPAD+ simulator, users interests will become a new
factor to be considered in the LPO so as to generate learning paths of a better quality,
thus with fewer violations of precedence rules with respect to the experts reference
paths. An optimization scheme based on both reference paths and users interests
will be proposed and carefully considered in the subsequent sections.
Figure 11.1 shows an overview of the system design of our enhanced COMPAD+
simulator on the Windows Azure Cloud platform. The system offers a series of
interactive and user-friendly simulation services through the web interface which
11 An Effective Cloud-Based Simulator Facilitating Learning 179
Retrieve Users
Learning Path User Profile
Optimization (Learning
COMPAD+Simulator
On Web Browser
shows the intermediate steps and also the ultimate simulation results to learners
while collecting the individual learners proles including their learning interests
and feedback back to the Windows Azure cloud databases for performing learning
analytics by the back-end cloud server program. With the learners learning inter-
ests, the COMPAD+ simulator is able to provide more adaptive and personalized
interfaces that can be dynamically changed for each individual learner as based on
his/her own learning interests. Besides, each individuals learning interests can be
considered as a new criterion during the process of learning path optimization
(LPO). In this way, the ultimate learning paths generated by the LPO method have
carefully considered the experts valuable inputs together with each individuals
learning interests. This will help to more precisely capture each learners unique
learning characteristics, thus providing more personalized learning path(s) to suit
the individual learners requirements.
Our cloud-based COMPAD+ simulator will be consisted of two major parts,
namely the adaptive user interface as the front-end of the simulator and the
improved learning path optimization algorithm with the consideration of each
individuals learning interests as a new learning analytics technique computed by
the back-end cloud server. The details about these two major subsystems will be
explained in the following subsections.
180 V. Tam et al.
To facilitate the generation of adaptive user interface in order to suit the learners
interests/needs, after each learner successfully logs into our cloud-based COMPAD+
simulator, (s)he will need to have a ranking of his/her topics of interests in relevant
subject area to be stored in the individuals learner prole. For instance, when a
learner species in his/her prole that the topic of Binary Arithmetic as the most
interesting topic among all relevant topics in Computer Systems, the cloud-based
COMPAD+ simulator will tend to focus more on the detail of the binary arithmetic
operations such as binary additions or subtractions during program execution, and
therefore adapt the generated user interface according to suit this individuals
learning interest. On the other hand, when another learner expresses in his/her
learners prole that the topic of Memory is the most interesting, the simulation
details and generated user interface will be adapted to detail the memory map and
stored values inside each memory cell of the underlying computer system.
Table 11.1 shows a listing of 11 topics of interests in the subject area of
Computer Systems for ranking by each individual learner in our COMPAD+
simulator. For each topic, a user may give a ranking score from 1 to 10. When two
or more topics receive the same ranking score, they will be treated as equally
important, and therefore with the relevant simulation details to be displayed in all
subsequent simulations until the learner makes any change to the ranking of topics
in his/her learners prole. After the learner gives a ranking of all predened topics
in relevant subject, the ranking scores will be uploaded and stored in the Windows
Azure SQL databases as the learners proles for later retrieval and processing.
Other than being used for generating adaptive user interface to suit each individ-
uals needs, the stored ranking scores of the involved concepts can also be used for
learning analytics that will be explained in greater detail in Sect. 11.3.2.
Based on the original learning path optimization (LPO) method described in (Tam
et al. 2012), we propose in this work a newly revised LPO method that carefully
considers both the experts opinions and the individual learners interests during the
process of nding the optimized learning paths for learning analytics to be per-
formed at the back-end cloud server. In particular, each individuals learning
interest will be considered as a new criterion during the optimization process of our
revised LPO method. Essentially, both the original and revised LPO methods make
use of an evolutionary algorithm to simulate the natural selection process of bio-
logical evolutions. Inside our LPO methods, the evolutionary algorithm will pro-
duce the rst generation of random learning sequence and then iteratively evolve
them into learning paths of better quality, that will t most of the precedence
constraints/rules as extracted from the experts reference paths, through the muta-
tion and crossover operators as occurring in the natural selection process until the
whole population is converged to a (sub)-optimal solution or the predened max-
imum number of iterations exceeded.
The initial learning paths will be put into a list called CurrentGeneration with
which the evolutionary algorithm (Affenzeller et al. 2009) will use its tness()
function to compute the tness value of each generated learning path so as to rene
its solution quality through the mutation and/or crossover operator. In the original
LPO method for learning analytics, the rst criterion used to compute the tness
value is mainly the difference between the generated path and the reference path(s).
For instance, in our previous prototype implementation of the original LPO method,
we considered two reference paths as extracted from two different sources of ref-
erences (Miller 2004; Tocci and Ambrosio 2003) The two reference paths are
shown as below.
where each number in the list denotes the topic number as dened in Table 11.1 in
the previous Sect. 11.3.1. For example, the number 8 represents the Topic 8 for
Number Systems in Table 11.1.
In order to compute the difference between the generated paths and the reference
paths as proposed in (Tam et al. 2012), precedence rules need to be extracted from
the relevant learning paths rst. Considering the above reference path
1 <8,2,4,5,6,3,1,7,11,10,9> as an example, the extracted precedence rules are: (8, 2),
(2, 4), (4, 5), (5, 6) and so on. The rst precedence rule (8, 2) means that Topic 2 for
Binary Arithmetic should be learned only after nishing the Topic 8 for Number
Systems. Suppose this specic precedence rule (8,2) is violated in the newly
generated learning path as <6,3,2,10,4,8,5,1,7,11,9> in which Topic 2 is placed in
front of Topic 8 instead of being placed after it as required by the precedence rule.
182 V. Tam et al.
X
k
fitness value no of violated paths index offset rulei
i0
where k is the total number of rules extracted from any particular reference path.
However, in our enhanced COMPAD+ simulator, each individuals learning
interests is also included as a new parameter for a more thorough consideration in
the new tness value to be dened as follows:
X
k
new fitness value w1 no of violated paths index offset rulei
i0
X
n
w2 index offset conceptj
j0
where n is the total number of involved concepts for ranking by each individual
learner. And w1 and w2 are the two arbitrarily assigned weightage values to reflect
the relative importance of minimizing the violation of reference paths as compared
to that of minimizing the violation of the learners interests as specied in his/her
prole. For instance, in our subsequent test cases, we set both w1 and w2 as 0.5 and
0.5, respectively, thus implying that the relative importance of minimizing the
violation of reference paths is the same as that of minimizing the violation of the
learners interests in the overall optimization process of our enhanced COMPAD+
simulator.
cloud-based simulation engine. On the other hand, the enhanced learning path
optimizer is implemented as a computing service routine in C#, which can be
flexibly and independently run on the cloud server to perform learning analytics for
any individual learner based on the collected log le(s).
When a learner tries to access our cloud-based COMPAD+ simulator through any
HTML5-supported web browser, the learner needs to log into his/her registered user
account so as to retrieve the learners prole. After a successful login, the learner
will be prompted to rank all the relevant concepts/topics based on his/her own
interests in a subject area as shown in Fig. 11.2.
After completing the concept ranking, a personalized user interface will be
dynamically generated by our cloud-based COMPAD+ engine as based on the
learners interests expressed in his/her concept ranking. From this point onward, all
Fig. 11.2 The user interface of our cloud-based COMPAD+ simulator for ranking concepts
184 V. Tam et al.
the simulation data, including the animation scripts and displayed values, as gen-
erated by the back-end simulation engine will be focused on the learners interests.
Then, the simulation engine will send those simulation data to the web browser with
which the preloaded JavaScript program will process the data to generate the nal
simulation results for display. Figure 11.3 shows the personalized user interface of
our COMPAD+ simulator focusing on the learners interest on the topic of Binary
Arithmetic in Computer Systems. Since the learner is interested in Binary
Arithmetic, the values on the Accumulator A (ACCA) and Data Register (DR) as
used for binary arithmetic operations in the Arithmetic Logic Unit (ALU) are
clearly displayed in the concerned user interface to suit the learners interest.
To better evaluate the prototype implementation of our COMPAD+ simulator,
10 students were invited to use and compare the various learning features and
adaptive user interface of our simulator. After experimenting with our COMPAD+
simulator, the students were asked to answer three different questions so as to
collect their feedback. Below is a question for students to compare the organization
of the general user interface as compared to that of the adaptive user interface of the
COMPAD+ simulator to facilitate their learning.
Question 1: Do you think that the layout of adaptive user interface for Binary
Arithmetic is better organized than the general one to help you more focused on
the Binary Arithmetic?
After comparing the adaptive and general user interfaces, a total of 8 (out of 10)
students Agree or Strongly Agree the layout of the adaptive user interface for
Binary Arithmetic is better organized than that of the general user interface to
focus on the Binary Arithmetic. Only two students express Neutral to this
question, thus thinking that the two interfaces have no difference in helping them
Fig. 11.3 The adapted user interface of our COMPAD+ simulator for binary arithmetic
11 An Effective Cloud-Based Simulator Facilitating Learning 185
focused on the Binary Arithmetic of the concerned computer system. The dis-
tribution of the students survey results on Question 1 is shown as below
(Fig. 11.4).
The Evaluation Scheme 1 for learning path optimization considers the above
reference paths only whereas the Evaluation Scheme 2 considers both the two
reference paths and a specic learners concept ranking as the topics of interest as
below.
The population size of the evolutionary algorithm is set to 100 with the top 10 %
of the whole population selected as the optimized learning paths for further
improvements. The probabilities of crossover, mutation, and generating new ran-
dom paths are 0.75, 0.5, and 0.15, respectively. Table 11.2 shows the computed
results with the average and best tness values obtained from the whole population
over 10, 50, and 100 successive runs.
186 V. Tam et al.
Table 11.2 Results obtained by the two proposed evaluation schemes for learning path
optimization
Number of Evaluation scheme 1: considering Evaluation scheme 2: considering both
generation reference paths only reference paths and users interest
10 Average violated distance: 66.10 Average violated distance: 83.27
Average integrated score : 120.61 Average integrated score : 101.49
Best path: <8,2,4,5,6,7,3,11,1,9,10> Best path: <3,8,2,5,9,4,6,7,11,1,10>
Violated distance of best path: 12.8 Violated distance of best path: 57.6
Integrated score of best path: 57.9 Integrated score of best path: 36.8
50 Average violated distance: 47.43 Average violated distance: 57.26
Average integrated score: 100.17 Average integrated score: 70.27
Best path: <8,4,2,5,6,3,7,11,1,10,9> Best path: <3,8,2,4,5,9,6,1,7,11,10>
Violated distance of best path: 6.4 Violated distance of best path: 32.4
Integrated score of best path: 56.7 Integrated score of best path: 33.7
100 Average violated distance: 43.05 Average violated distance: 57.09
Average integrated score: 90.24 Average integrated score: 69.15
Best path: <8,2,4,5,6,3,7,11,1,10,9> Best path: <3,8,2,4,5,9,6,7,11,1,10>
Violated distance of best path: 4.4 Violated distance of best path: 34.6
Integrated score of best path: 50.7 Integrated score of best path: 32.8
The rst column of Table 11.2 gives the number of generations used in the
evolutionary algorithm; the second column shows the results obtained by
the Evaluation Scheme 1 which considers the two reference paths only whereas the
third column shows the results of the Evaluation Scheme 2 considering both ref-
erence paths and the specic learners interests. From the results obtained, it is
obvious that the average of violated distances of the Evaluation Scheme 1 and also
the corresponding average of integrated scores of the Evaluation Scheme 2 are
decreasing while increasing of the number of generations employed by the evo-
lutionary algorithm. This is due to the fact that both schemes optimize the learning
paths based on their predened criteria.
In addition, when comparing the obtained results across the two evaluation
schemes in Table 11.2, it can be found that the learning paths obtained in the
Evaluation Scheme 1 tend to have better quality than those returned by the
Evaluation Scheme 2 based on the criterion of the violated distances of the two
reference paths. This is because adding the specic learners interests into the
criteria of the Evaluation Scheme 2 will diverge the focus of the search, thus
degrading the learning paths quality based on the criterion of violated distances of
the two reference paths. However, with a fairer and more objective comparison on
the integrated scores, the learning paths obtained in the Evaluation Scheme 2
denitely return learning paths with better quality than those returned by the
Evaluation Scheme 1 since both criteria of violated distances to the reference paths
and the learners interests are more thoroughly considered in the Evaluation
Scheme 2 as compared to that of the Evaluation Scheme 1.
11 An Effective Cloud-Based Simulator Facilitating Learning 187
Acknowledgments The authors are deeply grateful to Dr. Daniel Churchill, Dr. Kinshuk, and
Professor Yi Shang for their fruitful discussions and valuable inputs on learning analytics and
mobile learning.
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Authors Biography
Vincent Tam completed his Ph.D. in computer science from the University of Melbourne,
Australia in 1998. Dr. Tam was the winner of Innovative Teaching Award (2000) in the School of
Computing, National University of Singapore, and also the Best Teacher Award (2011) in the
Faculty of Engineering, University of Hong Kong. He is a Principal Lecturer and Honorary
Associate Professor in the University of Hong Kong, the part-time deputy director of an
EMB-funded project on e-learning packages, and also the principal investigators of various
teaching development projects.
Alex Yi received the M. Eng. degree in electrical and electronic engineering from the University of
Hong Kong. He is now a Senior Research Assistant in the E-learning Pedagogical Support Unit
(EPSU) at the University of Hong Kong.
Di Xu obtained the M. Eng. degree in electrical and electronic engineering from the University of
Hong Kong in the summer of 2014. He is now working as an engineer in the mainland China.
Edmund Y. Lam received the B.S., M.S., and Ph.D. degrees in electrical engineering from
Stanford University. He is now a Professor in Electrical and Electronic Engineering at the
University of Hong Kong, and the Director of its Computer Engineering program.
Chapter 12
A New Wave of Innovation Using Mobile
Learning Analytics for Flipped Classroom
12.1 Introduction
management platform (e.g. Moodle, Schoology), which extends the flipped class-
room to mobile platform for more collaborative learning outside the school (Kiger
et al. 2012; Wong 2014).
The flipped learning model relies on students preparation outside the class and
in-class interaction (Herreid and Schiller 2013). Yet, this brings challenges for
teachers to assess and evaluate their students learning progress. One way to resolve
this issue is through learning analytics, which often refers to the collection, analysis,
and reporting of data about learners in their learning context using the techniques of
data mining (Ali et al. 2012; West 2012). Learning analytics provides a possible
new way of looking into these data and is an emerging research area in educational
technology to assist formative assessment (Kumar et al. 2015; Ma et al. 2015;
Tempelaar et al. 2014). Besides, the learning analytics has been suggested for an
extension to mobile platforms in order to analyse the learning process of students
when mobile devices are adopted (Shoukry et al. 2014). However, this area of study
is very limited and challenging, and how to take the advantage of the learning
analytics is also not well addressed in literature to cooperate with mobile learning
experience and even teaching pedagogy (Fulantelli et al. 2015; Persico and Pozzi
2015). In this chapter, it aims to investigate how mobile learning analytics is
perceived by the learners in their learning process, which can provide insights to
educators in order to understand further the learners behaviours outside the
classroom in flipped mobile learning when it is implemented. Our goal is to
understand the students perceptions on mobile learning analytics so that learning
design and formative assessment are more effective in higher education by gener-
ating timely and informative feedback for learners (Yorke 2003).
This chapter describes our conceptual framework and an initiative of using
learning analytics to predict the learners behaviours inside and outside the class-
room under flipped learning approach with the support of mobile technology in
their learning. Issues and implications for designing flipped learning with mobile
technology and learning analytics are discussed based on the responses of the
learners. More importantly, the implication of how teachers effectively use mobile
learning analytics to enhance the quality of formative assessment will be shared.
In this section, our goal is to develop a unied conceptual framework based on the
four components, which support the flipped classroom for active learning, namely
mobile learning, formative assessment, instant feedback and learning analytics as
shown in Fig. 12.1. Indeed, flipped classroom for active learning can be done by
allocating more time in interactive classroom for providing learners with true
mobile learning experience, which supports learners in shifting between contexts
directly during the class meeting time (Pegrum 2014), where formative assessment
for instant feedback can be accomplished by the learning analytics technology
(Boud and Falchikov 2006). To facilitate our discussion in this chapter, the
12 A New Wave of Innovation Using Mobile Learning Analytics 191
Flipped Classroom
for Active Learning
Fig. 12.1 Four major components to formulate the flipped classroom for active learning: Mobile
learning, formative assessment, instant feedback and learning analytics
formative assessment and feedback, mobile learning analytics and flipped learning
approach will be discussed separately, and a unied conceptual model is presented
as the foundation of the learning design in higher education.
With the prevalence and capability of mobile devices (i.e. smartphone and tablet
devices) through wireless access to the Internet to obtain bundles of digital learning
resources, the educators have called for redesign of pedagogies and practices in
instruction and operations to realize the mobile learning opportunities (Brown and
Green 2010; Herro et al. 2013; Kiger et al. 2012). It has been observed that
educators are taking the advantage of this mobile technology to promote a new way
of learning with the objectives to, for instance, improve student engagement,
enhance peer interaction and collaboration, obtain feedback from both inside and
outside the classroom, support mobile communications and extend the place and
time of learning and exploring the world, even analytic tools to enhance learning
(Shuler 2009; Kiger et al. 2012). Thus, mobile technology opens many new doors
for further investigations in both learning design and pedagogies when devices,
learners and the learning experience are all mobile (Pegrum 2014).
In the meantime, with the help of computers and advanced data analysis in this
digital age, feedback from the assessment can be given instantly with prediction as
well (Tempelaar et al. 2015). Data mining techniques are designed commonly for
collecting large scale of data, extracting actionable patterns and obtaining insightful
knowledge (De Liddo et al. 2011; Gundecha and Liu 2012). Using these data
12 A New Wave of Innovation Using Mobile Learning Analytics 193
mining techniques to effectively analyse the interaction data, personal data, systems
information and academic information collected from the learning management
systems (LMSs), educators can better understand the deep thinking of students
during the learning process, as well as capture and visualize their behavioural
intention or motivation in learning (Mazza and Milani 2004; Romero et al. 2008).
This information will facilitate the assessment of students through a systematic and
real-time approach, to identify effective pedagogic changes for particular students
(West 2012) and to guide them through the learning process with the ultimate goal
of optimizing their learning outcome (Ferguson 2012).
Moreover, with the help of mobile technology, learning analytics can be
extended to cover the mobile data analysis for learning on mobile platforms known
as mobile learning analytics (Aljohani and Davis 2012; Fulantelli et al. 2013),
where the learning process of students outside the classroom can be analysed and
extended when mobile devices are adopted (Shoukry et al. 2014). The literature
discusses a few examples of how learning analytics can be used to assess or
evaluate the students participation in mobile learning:
A low access rate of online materials even mobile phones with wireless con-
nection may indicate dropout tendency, disengagement or the need for special
help by individual students (Deschacht and Goeman 2015).
Textual mining technique can analyse how much the online posts to discussion
forum with their mobile devices are correlated with other peers (Baker and
Inventado 2014).
The video watching behaviours using mobile phones may reveal information
about how students learn while watching the video, e.g. how often they rewind
or forwards a video lecture and the frequency of students pause at certain scenes
(Giannakos et al. 2015).
Learning analytics can capture how active students learn through mobile devices
and their mobile social behaviours with other classmates as a new trend for
mobile analytics apps (Chen et al. 2012).
Despite the benets with mobility extension, analysing mobile data is chal-
lenging because of the nature of mobility leading to complicated and
non-deterministic social behaviours and interactions, which will require a new way
to investigate and solve the issue (Ferguson 2012). At the present, this area of study
is very limited and challenging, and how to take the advantage of the learning
analytics to cooperate with mobile learning experience, formative assessment and
teaching pedagogy is also not well addressed in literature (Aljohani and Davis
2013; Fulantelli et al. 2015). In terms of technical feasibility, mobile mining has
been an active research area in data management (e.g. Lu et al. 2011; Musolesi
2014; Nagalakshmi and Sumathi 2014; Zheng et al. 2008). Yet, these techniques
are not directly designed for learning behavioural analysis; it is inevitable that
educators and computer scientists should work together to provide more peda-
gogical solutions to extend the existing mobile mining mechanisms to learning
management systems. The study of pedagogical and technological challenges in
mobile learning analytics is beyond our scope in this chapter.
194 G.K.W. Wong
Fig. 12.2 A learning design with three common categories (resources, tasks and supports)
(Lockyer et al. 2013)
196 G.K.W. Wong
Fig. 12.3 Conceptual model of active learning in flipped classroom supported by mobile learning
analytics
198 G.K.W. Wong
targeted video learning analytics. In the current study, YouTube videos were
embedded through adding their links to the Schoology. Students could then link to
these videos from Schoology and watch them anytime anywhere.
12.3.4 Participants
In the academic year 2014/15, a total of 114 students from the authors courses
were taught using flipped learning model; 53 students were from year 3 of the
mathematics education programme; 61 students were from general education
courses ranging from year 1 to year 4 in various majors. All of them experienced
the whole process of flipped learning where both in-class and out-of-class activities
were logged and analysed either by the Schoology, YouTube studio (lecture video
host) or by mobile instant feedback system (e.g. Socrative). Their biographic
backgrounds were not collected explicitly in this study. This study adopted con-
venient sampling (Creswell 2009) to select the students from the authors teaching
courses to participate in the study, and these students registered the sections of the
author on the self-decisional basis as there were other sections/courses available to
them in the semesters.
Learning analytics in Schoology and YouTube was used for data collection. In
Schoology, there are a few built-in analytics such as Course, User, Assignment,
Discussion and Links. For example, Schoology can show the total hits per day in
the course on Course Analytics. The User Analytics captures the Last logged in,
Last course access, Total time in course and Number posts. The Assignment
Analytics reports the total views on the assignment description. The Discussion
Analytics shows the number of posts in each discussion forum. The Links Analytics
provides the count of clicks to the URL provided by the instructors.
While Schoology provides useful access statistics to course materials in general,
it does not offer any analytics to monitor the video watching activity because the
latter were hosted in YouTube and added to Schoology as embedded hyperlinks. It
was therefore necessary to rely on the tools in YouTube to observe access rate of
video lectures. Particularly, the Analytics available in the Creator Studio of
YouTube offers some sophisticated features to capture the activities of users when
they watch these video lectures. For example, it tells the number views in overall,
estimated minutes watched, number of Likes/Dislikes, number of comments, and
even their demographics (e.g. playback location and gender). Statistics in each
individual video are available as well.
200 G.K.W. Wong
Table 12.1 Open-ended questionnaire about the students perceptions in learning analytics
Question # Questions
1 How does the learning analytics affect your learning motivation and learning
methods in this course? Why?
2 Do you think the use of learning analytics by the teacher will be helpful to your
learning? Why or why not?
3 What is your feeling about the teachers use of learning analytics to analyse the
process of your learning?
4 How will it change your learning if the learning analytics data is available to you
as students instead of only being available to teachers?
5 What other analytics data should be introduced to help understand better the
student learning?
The study was also supplemented by questionnaire data on the students per-
ceptions of the learning analytics. Only the students from one of the general edu-
cation courses were sampled to participate in this questionnaire since their dynamic
background can provide with various insights in respect to their different major
studies. The questionnaire consisted of the following open-ended questions dis-
tributed to the students in one of the courses in the study (see Table 12.1).
The questionnaire was made using online Google Form available through
embedding to the Schoology. The students were invited via the Schoology where
they could indicate their voluntariness in the questionnaire. These students were
from different major departments, and their biographic data were not collected, as
they are not of concern in this study. All student participants were assured of the
condentiality of their identity in data reporting based on the consent form they
submitted before the beginning of the questionnaire. Each participant was expected
to complete the questionnaire in approximately 10 min. The data collection took
2 weeks and their submission is anonymous.
Since the learning analytics tools in the system provide the analysis with visual-
ization as the presentation, no further data analysis in their participation and
interactions was required in respect to students perceptions. Concerning the
questionnaire, the questions are all open-ended and therefore the answers are
qualitative and unstructured. The responses were mainly in Cantonese while some
were written in English. The author translated them into English veried by other
colleagues before analysing it qualitatively using the iterative coding process in
Creswell (2002) to identify the categories, themes and patterns that emerged from
the data. There were 36 students from the spring semester 2014/15 being invited to
participate in the questionnaire; 19 students responded completely to the
12 A New Wave of Innovation Using Mobile Learning Analytics 201
This section presents the selected learning analysis about the students participa-
tions and learning behaviours as the examples of how learning analytics was col-
lected and studied. The analysis and implication of students perception on these
learning analytics implemented in the course are also presented and discussed.
The following online viewable analytics data were collected from the course during
fall semester 2014/15. The visualization of the learning analytics concerning the
behaviour of students outside of the classroom was observed periodically on the
weekly basis. The different types of statistical analysis shown in the following
gures highlight the participation and learning process of the class and the indi-
vidual students. Figures 12.4 and 12.5 show the students frequency of access to the
materials in Schoology and their activeness in participating all the tasks assigned
Fig. 12.4 Course analytics with total hits per day and overall summary
202 G.K.W. Wong
outside the classroom. Specically, Fig. 12.4 shows that students usually had a high
peak participation rate in Schoology around the time for face-to-face lessons.
A similar pattern is observed from other activities such as online discussion (see
Fig. 12.5).
Indeed, this learning analytics could provide instant insights to teachers about
how active students are participating in the learning process, and if they are making
progress on a daily basis (see Fig. 12.6). For example, emails were regularly sent
after analysing and visualizing the students activeness as a reminder by the teacher
to bring up on-going issues to students and encourage them to keep up the pace of
learning. In flipped learning, the analytics serve as the key-monitoring scheme with
visualization so that teachers can understand more about the learners in their
mobile-supported learning especially when the LMS can support native mobile
apps for accessing and participating in the learning (Dyckhoff et al. 2012).
Concerning the mobile access to the Schoology, one simple survey was con-
ducted with the group of students at the end of each semester to understand the
medium used in participating the flipped learning. A total of 70 out of the 114
participants responded to this particular survey (61.4 % response rate). 93 % of the
respondents indicated that they have used their mobile devices to access to
Schoology for at least once. Among them, 46 % of them used their iPhone/iPad and
45 % used Android mobile phones to access to Schoology. Table 12.2 shows the
results of the survey. This may indicate that mobile learning experience could be a
part of the flipped classroom approach learning and teaching.
12 A New Wave of Innovation Using Mobile Learning Analytics 203
Figures 12.7, 12.8 and 12.9 show some examples of general statistic about viewing
frequency and estimated minute watched by the students available in YouTube. By
aligning the YouTube statistics with Schoology statistics by date, it shows that
students could be focusing on learning through watching video before attempting to
complete assignments or respond to comments in Schoology. This demonstrates
that students accessed to video lectures as a preparation for further learning
activities including face-to-face classroom participation, and the teacher could
conduct follow-up activities to evaluate their understanding of the video contents.
204 G.K.W. Wong
In addition, Figs. 12.10 and 12.11 show the statistics related to mobile learning in
particular. From the analysis we can see that roles of mobile devices served as
complimentary extension to the stationary learning. The statistic shows that 83 % of
12 A New Wave of Innovation Using Mobile Learning Analytics 205
Fig. 12.9 Example of average view duration (minutes) versus date in YouTube
Table 12.3 shows the selected responses of students from the questionnaire, which
illustrate various perspectives concerning the influence of learning analytics. Based
on the coding analysis, the three major learning dispositions were reflected: learning
motivation and engagement, learning styles and attitude, which are aligned with the
Shum and Cricks model suggested by Tempelaar et al. (2015). Some general
perceptions of learning analytics impacted to their learning are exemplied from
responses (a) to (g), which include learning effectiveness, student activeness and
engagement, learning progress tracking, increase of competitiveness among stu-
dents, formative assessment for better improvement in classroom teaching, and
evidence of students performance. Yet, some students may not have seen the
possibilities with the learning analytics because they do not think it poses any
impact on their learning with merely the data itself. As being exemplied by the
206 G.K.W. Wong
responses (d), students can be annoyed by the surveillance using the learning
analytics tool.
Learning effectiveness is related to the teachers performance and quality
according to the students understanding as perceived through the selected response
in (e). It may not be solely the presence of learning analytics. As indicated in
response (f), teachers should recognize how to take the advantage of the learning
data and interpret them appropriately before it may create a wrong impression to
students similar to the response in (g). Nevertheless, students may not acknowledge
that teachers can improve their teaching with the extra information about the stu-
dents through the learning analytics. If teachers are willing to put extra time to
analyse these data, it may be able to provide further positive influence to students.
In terms of learning motivation and engagement, students nd that learning
analytics can serve as motivating factor exemplied in responses (h) to (j). Students
may see it as a tracking tool so that every task they perform on Schoology is
recorded. In this regard, students see themselves more active and motivated to
participate in learning with these tools. Although it seems to only develop their
extrinsic motivation with a fear not to participate to cause penalty (e.g. response
(k) and (l)), some students believe that teachers can learn more about the effort that
students have paid to complete each task through it (e.g. response (i)). Thus, stu-
dents can be motivated to do better performance in the online learning (either
through mobile access or not). Yet, some students exemplied in response
(m) demonstrate the neutral impact in motivation because they think the existing
collected data cannot reflect their actual performance (e.g. login frequency) nor
pose issues on their grade. In this sense, it does not matter if they should work hard
for the statistical numbers. In general, the extrinsic motivation is observed when
learning analytics is implemented in the teaching.
Meanwhile, students in responses (n) to (s) illustrate their styles of learning
through their developed habit in traditional learning without the cause from the
learning analytics, and some indicate their new ways of learning and perspective in
changing their learning methods because of the extra information collected and
analysed by the teachers, exemplied in responses (q) to (s). Particularly, the
response (r) shows that technology and multimedia are encouraged to use more
frequently in learning with analytics because the tracking record on using traditional
methods cannot be achieved. Thus, technology can be the complementary aspect
that students can appreciate more in their learning experience.
Generally, various feelings and attitudes towards the use of learning analytics
were identied in the theme. Some believe that it is a good companion tool to the
teachers because they can improve their teaching quality through a better under-
standing of their students indicated in the responses (t) to (v). The use of learning
analytics can also show the care about the students learning experience. However,
some see it as a monitoring purpose, which can generate extra pressure and threat to
the students showing in the responses (w) to (y). They may worry that the teacher
can use it wrongly to misinterpret their learning effort. In response (w), it is true that
some data like checkpoint analytics may not reflect the learning progress without
further analysis with process analytics. Nevertheless, some suggest that the teachers
210 G.K.W. Wong
should inform the students with more details earlier about the use of it so that they
will not feel surprised being monitored outside the classroom in online learning
environment.
On the other hand, some students suggest that a similar learning analytics should
be available to the individual level because of the usefulness although some stu-
dents do not see its usefulness to make it accessible to students. Some even oppose
it to be available publicly at the peer level because they may be afraid of the privacy
issues or being monitored by their peers in the online environment. Yet, some
students believe that sharing it to the peers can increase the learning motivation and
learning attitude due to the influence among the peers. Among other responses,
students seem to have a very limited idea of how to extend the existing features to
become more appropriate in assessing the performance of students formatively.
Several additional useful features in learning analytics were suggested (either for
teachers or students) which may be helpful to their learning effectiveness, including
Names of students in their browsing history record;
Personal browsing time in each learning page/material;
Records showing a list of activities each student performed after login;
Learning progress of each student in assigned tasks;
More descriptive/qualitative analytics information other than statistical infor-
mation; and
Highlight of questions/concerns/inquiry in each lesson based on students
responses.
The above results indicate that the learning analytics can support mobile learning
experience inside and outside the classroom positively in general and can facilitate
the students learning under a flipped learning environment. The ndings exemplify
how the learning analytics can be used to reveal the students accessing patterns of
the learning materials as well as their mobile learning behaviours. The students
perceptions on the existence of mobile learning analytics in the flipped classroom
show a positive impact on the learning motivation, learning engagement, learning
style and attitude towards learning, which are considered as the key learning dis-
positional data in learning analytics (Tempelaar et al. 2015). The results imply that
learning analytic is a mandatory affordance to sustain flipped classroom teaching
and learning, and it is needed in order to capture the whole learning process of each
student for continual monitoring purposes both inside and outside the classroom
(Gilboy et al. 2015). It helps the teachers to determine the activeness of partici-
pation before each lesson, partly addressing the issue raised by Butt (2014) in which
the students tend not to prepare for the lessons. With the feedback from the analytic
tools, the teachers could gain insights and adjust the planned agenda in each
12 A New Wave of Innovation Using Mobile Learning Analytics 211
upcoming lesson to accommodate the needs of students, i.e. giving a mini lecture to
recap some of the important skills in the video.
From the ndings, the motivation and engagement in the absence of teachers can
be sustained with the mobile learning analytics. The importance of this is that
learners in flipped classroom are required to pay some attentions in self-learning
activities online and outside the class. The students, particularly in Hong Kong, are
highly mobile and it is imperative to design the learning activities with mobility
support at all time (Lam and Duan 2012). Without the learning analytics as a way to
track and monitor the learning progress or their participation, the in-class interaction
will become minimal. Based on the perceptions, learners seem to be willing to
spend more time on the learning activities and enjoy showing their participations
virtually to gain an appreciation from teachers. In viewing this perspective, teachers
in flipped classroom should ensure their facilitating roles with the help of learning
analytics by knowing that students are making progress in their learning and
showing their appreciation for the participation of students. In doing so, students
can be more motivated with good attitude to engage in learning activities both
individually and collaboratively.
However, the ndings from the participants are coherent with the arguments by
Campbell et al. (2007) and Dringus (2012) that learning analytics could be harmful
and threatening if not being implemented appropriately. For example, students
could feel being monitored and threaten when every movement and online learning
behaviours is tracked. Suggested by Dietz-Uhler and Hurn (2013), the pedagogy
should drive the development and implementation of learning analytics but not the
other way round. Meaningful data, having transparency, yielding good algorithms,
leading to effective use of the data, and informing process and practice, should be
the guiding minimal principles and requirements in order to gain a success in the
usage of learning analytics (Dringus 2012), which is also applicable and even more
crucial to flipped classroom. The quality of formative assessment depends on how
well the analytics is used to align with the learning design. As long as the usage and
analysis of the learning data are implemented based on appropriate pedagogy and
curriculum, learning analytics can bring positive impacts to learners (Snodgrass
Rangel et al. 2015).
Another concern of negative impact on learning analytics may be affected by the
scarcity of learning systems implemented with the features that demonstrate the
innovative possibilities for learning and teaching (Drachsler and Greller 2012). In
this manner, learners may not have a clear point of reference as, for example, in the
case for LMSs (e.g. Schoology, Moodle, Blackboardetc.) where an established
choice of competitive platforms exists, which is also reflected from the participants
responses. For example, there are limitations on the existing analytical tools in
Schoology for mobile learning (Aljohani and Davis 2012). Schoology could not
distinguish if students spent more time on mobile access or not; it could not help
students reflect upon their own learning behaviour with individual learning ana-
lytics; it did not provide its customized analytics to analyse the data about the video
watching. In terms of evaluating the writing of students on discussion forum,
Schoology could not help understand whether the words were correlated to other
212 G.K.W. Wong
In this chapter, it describes the conceptual framework for mobile learning analytics
in flipped classroom. An initiative of using learning analytics under flipped learning
approach with the support of mobile technology in their learning was reported.
Issues and implications for designing flipped learning with mobile technology and
learning analytics were discussed based on the responses of the learners, and the
ndings showed mixed perceptions concerning learning analytics mainly in the
learning motivation, learning engagement, learning style and attitude towards
learning. In this study, it offers an insight of how teachers effectively may use
mobile learning analytics to enhance the quality of formative assessment. In fact,
the model of flipped classroom can become an excellent approach when the
affordances are magnied through a careful learning activity design. But without
12 A New Wave of Innovation Using Mobile Learning Analytics 213
Acknowledgments Special thanks are given to the Research Assistant, Mr. Ho-yin Cheung, and
the student participants who provide their contribution and support to this project. This project is a
part of the initiative in flipped classroom research at the Hong Kong Institute of Education.
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218 G.K.W. Wong
Author Biography
Gary K.W. Wong currently a Lecturer of the Department of Mathematics and Information
Technology in the Hong Kong Institute of Education. His research interests include
computer-aided education, mobile learning analytics, coding education, and flipped classroom.
He received a BS in Computer Science from Brigham Young UniversityHawaii and MPhil in
Electronic and Computer Engineering from the Hong Kong University of Science and
Technology. He holds a Ph.D. in Computer Science from City University of Hong Kong, and
Ed.M. in Learning Design and Leadership from University of Illinois at Urbana Champaign.
Part IV
Mobile Learning Across Curriculum
Chapter 13
Mobile Learning in K-12 Education:
Personal Meets Systemic
John Turner
Abstract This paper investigates one schools journey towards integrating mobile
learning within its institutional structures. This includes a comparison of the
schools objectives against mobile learning affordances. The approach takes into
account the cultural contexts, dynamic nature of digital change, and school struc-
tural challenges that impact on providing worthwhile education outcomes. Several
in-school case reviews on mobile learning use within the school look at mobile
learning integration. As well as providing insights for other schools to consider,
possible ways forward are presented for better understanding the dynamic rela-
tionship between mobile learning and school intentions, as well as challenges that
go with ever-evolving digital technologies.
13.1 Introduction
All K-12 schools contain common characteristics, consideration of which can assist
others to widen understanding. As well, there are particular aspects that are the
product of unique historical and cultural developments. Digital meanwhile con-
tinues to evolve in depth, breadth and preference. Research into mobile learning has
put forward contentions for new or enhanced learning. Bringing Digital and School
together means both opportunities and challenges, as personal learning interacts
with systemic education in new ways.
When considering the impact of mobile learning on any educational institution,
as for any technology, it is important to align with cultural understanding. Recent
history is littered with new technologies that have failed to meet advocate con-
tentions for schools. Cuban (1986, 2001, 2014) has summarised such shortfalls. Yet
within the wider community mobile technologies such as smartphones are in the
J. Turner (&)
Canadian International School of Hong Kong, Hong Kong, SAR China
e-mail: johnturner@cdnis.edu.hk
ascendancy (Columbus 2014) and bring with them demands for educational con-
sideration as mobile learning platforms.
This paper details one schools approach towards considering and integrating
mobile learning into its teaching and learning structures. It includes insights into an
approach that has evolved with due consideration of mobile learning assertions,
while working within the practicalities of a contemporary school system. While not
a formal research study, it is provided as a starting point for more rigorous con-
sideration of how mobile learning might be approached to progress school-based
learning. At the heart remains a belief that digital can add value to learning through
personal interactions with digital technologies, as put forward by Laouris and
Eteokleous (2005) for mobile learning, and going as far back as Papert (1980).
Differing interpretations of mobile learning, and what effect mobile devices will
have on teaching and learning, have been an ongoing discussion for over a decade
within the research community (Liu et al. 2014a, b; Laouris and Eteokleous 2005;
Craig and Van Lom 2009). Some see mobile devices as distinct from personal
computers because of their ubiquity and portability (Shuler et al. 2013), with
Laouris and Eteokleous (2005, p. 2) identifying use of the term mobile as syn-
onymous to a mobile phone. Sharples (2009) draws a clear distinction between
mobile learning and classroom use of desktops. He also provided a strong frame-
work for dening mobile learning:
May be mobile (but not necessarily if mobile devices are being used in desig-
nated spaces)
May involve learning in non-formal settings
May be extendable and interleaved across time and space
May involve use across a variety of personal and institutional technologies
Presents ethical challenges if shared access a requirement
Can be evaluated by addressing usability (will it work?), effectiveness (is it
enhancing learning?) and satisfaction (it is liked?) (Sharples 2009, p. 22).
Sharples (2013) also identied critical success factors as technology availability,
institutionalised support, connectivity, (curriculum) integration and (learning)
ownership. Laouris and Eteokleous (2005, p. 2) went on to differentiate between
e-learning as relating to multimedia, interactive, hyperlinked, media-rich envi-
ronments, with mobile learning referring to the spontaneous, intimate, connected,
informal, lightweight, private, personal. They conclude that mobile learning leads
to new relationships of time, space, learning environment, content, technologies,
user attributes, and process. Liu et al. (2014b) updated this to focus on affordances
available through mobile devices: flexibility, accessibility, interactivity, and moti-
vation and engagement. Similarly, Baran (2014) lists mobility, access, immediacy,
situativity, ubiquity, convenience and contextuality as overlapping characteristics of
13 Mobile Learning in K-12 Education: Personal Meets Systemic 223
mobile learning. Kearney et al. (2012) sought to formalise this by putting forward
mobile learning based on three primary affordances based on Time-Space consid-
erations: authenticity, collaboration and personalisation; each linked to
sub-considerations:
Authenticity: context, situation
Collaboration: conversation, data sharing
Personalisation: agency, customised.
Related to school education, Churchill and Churchill (2008) provide a good list of
mobile learning affordances: multimedia access tool, connectivity tool, capture tool,
representation tool and analytical tool. But, as McFarlane (2015) points out, tech-
nology cannot do this on its own, and as Baran (2014, p. 17) concedes, the
diversity of research on mobile learning has made it difcult to generate a single
denition or to determine generally added benets. Laouris and Eteokleous (2005,
p. 1) warn that the term can depend on who is asking, and what the context is.
From within the school education sector, there is strong support for the potential of
mobile learning in schools as reflected in recent New Media Consortium (2013,
2014) Horizon Reports. These identify mobile learning as within 12 months of
general adoption in 2013, going on to identify such learning as a key element of
BYO adoption, personalised learning, cloud computing, gamication and wearable
technologies in 2014. Here no distinction is made between the levels of device
mobility.
Clarke and Svanaes (2014) provided an updated review on research into the use
of tablets in K-12 education. They concluded that while there is need for more
research, some common themes are emerging. These include the portable nature,
access to information, interaction with personalised learning content, cost advan-
tages and ease of use. They drew on the UNESCO (2012) denition (Shuler et al.
2013) as learning arising from use of mobile technologies such as mobile phones,
smartphones, eReaders and tablets. However, Clarke and Svanaes (2014) also point
out that within K-12 schools context can vary depending on the student stage of
development.
Within schools McFarlane (2015, p. 25) identies personal mobile devices as
having the potential to help:
Facilitate individual, cooperative and interactive work in class
Enable sharing of ideas, knowledge, ideas and responses
Increase participation in whole-class settings
Enable learners to revisit prior learning
Provide opportunities for autonomy and independence
Permit storage of work and resources in one place at hand.
224 J. Turner
But, an accompanying lesson is that this can be at odds with traditional pre-digital
expectations, many of which schools continue to have to satisfy. Hand-written
exam essays are a good case in point. Common testing can also impact on personal
learning choices. The debate on the effect of digital devices on young brains
continues (Greeneld 2015, p. 14). Issues of potential distraction (Duncan et al.
2012; McCoy 2013; Bjerede and Bondi 2012) have been raised as of concern;
related to both pedagogical and personal identity development issues (particularly
with adolescents).
Research in school environments does not to date appear to have gained sig-
nicant traction. But as McFarlane (2015) notes, could it be that the nal step
change in personal access to online resources and communications by young people
using smartphones and tablets will be the factor that changes policy and therefore
school attitudes to computer use? (p. 141).
How mobile learning can best interact with school is at early stage, although
there is an increasing focus on certain mobile learning affordances. Within schools
this is likely to be affected by the schools approach to personal learning, choices
provided re time and place, and associated values. Mobile learning affordances of
choice, accessibility to content, learning interactions, and connections between
contexts appear to have potential value. K-12 schools, though, are institutions that
operate with a strong set of social obligations that impact on what is possible and
what is valued. They also deal with a wide range of maturation, from 5 year olds or
below, to 1718 year olds in their nal stages before high-stakes testing leading
hopefully to further study. This needs to be carefully considered, and the teacher as
a central authority has a critical part to play. This will be further examined in the
next section.
In addition the following school ecosystem factors can also impact on what can
be achieved through mobile learning:
Values encapsulated in organisational vision and priorities
Structures, including support
Infrastructure choices
How learning is evaluated
What change choices the school system allows, including
What affordances the school will commit to, and in what way(s).
As Watters (2014, p. 4) reminds, while building new technologies is easy (or
easy-ish), changing behaviors and culture is much, much harder.
Within K-12 schools a key determiner is the teacher. John Hattie, in the Forward to
Bain and Westons (2012) study of personal digital device use in schools, identied
teacher mind frames as the most important enhancer and barrier to student learning.
Bain and Weston agree with Hattie that within schools there exists a fundamental
13 Mobile Learning in K-12 Education: Personal Meets Systemic 225
affecting curriculum, infrastructure and teacher training. The 1:1 laptop program
was progressively embedded for all Grade 5 through 12 students, who own and
manage their own laptop using a school provided image.
A 2011 review led to a Digital Learning Infusion (DLI) plan built around
infusion, as dened by the Florida Centre for Instructional Technology (2011)
Technology Integration Matrix (TIM). This sought to infuse beliefs and practices
that would improve student achievement, teacher practice, and support for the
schools curriculum objectives and mission. A vision that digital technologies
enable opportunities for greater active student learning that is valued, visible,
connected and progressive provided a focus.
The DLI led to the development of teacher digital learning certication and
professional learning networks, more active student involvement, digital portfolios
as more visible learning journeys, online learning environments, a digital literacy
curriculum, global and environmental objectives, and strengthening of in-school
research.
The 2011 plan has been updated to take on new or emerging technologies
deemed to have teaching and learning potential, such as those provided through
Google Educational Apps suite, eBook construction, social media developments
and iPads as mobile personal learning devices. Digital Literacy curriculum devel-
opment drew on Meyer and Lands (2003) threshold concepts approach to help
progress teacher and student digital learning capacity. A reafrmation of the 1:1
laptop program to support inquiry-led learning, digital portfolios, and the infused
approach to digital supported or enhanced learning constituted a continuing strong
commitment to the role of digital teaching and learning in the school.
The laptop remains the primary digital device for all students from Grade 5
onwards, although iPads are being increasingly integrated in earlier years, and
Grade 4 is moving to each student having their own personal laptop. This was to
enable younger students and their families to communicate and connect through
blogging, build up a media-based record of learning, and connect to wider audi-
ences. Research insights are being developed within the schools programs.
Construction of eBooks and apps within the school complements use of mobile
device. Chinese eBooks with their use of audio and interactive media are a good
example of this. An updated vision, constructing visible, connected and pro-
gressive learning journeys to support reflection, feedback, ownership and con-
ceptual depth (for teachers and students), was developed.
The schools vision reflects that learning can be enhanced by appropriately
focused use of mobile devices. This is important, because as Clarke and Svanaes
(2014, p. 15) identify, tablets specically must be supported by a pedagogical
vision in order to reach its potential impacts on learning. Ignoring the importance
of a pedagogical vision has impeded gaining academic worthwhile research on the
impact of tablets on education (Cochrane et al. 2013).
Allied to this, a comprehensive teacher learning program ensures all teachers are
supported. Part of this involves enhancing teacher and team adaptability, and
generating more flattened learning environments (and related pedagogical approa-
ches) so that student expertise can likewise be developed and supported. This is also
13 Mobile Learning in K-12 Education: Personal Meets Systemic 227
recognised by Clarke and Svanaes (2014) as crucial for effective integration. Depth
of change is supported through groups that connect bottom-up and top-down dri-
vers. School leadership by example also plays an important role.
The schools commitment to mobile learning is apparent in
The student relationship with their laptop as a personal mobile learning device
The use of digital devices to advance new and established learning
Support structures and leadership commitment for progressing such learning
An examination of the schools learning ecosystem demonstrates:
Vision and purposethe school has a school-wide Digital Learning Infusion
vision and plan which can be mapped against particular objectives: valued,
visible, connected, progressive
Supportive structuresdedicated support for curriculum and teacher personal
development is provided
Connected infrastructure choicessystemised while allowing some individual
choice
CurriculumIB Curriculum with strong inquiry emphasis, with academic focus
increasing into senior years
Learning evaluatedteacher-centered, but with efforts to make learning more
visible for student inclusion and wider considerations
Digital change managementthrough a school-wide Learning Technologies
Council, connecting support, curriculum and leadership.
The extent to which this has been successful against mobile learning contentions
will be evaluated later in this paper.
With this focus, the following reviews were undertaken to seek insights into
ways that might progress mobile device affordances, and the schools vision for use
of such devices.
Since 2013 all grade 11 students have developed and used a digital portfolio as part
of their conversations with their parents on the progress they had achieved within
the IB DP (Grades 1112). This conversation covers the Community and Service,
Theory of Knowledge (TOK) and Extended Essay aspects of the DP. This is bound
by the IBs focus on developing approaches to learning (ATLs). In addition to
sharing with parents evidence of achievement through personal construction, the
folios also link with other subject portfolios (such as in Digital Art work) and
support possible university interest in a students school performance. Students
choose their own digital publishing medium and put together their own selection of
materials.
The student use of a personal school digital portfolio to help support parent
conferencing supported the following mobile learning affordances:
Increased accessParents accessed and engaged in the conversation both
in-school and beyond, thus widening student learning interactions and parent
understanding of their childs progress. Students can also access each others
work
Building personal relationships with learningStudents developed their own
digital portfolio as a reflection of their learning journey
13 Mobile Learning in K-12 Education: Personal Meets Systemic 229
All Grade 8 students as part of their Science studies created an eBook on a des-
ignated authentic Science topic. This project had developed over the past 3 years,
with this years eBook on Diseases developed and evaluated with Grade 56 stu-
dents as the intended audience. Each Grade 8 students team of three to four students
completed a chapter, which was then joined into a grade-wide book. Google Docs
was used to connect student group discussions and unite knowledge on both per-
sonal and group levels.
The project supported the following mobile learning affordances:
Increased accessStudents worked on the joint aspects even when group
members are elsewhere (a critical part of group work in digital domains). Access
to their work was extended through the schools Management Learning System
Building personal relationships with learningStudents developed a valued
relationship with software and its capabilities. The student learning of new
software, iBook Author, was student led and supported by teacher under-
standing of student digital literacy development needs
Personalisation of choice and pathwaysBook design was personalised by
each group within stipulated book requirements. Student choice of widgets
(iBook Author internal apps) and supplementing sites such as Bookry.com were
personal choices in accordance with design processes and subject standards
Increased accessibility to contentStudents drew on Web 2 information
sources such as Bookry.com and infogr.am, as well as through their own
investigations
Increased learning interactivityStudents evaluated and created personalised
interactive widgets available in iBook Author or Bookry. This included quizzes,
galleries and interactive graphics
Connecting across contextsStudents appreciation of learning, as seen through
younger students, was a key part of the design process. The use of iBook Author
also has been extended to other Grade 8 subjects.
School objectives were supported by:
ValuedAssessed as a formal school subject project (in MYP Science and
Design subjects) with learning valued extended to other students (Grade 5 and 6
students)
VisiblePublished within the schools Virtual Learning Environment, and
available as pre-learning for future projects
ConnectedGroup learning and problem-solving approaches supported.
Collaborative publishing approaches progressed
ProgressiveFormed basis for learning to build deeper knowledge through
publishing formal science work to different audiences (Fig. 13.2).
13 Mobile Learning in K-12 Education: Personal Meets Systemic 231
All Grade 5 and 6 students manage their own digital portfolio (iFolio) which reports
on their learning progress. In support of this a digital literacy evaluation approach
was developed, where teachers provided feedback through the iFolio to each stu-
dent on their digital literacy development. A digital literacy rubric applicable for
teacher feedback has been developed, with a student version to support personal
learning evaluation being customised by teachers.
Teacher feedback of student digital literacy through their iFolio supported the
following mobile learning affordances:
Increased accessTeachers, peers or parents could access student development
in their own time. Teachers and students identied areas for further work as well
as celebrate progress
Personal relationships with learningStudents personalised within educational
boundaries and developed for sharing focused areas of inquiry
Personalisation of choice and pathwaysEach iFolio provided avenues for
personal exploration and choice, as well as a basis for further development in
later years (which uses similar iFolio approaches)
Increased accessibility to contentLinks to new knowledge and personal
inquiries were shared
Increased learning interactivityWidgets such as Flags were used to share
levels of interaction Feedback provides strong learning support. Parent feedback
also accessible
232 J. Turner
The recent availability of larger screen tablets has opened up new possibilities for
younger students who cannot readily master keyboard technologies, enabling use of
touch-screen mobile devices to engage in wider learning. While cognisant of
appropriate time exposure and balance with non-digital environments critical to the
young persons social and emotional well being, teachers have increasingly found
that the tablet supports valued learning in new ways. While grades for younger
students work with a set of six or seven school provided iPads to support learning
stations, one class has been trialling the difference each student having their own
personal iPad at-hand might provide. This has formed the basis for an extension to
an iPad as a personal learning device for all Grade 1 students next year, building
into following years as student need supported by teacher and school preparedness
allows.
A core selection of apps was selected to support literacy, numeracy, commu-
nication, collaboration and media construction. For example, EasyBlog is a
WordPress based app that enables young students to photograph and record through
a simple click method. Other apps are selected by teachers according to student
needs and learning value.
As detailed in a draft letter from the school to parents in February 2015, by
personalising the iPad and building an iFolio the student can:
Develop condence and competence through structured play and inquiry
Build up a portfolio of learning through media (audio and visual) constructions
Better engage in personalised literacy development
Better communicate to teachers and parents
Obtain more timely and focused feedback from a wider range of people.
The following mobile learning affordances were supported:
Increased accessTeacher and parents can access student learning develop-
ment anytime from multiple devices.
Personal relationships with learningStudents can directly take up their iPad
whenever a worthwhile learning opportunity presents.
Personalised of choice and pathwaysTeacher app choice is available around
the core apps selected to support student creativity and personalize learning
pathways. Students can build their own learning pathways through personalised
use of apps.
Increased accessibility to contentStudents can generate and access media
information.
Increased learning interactivityStudents can report, reflect and communicate
in more accessible media. Feedback is likewise recorded and accessible.
Connecting across contextsiFolio tags create a documented journey of cur-
riculum value, extending classroom learning beyond the classroom.
234 J. Turner
13.6 Discussion
These studies support that appropriately targeted use of digital technologies can
satisfy both mobile learning affordances and school intentions within a whole
school framework. They provide evidence of a school coordinated approach to
technology integration in line with what mobile learning research has identied as
learning affordances. Teacher development and inclusion, school support and
leadership, and a culture of worthwhile, evaluable risk taking are all critical aspects.
It is important continually to look deeper into any school to understand its digital
ecosystems. There are many international schools spread across the world with
similar surface characteristics. And as stated previously there is much that can be
learned from other schools. But if one is to progress digital within a school an
understanding of where the school is at, where it wants to go, and what it is willing
to take on, is paramount. This includes taking into account the effect of legacy
13 Mobile Learning in K-12 Education: Personal Meets Systemic 235
13.7 Conclusion
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children. New York: Teachers College Press.
Baran, E. (2014). A review of research on mobile learning in teacher education. Educational
Technology and Society, 17(4), 1732.
Blackley, S., & Walker, R. (2015). One-to-one laptop programs: Is transformation occurring in
mathematics teaching? Issues in Educational Research, 25(2), 99117. Retrieved from http://
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Bjerede, M., & Bondi, T. (2012). Learning is personal: Stories of android tablet use in the 5th
grade. Learning Untethered. In B. Clarke & S. Svanaes (Eds.). An updated literature review on
the use of tablets in education. Tablets for Schools. Retrieved from http://www.
tabletsforschools.org.uk/wp-content/uploads/2014/04/T4S-Literature-Review-9-4-14.pdf.
Churchill, D., & Churchill, N. (2008). Educational affordances of PDAs: a study of a teachers
exploration of this technology. Computers & Education, 50(4), 14391450.
Churchill, D., Fox, B., & King, M. (2012). Study of affordances of iPads and teachers private
theories. International Journal of Information and Education Technology., 2(3), 4.
Clarke, B., & Svanaes, S. (2014). Tablets for schools: An updated literature review on the use of
tablets in education. Retrieved from http://www.tabletsforschools.org.uk/wp-content/uploads/
2014/04/T4S-Literature-Review-9-4-14.pdf.
Cochrane, T., Narayan, V., & Oldeld, J. (2013). iPadagogy: Appropriating the iPad within
pedagogical contexts. International Journal of Mobile Learning & Organisation, 17(1), 18.
Columbus, L. (2014, November). Mobile is eating the world. Forbes. Retrieved from http://www.
forbes.com/sites/louiscolumbus/2014/11/09/mobile-is-eating-the-world/.
Craig, T., & Van Lom, M. (2009) Impact Constructivist Learning Theory and Mobile Technology
Integration, Theories of Educational Technology. EDTech, Boise State University, Boise.
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Cuban, L. (1986). Teachers and machines: The classroom use of technology since 1920. New
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Cuban, L. (2001). Oversold and underused: Computers in the classroom. Cambridge, MA:
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Author Biography
John Turner is Head of Learning and Teaching Technologies at Canadian International School of
Hong Kong, with nearly 30 years experience working with educational technologies across K-12.
As well as providing advice on how new technologies might add value to learning, he is also
actively involved in leading by example and working with teacher teams, united in support of the
schools vision of digital learning infusion. John has previously led similar approaches in Australia
and the Middle East. Experiences and research have been shared through local, national and
international conferences and journals.
Chapter 14
Overcoming Teachers ConcernsWhere
Are We in the Harnessing of Mobile
Technology in K-12 Classrooms
in Hong Kong?
Tianchong Wang
Abstract The emergence of Post-PC iPads and Galaxy tablets as global heavy-
weights of mobile technologies have prompted a wave of educational technology
advocates and policy makers to encourage teachers in the harnessing of mobile
technology into K-12 classrooms. The actual level of implementation, however, has
been reported as lagging far behind these research-led initiatives and slowed down
the momentum envisaged by these policies, especially in many classrooms in the
public sector. Teachers as individual innovation adopters are believed to play a
crucial role in this innovation change process for the adoption of mobile technolo-
gies. To better understand the reluctance of teachers to adopt these mobile
technologies into their classrooms, this study assessed teachers concerns over
harnessing mobile technology in Hong Kong public sector K-12 classrooms. A total
of 159 teachers participated in this study. Utilising the Stage of Concern framework,
a mixed-method approach was taken. Data collection compiled self-reported Stage
of Concern Questionnaires and Open-Ended Concerns Statement opinion polls.
Preliminary descriptive analysis showed that teachers experienced all ve categor-
ical concerns over harnessing mobile technology in teaching practices. The
Information construct underscored a more intense area of concern. From the nd-
ings, implications in terms of accessibility, time, support-related interventions,
leadership issues, and further suggested interventions are discussed.
14.1 Introduction
T. Wang (&)
The Chinese University of Hong Kong, Hong Kong, SAR China
e-mail: shaohua3@gmail.com
established that a total of 17 percent, or one in six Hong Kong residents, owned an
iPad, which is nearly six times the global average. Following suit, in order to maintain
and advance the competitiveness of Hong Kong, the HKSAR government has
implemented initiatives on harnessing the mobile technology in K-12 education: the
government guideline (Education Bureau 2007) on the Third Strategy on Information
Technology in Education (ITE3), named Right Technology at the Right Time for the
Right Task, published by the Hong Kong Education Bureau, has recognised mobile
learning as a trend; The most recent consultation document (Education Bureau 2014)
of the forthcoming Fourth Strategy on Information Technology in Education (ITE4)
took one step further by positioning the use of mobile technology as one of the most
important strategies for students and teachers learning and teaching.
On the face of it, the Hong Kong public education system seems well-adapt at
embracing the Smart Age. However, some recent reports pointed out that this only
applies to a certain number of Direct Subsidy Scheme (DSS) Schools (Yau 2015).
Indeed, when it comes to those Aided Schools, the most common and grass-roots
pre-tertiary schools in the Hong Kong public sector, the actual implementation of the
mobile technology in classrooms has been relatively slow so far. Anecdotal reports
have revealed that many teachers are unmotivated to alter their current teaching
practices and to integrate mobile technology into the classroom. There appears to be
discrepancy between policy and reality of classroom implementation.
The introduction of mobile technologies into the classroom requires a process of
change in learning and teaching. Teachers, the front line change adopters and
gatekeepers (Fullan 2007), would inevitably have concerns over adopting change
(Hord et al. 2006). While some researchers have explored and underscored the
potential of introducing the mobile technology as an educational tool in situations
within and beyond the connes of the classroom (Wang et al. 2014), the potential
cannot be fully realised due to individual teachers concerns towards the mobile
technology, which can result in resistance. Therefore, it is important to identify and
understand individual concerns to reduce the possibility of resistance towards the
implementation of mobile technology in Hong Kong K-12 classrooms.
Concerns have been dened as the composite representation of the feelings, pre-
occupations, thoughts and considerations given to a particular innovation-based
task or issue (Hall et al. 1977, p. 5). Stages of Concern (SoC) (Hall and Hord
1987) was a framework developed by Hall and his colleagues to describe how
people acclimate to change to pave the way for successful implementation of an
innovation. The original SoC was construed in seven stages, namely Awareness,
Informational, Personal, Management, Consequence, Collaboration, and
Refocusing. While Hall and Hords (1987) SoC theory has been widely adopted in
14 Overcoming Teachers ConcernsWhere Are We in the Harnessing 241
many elds, Cheung and Yip (2004) rened the SoC model to ve stages to better
cater for educational change. More specically, Informational stage was merged
with the Personal stage; the Consequence and Collaboration stages were com-
bined; the Awareness stage was deemed irrelevant; and an extra stage called
Evaluation was introduced. In sum, Cheung and Yips (2004) revised stages of
concern for educational change were Evaluation, Information, Management,
Consequence and Refocusing. At stage 1 (Evaluation), the teacher feels uncertain
about the worthiness and fairness of the innovation as well as the feasibility of
putting the innovation into school practice. At stage 2 (Information), the teacher is
concerned with some general aspects of the innovation, such as its rationale,
requirements for use and moderation mechanism. At stage 3 (Management), the
teacher raises a number of questions about the tasks and processes of implementing
innovation. At stage 4 (Consequence), the teacher is concerned with the impact of
the innovation on student learning and his/her professional development. At stage 5
(Refocusing), the teacher is concerned with further developments of the innovation.
Both Hord et al. (2006) and Cheung (2002) indicated that the dimensions of
concerns over innovations occur in a developmental direction: in general, early
concerns (12) are more self-oriented; when these concerns are resolved, what
emerged (3) are more task-oriented; nally, when self- and task concerns are largely
resolved, the participants in change can focus on impact (45). However, Hord et al.
(2006) also emphasised that individuals do not necessarily progress through the
stages step-by-step, and that they do not necessarily begin the stages at the same
time or move through the stages at the same pace. Rather, Cheung and Yip (2004)
pointed out that it is possible for individual teachers to experience several SoC over
the innovation concurrently, but perhaps with differential degrees of intensity.
To frame the adoption of innovation according to the concerns and doubts of
individual teachers requires taking an individualistic approach. Cheung and Yips
(2004) revised SoC model can provide important insight about individual teachers
to understand the stages individual teachers must go through before and when they
are convinced about the innovation, and therefore being adopted in this study. It is
believed that, after identifying, accessing and addressing the concerns of individual
teachers over an innovation, based on their intense stage(s), there would be a greater
likelihood that the innovation will be effectively implemented in a sustainable
manner.
The purpose of this study was to assess teachers concerns about the introduction of
an innovation, mobile technology, into the classroom.
The study sought to answer the research question: What are teachers concerns
as they implement mobile technology into their teaching practices?
242 T. Wang
The results of this study will be used to assist educators and policy makers in
understanding concerns involved in the implementation and integration of the
mobile technology in their schools and in teaching practices for better adoption
through appropriate efforts and interventions.
14.4 Participants
This research study involved 159 teachers who attended our workshop on mobile
learning that was jointly organised with the Education Bureau in December 2013.
The teachers came from both public sector primary and secondary schools in Hong
Kong. Their subject areas varied, as did their exposure to Information and
Communication Technology (ICT). Convenience sampling was used. Prior to the
study, all participants were given assurances on the condentiality and anonymity
of the data and its representations.
Although all of the 159 questionnaires were returned, 18 of those were partially
completed. The data analysis was therefore based on 141 completed questionnaires.
MATLAB, a statistics analysis computer programme, was used for quantitative data
analysis. A reliability analysis was performed in the beginning. The Cronbachs
alphas (Cronbach 1951) of the ve constructs were 0.665, 0.691, 0.701, 0.732 and
0.705, respectively. These results indicated an adequate level of reliability of the
collected data.
Descriptive statistics was used to analyse the questionnaires. The mean of each
SoC construct was computed, as Table 14.2 shows. The means ranged from 3.99 to
4.23, indicating that teachers experienced all ve categorical concerns over har-
nessing the mobile technology in their teaching practices.
A one-way within subjects ANOVA analysis was conducted. The result indi-
cated that differences among the ve constructs means were statistically signicant
[F (4, 3520) = 12.582, p < 0.001]. It can be seen that the mean of the Information
concern was the greatest (4.23). Paired-samples t-tests (Nikulin 2001) veried that
the mean of the Information concern was statistically different from the Evaluation
constructs (p-value = 1.2923e 007, <0.05), the Management constructs (p-
value = 1.3020e 009, <0.05), the Consequence constructs (p-value 0, <0.05)
and the Refocusing constructs (p-value = 1.6738e 011, <0.05).
In sum, the statistical analysis identied that teachers experienced all ve cat-
egorical concerns over harnessing the mobile technology in teaching practices, and
among those, Information was the peak category, which appeared to be a more
intense area of concern. It is worth noting that, considering the mean value of all
SoC constructs were high and the Informations distinctness from other constructs
was roughly 0.2, such a difference was not necessarily substantive (Carver 1978).
Qualitative data from the Open-Ended Concerns Statement opinion poll was
organised into table format within Microsoft Excel, a spreadsheet software.
A thematic analysis framework was adopted. Among these statements, a number of
concerns were flagged by the teachers. The main themes that emerged mostly
mirrored those items described in the questionnaire.
1
A model based on the idea that students should be encouraged to bring their personal devices,
especially smartphones and tablets, to class.
246 T. Wang
Just-in-time and on-going supports from the school ICT support team should be
readily available to free up teachers time so that the integration of mobile tech-
nology can become a meaningful venture.
Even with the help from ICT support teams or educational technologists, many
teachers admitted that they felt nervous incorporating the mobile technology into
their teaching practices. Thus, there is a pressing need for rigorous teacher training
in the mobile technology in educational practices, such as pre-service and in-service
professional development courses and even one-to-one consultations, while a
minority of enthusiastic teachers may develop such practices through their own
resources. This is a long-term process, which involves not only the development of
teachers digital literacy but also a paradigmatic shifting of how learning and
teaching with mobile technology (Churchill et al. 2012; Churchill and Wang 2014).
Alongside formal training, teachers should build up informal Communities of
Practice (CoPs) (Wenger 1998) where they can exchange new ideas and collect
feedback with local and remote partners. For example, social networking and
mobile Instant Messaging (like WhatsApp and WeChat) groups can be formed by
teachers and ICT professionals to identify and share educational Apps, and apply
generic Apps to creative usages. The information gained from the CoPs may serve
as a starting point for many. In conjunction with the community efforts, it is hoped
that individual teachers own mobile pedagogy can be developed to achieve their
own pedagogical purposes and student learning outcomes.
Putting technical challenges aside, some teachers maintained a critical attitude
toward the mobile technology integration because of classroom disciplinary con-
cerns. A few of them anticipated that students would be over-excited during mobile
technology-supported lessons, while the others questioned if the mobile technology
in classrooms would lead to off-task behaviours and distractions because of its
hyperconnectivity to social media. These concerns may sound legitimate. In order
to tackle them, additional provisions allowing for disciplinary measures should be
given extra attention. Teachers should offer guidance students to recognise that
mobile tools are more than entertainment consumption toys and further scaffold
students to apply the mobile technology to learning tasks. Nevertheless, from the
viewpoint of a teacher, we must ask whose responsibility it is when there are
distractions in the classroom, irrespective of whether technologies are incorporated
or not. The optimal solution to avoid off-task behaviours and distractions may be to
engage the learners with interesting learning activities to begin with.
Institutional leadership plays a crucial role as several teachers were concerned
about school support, where there are still bans on students use of mobile
devices in school. Exploration and action research on the educational use of mobile
technology can be hampered by restrictive institutional policies and school culture.
Therefore, there must be informed institutional leadership. Particularly, school
leaders must recognise that educational change associated with mobile technology
is not just for the hard outcomes (e.g. test result improvements) but more for the
soft outcomes such as students acquisition of twenty-rst century skills
(Bellanca and Brandt 2010). Best practices for teachers may only be achieved with
the openness of school leaders to change. Unfortunately, at its current stage, such an
14 Overcoming Teachers ConcernsWhere Are We in the Harnessing 247
14.8 Conclusions
Change in K-12 education goes far beyond the introduction of innovations like the
mobile technology, and is likely not to be a one-time dog and pony show. Rather,
change with technology must begin with innovation practitioners - the teachers,
although they will raise concerns. In this study, by acknowledging and giving
serious attention to the intensive areas of concerns among teachers based on the
SoC framework, perhaps more meaningful interventions can be taken, as suggested
in the Preliminary Discussions and Implications for Practice section, to enable the
change process to be directly relevant to the teachers needs. Nevertheless, har-
nessing the potential of mobile technology in K-12 education will require a con-
certed effort on the part of all stakeholders to reduce the discomfort aspect of the
change process and eventually achieve the ideal state of the innovation imple-
mentation: as Marshall (1995) stated, adding wings to caterpillars does not create
butterfliesButterflies are created through transformation (p. 11).
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Cheung, D. (2002). Rening a stage model for studying teacher concerns about educational
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Churchill, D., & Wang, T. (2014). Teachers use of iPads in higher education. Educational Media
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Education Bureau. (2007). Consultation document on the third strategy on information technology
in education: Right technology at the right time for the right task. Retrieved April 26, 2015,
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in education: Realising it potential, unleashing learning power, a holistic approach.
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Author Biography
Tianchong Wang is currently a Senior Research Assistant at The Hong Kong Institute of
Education as well as a Doctoral Student at The Chinese University of Hong Kong. Prior to this, he
received an MSc degree from the University of Hong Kong and a BA degree from Hong Kong
Baptist University, respectively. Tianchong has a background in ICT, receiving qualications such
as MCP, MCSA, MCSE, MCDBA, MCTS, MCITP, ACSP, ACTC, and THXCP. Tianchong is
also a passionate educator and researcher. He is a member of IEEE, HKERA, and HAAL. His
research interests include blended learning, mobile learning, and flipped classrooms.
Chapter 15
Exploring the Suitability of the Book
Creator for iPad App for Early Childhood
Education
Monika Tavernier
Abstract Handheld mobile devices are part of young childrens everyday life as
they observe others use and engage with such devices. Early childhood education
does not ignore the popularity of mobile touch devices and starts to investigate how
tablets, especially iPads, can improve learning and teaching. This study examines if
the Book Creator App for iPads is a suitable app to enhance 36 years old
childrens ability to express their ideas, creativity and illustrate their understanding
of the world around them. Over a period of 12 weeks, a group of 35 years old
children familiarized with the app, completed assignments and created sophisticated
digital artefacts that included drawings, photos, voice and video recordings. These
artefacts reflected their interests, cognitive abilities and level of ne motor skills.
15.1 Introduction
M. Tavernier (&)
German Swiss International School, Hong Kong SAR, Peoples Republic of China
e-mail: monikamenzel@hotmail.com
activities remain basic (EdwardsGroves and Langley 2009). Prejudices and mis-
conceptions about the effects that ICT has on children and a lack of positive ICT
teaching experiences lead to the teachers opposed attitude (Ertmer 2005; Lindahl
and Folkesson 2011).
Recent tablet and iPad studies investigated the viability of such devices (Yelland
and Gilbert 2012; Michael Cohen Group Llc 2011), the childrens use behaviour
(Falloon 2013; Hutchison et al. 2012) and the impact that applications (apps) and
app interface have on learning (Falloon 2013). The ndings of these studies and the
wide acceptance and use of iPads, their intuitive operation, and the easy access to a
wide range of low cost apps may change the current ICT use in ECE (Chiong and
Shuler 2010). This study introduced 27 35 years old children to the Book Creator
for iPads app (hereafter: Book Creator) to examine the viability of the app for ECE.
Todays children and parents use mobile phones and tablets on a daily basis
(OMara and Laidlaw 2011). Chiong and Shuler (2010) found that young children
are given mobile phones to entertain them while the family is travelling. Older
children use handheld mobile devices to play, look at or take photos and videos, or
use so-called educational apps. Chiong and Shuler called this phenomenon
pass-back effect and Prenksy (2001) called this generation of children digital
natives. According to him, these children may think and learn differently, and new
ways of teaching may be required to accommodate their ICT skills (Zevenbergen
2007). Prenskys preposition to adjust the current educational approaches to
incorporate childrens ICT knowledge stands in great contrast to the views of many
early childhood teachers (Lindahl and Folkesson 2012a, b). Teachers unquestioned
assumption that ICT-related activities are naturally more interesting for young
children than traditional play or outdoor activities (Lindahl and Folkesson 2011,
2012a) suggests that ICT may threaten childrens healthy development if intro-
duced too young. As a result, many early childhood teachers try to protect their
young students and avoid using ICT (Lindahl and Folkesson 2012a, b).
Some teachers took on the challenge to implement ICT in their early childhood
classrooms, but the use of technology remained basic (EdwardsGroves and
Langley 2009). Hence, Yelland and Gilbert (2012) suggest that teachers should
rethink their current technology use. They envisage that teachers go beyond using
new tablet technologies as playthings like blocks, puzzles or construction toys
[and] be aware of the wider range of uses of tablets to enable learners to become
creators, innovators and to support them in their reflections about the things around
them (p. 1). The use of apps like the Book Creator within the context of ECE may
support the realization of this mission.
15 Exploring the Suitability of the Book Creator... 251
For many years, researchers and teachers have wondered how technology ts in an
ECE environment (Lindahl and Folkesson 2012b), because young children learn
through experiences (Andresen et al. 2000), and interactions with the environment
and the people around them (Vygotsky 1987). Today, we know that ICTs do not
hinder the childrens natural approaches to learning. ICTs are additional resources
for learning (Sarama and Clements 2004; Herztog and Klein 2005). They can help
children practice and reinforce specic content (e.g. Plowman and Stephen 2007;
Clements and Nastasi 1993), and enhance their ability to (1) create original content,
(2) express ideas and (3) present knowledge in sophisticated ways (Scardamalia and
Bereiter 2006; Couse and Chen 2010).
Paintings and drawings are traditional ways for children to express their
knowledge and thoughts (Lancaster 2012). Until recently, the interpretation of these
lay in the hands of the teachers. They may use the child-created artefacts and
teacher-created photos (Broadmann 2007), videos and written documentation to
assess the childrens development and learning (Couse and Chen 2010). But their
analysis of the childrens work may be incomplete or wrong, because the childrens
own explanation is missing (Einardottir 2005).
Einardottirs (2005) photo research is one among the few studies that attempted
to understand the motivation behind child-made photos. Pre-school children were
given cameras to take photos of things that are important to them in the school.
Einardottir found that the neutral viewer could not identify which element of the
photo was important to the young photographer without his or her explanation. So a
visual artefact does not provide enough information to understand what children try
to communicate. The Book Creator may improve this situation, because it allows
the user to draw, type, take photos, create videos, create voice recordings, or a
combination of all of these, and add these creations to their digital artefacts. So for
example, a child may enhance his drawing by adding a voice recording where he
explains he drew a train, and by adding a photo he took of his toy train. This would
clarify the real meaning of his drawing to the neutral viewer.
Given that tablets provide a unique opportunity for young children to be in
control of the device without lengthy pre-use training (Couse and Chen 2010), it is
interesting to investigate how children use open-ended and complex creating apps
that allow them to present and explain their ideas. This study consequently poses
one main research questions: To what extent is the Book Creator app a viable tool
for early childhood education?
15.4 Methods
This exploratory study used a qualitative methods. A qualitative approach was used
to understand the childrens use behaviour in depth. The data collection occurred
within a 12 weeks period. The research instruments included narrative observation
252 M. Tavernier
records, daily log book entries, weekly video recordings and the analysis of chil-
drens artefacts. The quantitative component used the video data of multiple
single-subject case studies (Creswell 2002) to examine how individual children
used the app. The video data from 27 children was analysed and critical incidents
were tagged and summarized into quantitative data. These 27 sets of data were
compared to determine if there are any differences in the ways the children used the
app. The analysis of gender specic differences and the impact of childrens
character are in process and not included in this paper.
Prior to the study, the school, teachers and parents were asked to complete a consent
form that conrmed their and their childrens participation in the study and their
understanding of (1) the studys purpose, aims and activities, (2) the basis of a
voluntary participation and (3) associated risks and their right to withdraw their
participation at any time. To avoid that some children feel excluded, all children could
engage in the iPad-related activities, but only children that had the parents consent
could operate the iPad. The childrens participation was voluntary and no child was
forced to join. The researcher invited them and respected their choice to decline.
The app suitability was assessed using Diazs (2013) matrix for educational
eBooks. Since the Book Creator allowed the user to create eBooks, this tool was
deemed suitable. Diaz suggested evaluating the:
Richness: the information volume, access richness, diversity of presentation and
interaction styles, kinds of exercises and interactive activities, as well as the
scope of the activity.
Completeness: the number of content and interaction mechanisms to cope with
the goals of different kinds of users.
Motivation: how students are motivated to use the system and to learn more
about the subject being addressed.
Autonomy: the degree of navigation freedom offered to the user and the degree
of interaction freedom.
Competence: the ability to navigate through the system and to reach a particular
goal.
Flexibility: The ease with which the system can be used.
Aesthetic: How the inclusion of multimedia information is harmonized and used
to enhance the comprehension of concepts.
Consistency: the extent to which elements that are conceptually similar are
treated equally by the application, while those that are different are treated
differently.
Ease of Use: how easily users can guess the meaning and purpose of things with
which they are presented.
15.4.4 Procedure
Consequently, their familiarity with the different functions varied and the researcher
decided on a day-to-day basis when a child was ready to learn about a new function.
All activities took place within the ecosystem of the class and during the free play
period. One iPad was shared throughout the study. Occasionally, the group used two
additional iPads. The emerging ndings indicated that it is more effective to use only
one to two iPads, rather than having one per child.
To ensure that all children had time to experiment and familiarize with the Book
Creator the researcher joined the childrens free play phase every day during the
familiarization and application phase. The activities during these two phases were a
combination of teacher- and student-centred activities that allowed the children to
explore the app freely. The researcher assisted their learning by guiding the children
through the different functions and demonstrating the effective application of each
one of them. This practice was inspired by Plowman and Stephens (2007) guided
interactions approach to learning the effective use of ICT in ECE. The children
could experience and practice newly acquired skills within a safe environment and
according to their individual pace.
During the creating stage, the researcher joined the children three times a week,
because the children needed less time to realize their ideas. Further, the children
needed time to plan their iPad-related activities in order to diversify their artefacts.
Each session lasted for 30 to 45 min.
The data was collected during (video recording) and after each session. After each
session, the researcher summarized the activities and experiences (narrative
observation records and journal entries). The notes included her reflections and
remarks. Further, once to twice a week, the researcher video recorded the activities
and transcribed important periods of child behaviour and interactions. The videos
and written documentation were used to complete rating scales that monitored
15 Exploring the Suitability of the Book Creator... 255
(1) the childrens level of involvement, (2) their level of tablet use and (3) their
actions. This data helped to determine the viability of the Book Creator for ECE for
child-initiated use during free play. The changes of the childrens use behaviour
were assessed based on four elements of the unied theory of acceptance and use of
technology (UTAUT; Venkatesh et al. 2003): the social influence, hedonic moti-
vation, the childs attitude towards technology and self-efcacy.
Venkatesh et al. (2003) unied eight models that examine the acceptance of
technology, one of which is the widely accepted and used technology acceptance
model (TAM; Davis 1989). UTAUT was deemed more suitable for this study
because McCoy et al. (2007) found that the TAM assumptions do not hold in
cultures that have low uncertainty avoidance levels, a more collective cultural
orientation, high power distance scores, or high masculinity scores and according to
Hofstede (2014), Hong Kong has low uncertainty avoidance, has a more collective
cultural orientation, scores high in power distance and a high score at the mas-
culinity, so TAM may not be the right instrument to evaluate use behaviour in Hong
Kong.
This study evaluated three areas: childrens tablet use behaviour, level of
involvement and level of tablet use (see Table 15.3) to examine the suitability of the
Book Creator for ECE. The Leuven Involvement Scale (LIS; Laevers 1994) mea-
sures childrens involvement in a given activity on a scale ranging from 1 (ex-
tremely low involvement) to 5 (extremely high involvement) to assess whether a
child experienced deep learning (Laevers 1994). Marsh et al. (2005) used LIS to
good effect in an ECE study. The childrens level of tablet use was coded according
to Couse and Chens (2010) three stages of tablet useexploring/experimenting,
investigating and creating. On-looking (see Table 15.4) was added because
children who watch their peers have been observed to then apply their observational
knowledge (Tavernier 2013).
Clarke and Clarke (2009) suggested using Blooms Digital Taxonomy (BDT;
Churches 2008) for technology-related student assessment. In a recent study, BDT
was applied and found suitable for the context of assessing young childrens
learning with tablets (Tavernier 2013). Each level of tablet use could be associated
Table 15.3 Overview of the evaluation areas to be collected and research instruments (adapted
from Goodwin 2012)
Evaluation Area Time and Research instrument
frequency
Childrens use Three times a Rating scales, which are based on Venkatesh et al.s
behaviour week (2003) UTAUT and journal entries and video data were
used to assess the childrens use behaviour
Childrens level Three times a Laevers (1994) Leuven Involvement Scale, with
of involvement week involvement rated during a review of videos from
observations
Childrens level Once a week for Couse and Chens (2010) classication of observed
of tablet use every child actions and interactions (review of videos from
observations)
256 M. Tavernier
Table 15.4 Levels of tablet use (Adapted from Couse and Chen 2010, with on-looking and BDT
elements added)
Level of iPad use Descriptions
On-looking Signals: Child stands or sits close by another child using the
tablet and watches attentively.
BDT: Remembering Associated actions: recognizing, listening, describing,
identifying, retrieving, naming, locating, nding
Exploring/experimenting Signals: Child tries to gure out what the app can do, touching
and activating different options/functions to see what happens
BDT: Remembering and Associated actions: recognizing, listening, describing,
understanding identifying, retrieving, naming, locating, nding and explaining,
classifying, exemplifying
Investigating (intentional Signals: Child tries to gure out how to use the options/functions
use) to create a desired effect (e.g. How can I change the colour to
draw a yellow sun?)
BDT: Applying Associated actions: Implementing, carrying out, using, editing,
loading
Creating Signals: Child produces desired effects even if the artefact is not
a realistic representation of real-life objects described by the
child. The child is content with, and clear about, what is being
done.
BDT: Analysing, Associated actions: organizing, structuring, comparing,
evaluating, creating integrating and testing, critiquing and designing, constructing,
planning, producing, making, mixing, video casting, podcasting
with at least one BDT stage. Table 15.4 illustrates how some BDT-related verbs
link the students actions as described by Course and Chen (2010). So a combi-
nation of Couse and Chens work as well as BDT served as a means to determine
the individual childs daily level of use. Observed actions were classied accord-
ingly to the described signals and associated actions.
The qualitative data from the videos was analysed after tagging and coding
critical incidents (Goodwin 2012). The relevant video data was transcribed to reveal
reoccurring patterns of use behaviour (e.g. experienced challenges, peer collabo-
ration, ease of use and the provided type of support). This qualitative data was used
to dene and illustrate emerging phenomena (Yin 2009).
The Book Creator is an interesting app for ECE, because it allows the user to
progress from consuming content to producing content. The app is complex, but
young children can learn to operate it with the assistance of more knowledgeable
others. The interface is kept simple and somewhat abstract, therefore young chil-
dren require help to familiarize with it. However, after some familiarization
activities young children can operate the app effectively and produce sophisticated
15 Exploring the Suitability of the Book Creator... 257
content. The combination of the app evaluation according to Diaz work and the
practical ndings from the case study led to the following conclusions.
The evaluation of the Book Creator according to Diazs (2013) matrix for the eval-
uation of educational eBooks indicates that the Book Creator is educationally useful,
because it scores high on richness, completeness, motivation, autonomy and flexi-
bility. The interface usability is less strong, because the app uses text and misses a text
to speech function which reads text aloud, helping non-readers understand. Such
function would make it more suitable for young children. The ease of use is reasonably
high once the children learned the meaning of the text elements (see Table 15.5).
The app is complex and includes many functions and editing options that the
children learned to understand and use over time. The children were interested in all
functions, but experienced an overload of information at rst. The choice of
functions overwhelmed them, and hence each function was introduced separately
and in the context of an imposed task.
The app has two main interfaces: the main starting page which allows the user to
create a new book or open a previously created eBook. Within this interface,
previously created eBooks can be combined, duplicated, deleted, and shared. The
user can also add a title, an author and set display settings. Once a book is open, the
interface changes. The user has access to three main menu bars: 1. functions, 2.
editing options and 3. sharing and publication options. The children in this project
only made use of the menu bar of the second interface, the functions menu and part
of the editing options.
Using these two menu bars could be challenging, because it required the children
to memorize the location of a function within the two menus and possess the ne
motor skills to select the desired functions. For example, to create a voice recording,
the child selects the function menu icon, which is one out of three icons presented
closely together in the right corner of the screen. Children need to know that the
musical key is the icon for the voice recording. They touch it and a textbox opens,
featuring text and a red circle. Children are prone to touch the red circle immedi-
ately and start the recording before they are actually ready to speak. They need to
understand that they only touch the red circle once they are ready to talk and they
need to remember to stop the recording when they are done.
During the recording, the red circle changes into a black circle with a red square
inside. To stop the recording they touch the red square. Once the recording stopped,
a textbox opens and asks the user in text form if they would like to use the
Table 15.5 Evaluation of Book Creator app for iPad for the young childrens use (Adapted from Diaz 2003)
258
The app interface cannot be adjusted. The user needs to learn, memorize and understand where to nd the functions and how
to use them (e.g. placing the video and voice recordings in the front
to keep them activated)
Flexibility: The ease with which the Accessibility:
system can be used The app is easy to use once the user is familiar with the icons and text
The text is kept to a minimum (e.g. cancel, done, and delete)
Users that cannot read need some guidance to memorize their look and meaning
Modularity and structure of the architecture:
The function menu is separated from the editing menu. This is difcult for young users to comprehend
Features e.g. adding a page and going from page to page are very intuitive
User interface Aesthetic: How the inclusion of Legibility:
usability multimedia information is harmonized The design of each page depends on the user and represents her or his capabilities
and used to enhance the comprehension Density:
of concepts Each page is white and the user creates designs and multimedia to ll it
There are no set limitations and the amount of information on each
page depends on the user
259
It is possible to embed too many individual designs on one page so that a cognitive overload occurs for the viewer
(continued)
Table 15.5 (continued)
260
recording. The child needs to remember which of the selection options means yes
or no, to avoid an accidental deletion of their recording. Next, the icon of a
speaker appears on the current book page. The child can move it around or resize it.
If another recording is added, the new speaker icon will appear again in the middle
of the page. If the rst recording icon was not moved to a new location, it will now
be inactive, because the video and voice recordings can only be activated if they are
not covered by any other features. Considering all these steps, it is clear that 35
years old children require a substantial amount of help to familiarize, remember and
master this complex sequence of actions. Despite the high level of sophistication the
children were keen to learn using all functions.
The minimalistic layout provides minimal distraction and no inspiration. The
biggest issue remained the text elements within the app and the lack of verbal
support features (e.g. text to speech function). To make the app more suitable for
young children, it would be better to have some built-in verbal guidance that helps
them decode the icons and remember the sequence of actions. The following two
extracts show how children relied on the guidance of the researcher to learn and
remember the meaning of the text elements.
Extract 1: The researcher is guiding the Silas through the apps photo functions
Silas would like use a self-portrait for the book cover of his book. He has used the
built-in photo taking function before, but still requires some guidance to complete
the action. The researcher provides verbal guidance:
Researcher Press the cross (in the function menu bar)
Silas looks at the screen, says cross and touches it. The action menu opens.
Researcher continues her verbal guidance And now presses the camera (icon)
Silas follows the instructions. The camera function opens and the screen is black,
because the back camera is covered by the iPad cover. Silas lifts the iPad and
giggles. He looks at the screen and giggles, but seems puzzled, because the screen
remains black and he cannot see himself.
Researcher monitored his action and waited to see if he can solve this issue.
Silas turns the iPad to the researcher and shows her the screen and saying Look!
Researcher reacts and provides him verbal guidance to troubleshoot the issue:
Oops, we need to press on this symbol (pointing to the small switching cameras
icon). And then you press Hold on, we need to turn the iPad around (otherwise
Silas hand would have been in front of the camera lens and the photo would have
shown the hand that pressed the shutter release].
Silas looks at the iPad and presses the shutter release taking a photo of him
smiling. (The app shows the photo and on the lower edge of the screen the app is
asking the user to press take another photo (lower left corner of the screen) or
use photo (lower right corner of the screen). Silas cannot read these instructions
yet.)
Researcher points to the lower right corner of the screen and says use photo.
Silas presses it and the app inserts the photo on the current page of the book.
Notes: Video transcription from 3rd iPad session.
262 M. Tavernier
Silas, 4 years old, was familiar with individual letters, but he could not read and
decode the text within the app. ECE is special, because the children are often just
starting to develop a reading awareness and reading skills. Decoding icons requires
some degree of literacy awareness and experience. In this case, Silas used the photo
function for the second time and relied heavily on the researchers guidance. The
next time he used it, he did not need the verbal guidance, but used eye contact to
conrm that his actions are correct. Switching from the back to the front camera
was another area of difculty for all children.
Extract 2: The researcher guiding the children through the written words
Carl and Max work together to compile a journal entry about their days favourite
activity. Carl would like to do a voice recording. The researcher asks Max and Carl
how to start the voice recording. Both look at the screen.
Max says cross
Carl repeats cross
The researcher points to the cross and conrms the boys suggestions.
Carl touches the cross and opens the function menu. Then you click down there
(pointing to the musical key). Then we can do the voice recording.
Carl touches it and a white box with a big red circle in the middle opens. His nger
moves immediately towards the red circle.
The researcher notices this and says Before you touch it, you need to think about
what you want to say. What do we want to say? (The children and the researcher
discuss what to say)
As soon as Carl knew what he wanted to say he touched the red circle and started
the voice recording. The red circle changes to a black circle with a red square
inside.
Carl nishes his voice recording, moves his head away from the iPad and pauses.
The researcher points to the black circle and touches it to stop the recording. Then
she explains: You should stop the recording when you have said what you wanted
to say. Meanwhile, a text box appears in the middle of the screen, asking if we
want to use the recording yes or no.
Carls nger browses over the text box and he is ready to just touch any selection.
The researcher moves his hand away from the dialogue box and says this is no
(pointing to no), meaning that we do not want to use the recording and this is yes
(pointing to yes), meaning that we want to use the recording
Notes: Video transcript from the sixth iPad session
There is a high chance that 36 years old children just touch any of the of the
selection options and accidentally delete a photo, voice or video recording or clear a
drawing. If they encounter situations as the one described in extract 2, they may
experience frustration, because they cannot realize their idea. This may reduce the
joy they experience when they create and review their own creations. Children that
are less persistent and have short attention spans may quickly loose interest in the
app. So the guidance and assistance of more knowledgeable others is crucial during
the familiarization and application stage.
15 Exploring the Suitability of the Book Creator... 263
The review of the journal entries, eld notes and video footage showed that the
childrens need for guidance remained high during the familiarization and appli-
cation stage, it decreased during the creation stage. During the familiarization stage
all children were introduced to the drawing and photo taking function, to ensure that
they can sign their works either with a self-portrait or with their written name. All
other functions were introduced to the individual child, when he or she requested to
use them or when the researcher felt that the child was ready to explore them.
Table 15.6 provides an overview of the total number of activities for the main
functions of the Book Creator app. At any time a child could engage in more than
one activity. It was not recorded how often a child used one function each day, just
which functions he or she used during one observation session. Therefore, the table
only indicates the most popular functions. When this data is triangulated with the
videos and analysed as a whole, from the beginning to the end of the study, it sheds
some light on the learning behaviour.
For instance, during the familiarization stage, the children used mainly the
drawing and photo taking function, and occasionally they explored the other
functions. During the application stage they had a vague idea of the different
functions and had experimented with most of the functions. These experiments
were often unplanned and the result of a spontaneous urge or inspiration. The
children felt comfortable with the drawing and photo taking function and were
ready to shift their experiments to the voice and video recording function. Once the
study entered the creating stage, the childrens actions were less experimental and
more focused. Instead of spontaneously using many functions, they now planned
the design of their artefacts and selected the functions purposefully.
The use of the Text function is interesting, because only nine children could
write their or spell their name, but nearly all children experimented with the text
function. During the familiarization stage their text elements often consisted of
chains of random letters. Only Mia, Sara, Sonja, Victoria, Silas and Carl typed their
names. During the creating stage all children tried to type their names or asked the
researcher to help them nd the letters to type their names. This explains the raise in
the use of the text function.
The children also enjoyed the text editing functions. Most experimented with the
font size and font style. Two children changed the font colour or the background of
the text box. This indicated that even though many of the children were not yet
familiar with letters or able to write, this function may have enhanced their interest
in writing and encouraged them to include text in their creative self-expression.
This function allowed these children to familiarize with letters and include them in
their activities in an age appropriate, playful and unambiguous manner.
264 M. Tavernier
The artefacts presented in table seven to nine were selected, because these three
students engaged in the iPad activities regularly, so there is more data available to
evaluate their use behaviour and assess the suitability of the app. This includes their
learning path, experienced difculties and their technics to overcome issues is well
documented.
Lilian, 3 years old, showed a high level of interest in the iPad from the very rst
session. She approached the researcher often, stood close to her or a peer that was
using the app and watched what they were doing. The researcher would ask her, if
she would like to have a turn and worked with her later. Lilian never explained any
of her works to the researcher. She spent the complete familiarization stage taking
self-portraits, scribbling over her photos, erasing her scribbles and scribbling again.
She also used the voice recording function, but never spoke. This may have been
due to the fact that the researcher was there to supervise the whole activity. She may
have felt too intimidated to speak and record herself. The researcher tried to involve
her in conversations about her work. Lilian ignored these attempts to have a con-
versation. She also ignored suggestions regarding the creative process and only
accepted support regarding the operation of the app.
During the application stage the researcher wanted to see what she could do with
her skills. She interrupted Lilians routine to introduce her to the individual func-
tions of the app and asked her to perform small tasks (see the image associated with
the application stage of Table 15.7). The researcher was by her side during all
activities and provided support when necessary. It appeared that Lilian knew how to
use all functions purposefully, but she required some very clear instructions that
provided her a goal towards which she could work. Without this goal she was lost
and could not decide what to create and used the app and its photo function as an
augmentation of traditional drawing. The screen shots of her work show how her
ability to use the app to express herself improved over time. She progressed from
(1) self-chosen activity (photo and scribbles), (2) realizing an imposed task, to (3)
being able to come up with her own meaningful designs (photo of herself and a
drawing of her friend Emily).
Over the course of the study, Lilian observed her friends Sonja, Carl, Mia and
Emily several times, which increased her participation. Among the group of 3 years
old children, she joined the activity most often (17 times). She observed her peers
during eight sessions, spent six sessions to familiarize with the app, experimented
with the functions for three sessions and used three sessions to independently create
works that were meaningful (outcome oriented) and could be decoded by the
neutral viewer. Each of her last three works included a video sequence that
explained her work, a voice recording or a caption that she dictated the researcher.
Her condence towards in her app operation skills and her self-condence
increased, and she was more ready to record herself.
The analysis and comparison of journal records, videos, and artefacts of all 3
years old children indicate that they learn to use the basic functions of the app
within ve intensively supervised and guided sessions. They required many
opportunities to watch their peers, explore the functions and receive creative
stimulations. The most remarkable impression of this age group was the persistence
with which Lilian, Elena, Callestine and Sophie learned to use the app and how
much the quality of the artefacts improved.
Simon, 4 years old, participated in 12 sessions. He missed some of the famil-
iarization sessions and started to use the app during the application stage. Simon
spent six sessions watching his peers, at times unintendedly. All of his works were
very expressive. He spent only one session to familiarize with the app (see rst
photo in Table 15.8). In all other sessions, he applied his creativity and knowledge
to express his ideas. He used the video and drawing function purposefully from the
beginning. He completed the sentence I am happy, if.. with a video recording that
shows him say . if, I can play with my father. And his drawing represents his
answer. He combined two different functions to fully express his view.
The analysis of journal records, videos and artefacts (see Table 15.8) indicated
that 4 years old children tend to learn the operation of the Book Creator faster and
may focus on the accurate representation of their ideas sooner. Simon progressed
faster compared to other 4 years old children. On average, the 4 years old children
participated twelve times, observed three sessions, spent four sessions each to
familiarize with the app and created artefact purposefully. Their ability to link their
drawings to video and voice recordings became meaningful earlier than in the case
of three years old. This was to be expected, because 4 years old children are
cognitively more ready to perform such task. As a result, the app helped 4 years old
children to better express their understanding of the world around them and
empowered them to create more meaningful multimedia artefacts.
The participation of the three 5 years old children varied a lot. At the beginning
of the study, their interest in using the iPad was high, but they lost some of the
initial enthusiasm as they realized that they needed to wait for their turn and were
limited to the use of the Book Creator. It appears that many did not like to be
limited to the use of just one app. The general interest increased again as they saw
the works of their peers during group viewing sessions. These sessions were meant
to demonstrate and recapitalize what we had done with the app and had the side
effect to inspire the children to expand their personal repertoire, try something new,
return to the app-related activity and explore the app functions further and ask more
specic questions that led towards replicating what they had seen before.
Sonjas keen interest stands in contrast to that of Lilian and Simon. She par-
ticipated 21 times, and her activities ranged from on-looking, to helping her peers
and to creating her own artefacts (see Table 15.9). Sonja (5 years old) was not
familiar with the iPad, so she needed extra time to familiarize with both device and
app.
Sonja observed the iPad activities four times, her peers only twice. When she
watched her peers, she reinforced her knowledge of the Book Creator by reminding
her peers of the sequence of actions. She also used her peers creations as inspi-
rations and tried to imitate them when she had a turn. Sonja spent seven sessions
familiarizing with the app and applying and practicing her new skills. Two more
than her peers, before she went on to spent ten sessions creating meaningful works
(see Table 15.10).
The result of her persistence was a deep understanding of the Book Creator.
Compared to her peers, she took full advantage of the app. She understood that she
can combine the functions to convey meaning or use them independently from each
other. Her contribution to the I am sad, if book includes the above displayed
work of the application stage (see image 2 in Table 15.9) and a voice recording. In
Table 15.10 Number of participations and activities of the 3 ve years old participants
Participation Observing Familiarizing and applying Creating
Maximus 8 2 3 3
Sonja 21 4 7 10
Viktoria 12 2 5 5
the recording she said that she is sad, if she loses something. When the researcher
asked her why her drawing does not relate to what she said, she replied that It does
not have to. The answer to what makes me sad is provided in the recording, so now
I can draw something that I like. She understood that the voice recording already
conveyed the message that she wanted to send and that more means to commu-
nicate this message were not necessary.
Sara and Viktoria progressed in another direction. They created different arte-
facts and combined them within one page (see Fig. 15.1). For example, Viktoria
rst drew a picture that covers the whole page and resized the nal version. Second,
she took a photo of herself, resized it and added a voice recording explaining who
she is and what her drawing represents. Third, she photographed the classs art-
works and voice recorded which of these works was important to her. At last, she
typed her name and formatted the size, font type and font colour. When she
designed this complex artefact, she planned the details, having in mind that a
person, who does not know her, may look at it and may need the additional
information. During the whole process, the researcher looked on and was not asked
to help. All of the above indicates that the Book Creator is very suitable for 5 years
old children and empowers them to convey complex ideas in a way that others can
understand and relate to.
The overall ndings suggest that the Book Creator App has the potential to
empower children to be creators of meaningful digital artefacts. The app is complex
and includes many functions, which can encourage the children to fully express
their thoughts and ideas by complementing their drawings or photos with audio or
video element. The range of available functions may also hinder some childrens
ability to express their ideas. These children may be overwhelmed by the choices
they need to make and the procedures they need to follow to realize an idea. To
unleash the full potential of the app and fully grasp all its functions, a substantial
amount of practice is necessary. Practice will improve the level of mastery and
understanding of the app over time.
15.6 Conclusion
The ndings indicate that once the children overcome the barrier of decoding the
text elements with the help of more knowledgeable others, they use the app more
effectively as they get a feeling for the functions and understand that they can
combine different function within one piece of work. Within a period of 12 weeks,
the childrens work became more meaningful and the use of the multimedia
functions increased. They progressed from relying on the researchers guidance
through the functions and text to using the app independently to create. The support
that the researcher provided changed from assisting the children with the operation
of the app, to conrming that they were following the right sequence to achieve a
certain outcome (e.g. editing their works), to providing resources that inspired them
or helped them realize their own ideas (e.g. providing a real apple or a verbal
description of how things look like). The childrens questions changed from How
can I erase this? (operational questions) to Can you show me how to draw a
mouse? (creation related questions).
Considering the intense time and attention that the researcher provided to pre-
pare, monitor and support all iPad activities, it is worth looking for a similar app
which is less complex and easier for the children to operate.
If ECE teachers decide to use the Book Creator App, they will need to plan
activities that help the children to learn to operate and understand the app thor-
oughly. Such a familiarization period may last from 1 to 7 sessions per child and
can be very time consuming. During this period, the teacher will need to monitor
and manage the activities, support the childrens app operation skills, decode text,
establish routines, understand technical rules (e.g. voice and video recordings only
work if they are located in the front layer) and realize the creative opportunities that
the app provides.
Considering the great interest shown by the children to design text and their
growing condence to create voice and video recordings, teachers may consider
including the app in their literacy learning repertoire. Listening to oneself may help
realize weaknesses in pronunciation and facilitate a greater awareness of speech.
The children loved watching and hearing their recorded selves. Additionally, the
artefacts are a great source to capture, document and evaluate the learning of
children. Teachers can create very closed or open-ended tasks and cater for the
individual preferences of their students.
15 Exploring the Suitability of the Book Creator... 269
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Chapter 16
Text Messaging for Out-of-Class
Communication: Impact on Immediacy
and Affective Learning
16.1 Introduction
P. Hayes (&)
National College of Ireland, Dublin, Ireland
e-mail: Paul.Hayes@ncirl.ie
S. Weibelzahl
Private University of Applied Sciences, Gttingen, Germany
e-mail: weibelzahl@pfh.de
The eld of instructional communication is based on the assumption that verbal and
nonverbal messages conveyed by instructors have the potential to signicantly
affect student learning outcomes (Witt 2000). When it comes to instructor com-
munication behaviour one important construct is that of instructor immediacy.
Immediacy is dened as behaviours, both verbal and nonverbal, that reduce
16 Text Messaging for Out-of-Class Communication 273
Text messaging has been exploited for supporting learning in a variety of educa-
tional settings. Studies of third-level students have shown that text messaging is
used more regularly by students than email as it is perceived as being more personal
and informal and is often students preferred way for receiving information from
their institution (Harley et al. 2007). However, because a text message is limited to
only 160 characters it is more suitable for certain types of learning activities than
others. A review of the current research literature shows that the ways in which text
messaging has been employed in education fall generally into four categories. The
rst category is when text messaging is used to support and enhance classroom
interactivity and dialogue (Clarke and Doody 2008; Markett et al. 2006). The
second category is when text messaging is used for administrative purposes such as
notications of changes in the timetable and reminders of assessment submission
dates (Naismith 2007; So 2009; Stone 2004). The third category is when text
messaging is used as a means of supporting micro-teaching activities including the
sending of short summaries for revision, the sending of links to a relevant page on a
Virtual Learning Environment (VLE) and also the provision of quizzes and feed-
back to students (Stone 2004; Tretiakov and Kinshuk 2005). The nal category is
when text messaging is used not for learning purposes directly but rather to guide,
motivate and support students, encourage participation and engagement, and pro-
mote collaboration and co-operation. This fourth category includes many examples
where it is used to enhance student affective learning, develop a sense of com-
munity amongst students and positively affect student retention rates (Trifonova
2003; Harley et al. 2007). The fourth category may include messages from some of
the other categories but the key difference is that the primary goal of the text
messaging is to support students and enhance affective learning. As this research
paper is concerned with the effect of text messaging on student affective learning it
is this nal category that is of primary interest.
274 P. Hayes and S. Weibelzahl
There are many examples in the research literature where text messaging is not
used specically for the purpose of directly improving academic learning or for
administrative purposes but is rather used to support and help students when they
are outside class. Such out-of-class (OOC) text messaging may have the aim of
enhancing affective learning and improving the learning environment, improving
communications, supporting students transition to third-level education, develop-
ing a sense of community among students or positively affecting student retention
rates. The potential of the mobile phone as a communications medium in education
prompted a research study by Brighton University to explore the use of mobile
communication as a way of encouraging a supportive dialogue between students
and relevant academic staff. The main motives behind the research were to support
students transition to third-level education and improve retention (Harley et al.
2007). Another very interesting and relevant research study by Grifth University in
Australia relates the experience of a female instructor using out-of-class text
messaging as a means of staying in touch with her students. The study demonstrates
how it can be used as a means of providing connection and a sense of community
for rst-year students and also how it encourages them to persist with their studies
(Horstmanshof 2004). Text messaging has also been used by the University of
Ulster in Northern Ireland for supporting rst-year chemistry students and for the
reduction of student drop-outs. The university sends out messages to students of the
type Sorry, we missed you today. The students do not nd the messages obtrusive
in any way, and actually welcomed them (Keegan 2006).
16.4 Methodology
The 44 students who volunteered to participate in the study had the use of a text
messaging service for out-of-class communication with one of their instructors. The
instructor used a freeware application called MyPhoneExplorer that was installed
on the instructors laptop together with a mobile phone that was connected to a
USB port on the laptop. The software application on the laptop was very versatile
and easy to use. In terms of text messaging it operated much like an email program
16 Text Messaging for Out-of-Class Communication 275
allowing the creation, viewing, editing and deletion of text messages as well as the
sending and received text messages via the connected mobile phone. The appli-
cation could be synchronised with the mobile phone allowing access from the
laptop to both the SIM and phone memory. During synchronisation contact details
of participants and text messages sent and received could be copied automatically
from the phone to the application and visa-versa. The application allowed the
sending of text messages to individuals or groups and it also supported the
archiving of text messages on the laptop.
While it was difcult to categorise some of the messages they generally fell into one
or more of three main categories. The rst category was for messages that were sent
for administrative purposes. The vast majority of these messages were sent as
broadcasts to all participants in a treatment group. Only very rarely was there a need
to send a message of this type to an individual participant or sub-group of partic-
ipants. Examples of the use of this type of message include class announcements
and cancellations, and reminders of class tests and assignment submission dates.
A few examples of text messages of this category that were sent to participants were
as follows:
Hi, I have put the nal marks for your continuous assessment up on Moodle. Paul
Dont forget you have a test on databases this Friday!
Just to remind you that John from BT Ireland is coming into give us a talk next Tuesday.
Paul
Hi, DCN class is postponed tomorrow, I have to attend an important meeting, will make it
up to you. Paul
The second category was for text messages that were specically related to the
topics covered in a module that were being delivered by the instructor and the
contents of these messages were supplementary to the course material. These
messages were sent as broadcasts to all participants and were used for the purpose
of micro-learning activities. The messages included short summaries for revision
purposes, short or multiple-choice questions and advice on how to prepare for
forthcoming classes. Each message was restricted to 160 characters so the messages
had to be short and precise. In the case of a text message containing a short question
or a multiple-choice question the correct answer was sent as a broadcast text
messages to all participants after a suitable period of time. A few examples of text
messages in this category that were sent to participants were as follows:
What is the name of each layer of the OSI network model?
What does the letter S stand for in the acronym ISDN? Answer (a) Signals (b) Services
(c) Switching or (d) Segment?
Do you have any questions on what we covered today in class?
The lecture next week is on the topic of DSL. Please look over the lecture notes on this
topic prior to coming to class. Thanks
276 P. Hayes and S. Weibelzahl
The third category of message were those whose main purpose was to promote
affective learning and included messages that were designed to motivate students in
their studies, enhance interest in the subject and to encourage attendance,
engagement and participation in class. While messages from the other two cate-
gories could have an indirect effect on affective learning this type of message was
specically aimed at enhancing it and included messages expressing pleasure at the
effort students were putting into their studies and thanking students for their par-
ticipation in class. These messages were always sent as a broadcast to all partici-
pants and care was exercised to make sure they were always positive in tone and
never critical. A few examples of text messages in this category that were sent to
participants were as follows:
Thanks for all your work and study this week. Glad to hear the projects are getting off to a
good start. Have a good one & c u nxt week, Paul
You learn something every day if you pay attention ** Ray LeBlond
Very enjoyable class today. I will try to sort out the issue with the timetable tomorrow. Paul
For the purposes of this investigation students who used the out-of-class text
messaging service were asked to complete a questionnaire. The questions were
formulated based on a review of the research literature on the use of text messaging
to support students together with a review the ndings of the preliminary studies
and the use of the text messaging service to provide out-of-class support to students
during the main study. The rst section of the questionnaire consists of 30 specic
questions about student perception of the use and impact of the text messaging
service. Participants were asked to indicate their response to each question on a
7-point Likert scale. The second section of the questionnaire uses a series of open
questions to give participants the opportunity of anonymously expressing their
personal opinions in terms of communicating with their instructor using text
messaging and its impact, if any, on them or their class in terms of learning and
education and the relationship with their instructor. It was hoped that analysis of the
student responses to the questionnaire would provide data on the effect of the text
messaging on student affective learning.
Both quantitative and qualitative data is presented in this section from the responses
of participants to the questionnaire. The data is analysed to reveal any evidence of
the impact of the text messaging on affective learning. The responses by students to
16 Text Messaging for Out-of-Class Communication 277
the open questions are especially revealing as they contain many references to the
effect of the text messaging on their affective learning.
Participation in the study was purely voluntary and overall the rate of participation
was 88 %. The total number of messages sent by the instructor during two 13-week
semesters of the study was 202. The number of broadcast messages sent to groups
of participants was 89 while 113 messages were sent to individual participants
usually in response to individual queries.
A total of 155 messages were received by the instructor from participants
indicating that participants not only received text messages but actively participated
in the communication. Between broadcast messages and individual messages the
total number of individual messages received by all participants during the study
was 1,005. This means that on average 23 messages were sent to each of the
participants and it equates to an average of less than two messages per participant
per week.
The rst section of the questionnaire consisted of 30 specic questions on the use
and impact of the text messaging service. Participants were asked to indicate their
response to each question on a 7-point Likert scale. In addition, for each question
the percentage of responses that were scored with 5 points or more is also shown.
As score of 5 points or more on any item by a respondent is taken to indicate
agreement.
Analysis of the results shows that participants generally felt very positive about
the introduction and use of the text messaging service with 91 % of participants
agreeing that they thought that being in touch by text messaging with your
instructor was a good idea and 86 % of participants agreed that they liked receiving
text messages from their instructor.
In terms of the effect of the text messaging on their relationship with their
instructor three-quarters of participants agreed that the text messaging service had
been benecial to their relationship with the instructor and over 80 % of participants
agreed that it had both improved their attitude to their instructor and made their
instructor more approachable. Just over half of participants agreed that the service
had improved their attitude to the college, had increased their liking for the subject
and had increased their motivation, engagement and participation.
When asked if they were concerned about the potential cost of replying to the
text messages 34 % agreed that they were. However only a small number of
messages sent had needed a reply and more and more students are now availing of
278 P. Hayes and S. Weibelzahl
free text messaging. While 84 % of participants did not agree that receiving text
messages from your instructor was intrusive a small number of participants had
responded to question 30 with a score of 5 or more. This was taken seriously and
further emphasised the need for careful and judicious use of the service and the
need to speak to participants about any concerns they might have and also the need
to make sure they fully realised that they could withdraw from the service at any
time of their choosing. When asked what they thought about the use of text mes-
saging to support learning 86 % of participants agreed it was an effective approach.
In summary, the participants generally liked receiving the messages and they
perceived that it improved their relationship with their instructor and his attitude
towards them. It also made the instructor more approachable and made it more
likely for them to talk to the instructor informally. Many participants agreed that the
service had improved their attitude to the college, had increased their liking for the
subject and had increased their motivation, engagement and participation. This was
taken as evidence of an effect on student affective learning of the out-of-class text
messaging.
The second section of the questionnaire gathered qualitative data from participants
on their perceptions of communicating with their instructor using text messaging
and its impact, if any, on them or their class in terms of learning and also in terms of
the relationship with their instructor. A series of open questions were used to give
participants the opportunity of anonymously expressing their opinions. The
responses from the participants to the open question provided a great deal of
valuable and insightful feedback into their perceptions of the effect of the text
messaging service on their learning experience. Analysis of the responses provides
further evidence of the effect of the text messaging on student affective learning.
The overwhelming majority of the feedback was very positive. The participants
generally perceived that the text messaging had made them feel closer to the
instructor and they felt more comfortable asking questions in class, or outside of
class, about the course. One participant, who was a mature student, responded it
has motivated me more to come to class, has improved my attitude towards college
and subjects. When asked in what ways (if any) they thought the text messaging
service has been benecial or detrimental to your class in general they again mostly
responded very positively. They felt it improved communications and had
improved the class relationship with the instructor and as a result they felt they had
a more comfortable atmosphere in class and they perceived that their learning was
better. They also felt it had brought the instructor closer to the class, had become a
talking point among them, and had brought the class closer together as a result.
They also perceived that there were many benets from it and that the class had a
higher attendance as a result. When asked in what ways, if any, they thought the
text messaging service has helped or hindered them in their learning some of the
16 Text Messaging for Out-of-Class Communication 279
participants responded that it reminded them to study before class and was better
than email for notifying them at short notice of any changes to the schedule.
The responses to the last question are particularly revealing in terms of the
overall assessment by participants of the use of text messaging for out-of-class
communication and their perceptions of the study. The participants generally
responded that it was a good service to students and improved communications.
They also felt that others should use text messaging as a means of communication
and that it was easier to communicate by text than by email. One participant felt that
it should be applied to all modules. They also felt the research study was innovative
and should be developed further as it was a different approach in dealing with
instructor-student communication.
Analysis of the quantitative and qualitative data provides evidence that the use of
text messaging for instructor-student out-of-class communication has a positive
effect on instructor immediacy and student affective learning. The participants
perceived that it made the instructor more approachable and made it more likely for
them to ask questions in class and engage in discussions with the instructor. In
addition, it made them feel more comfortable and at ease in the classroom and gave
them a feeling that the instructor cared for them.
Enhanced immediacy is very important in terms of the quality of student
learning experience and has many implications in terms of education, including
improved attendance, motivation and engagement by students. This research is
interdisciplinary in nature, intersecting the elds of both instructional communi-
cation and mobile learning. The ndings of this research are a contribution to both
elds as they demonstrate how the use of mobile technology in education can lead
to enhanced instructor immediacy and improved learning experience.
Some of the participants in the study who used the text messaging service had some
concerns as was evidenced in their feedback. Their concerns were around the
potential cost of replying to the text messages, the timing of the messages and the
relevancy of the messages to their course. In terms of cost many of the participants
used the same mobile provider as the instructor and so had no cost associated with
sending messages to the instructor. However, the cost may have been a concern for
some of the other participants. In the interests of fairness it was decided to give this
concern serious consideration in terms of any future operation of the service. It was
felt that if it could be demonstrated that the text messaging was benecial to the
learning experience of students then perhaps a way could be found to persuade the
280 P. Hayes and S. Weibelzahl
The guidelines for instructor-student out-of-class text messaging that were devel-
oped as part of the study are a very important output of the research work. The
guidelines are necessary to avoid incorrect expectations of the text messaging
service by students. They inform the student of the level of service they can expect
and this may help to avoid misunderstandings. The student is required to read and
familiarise themselves with the guidelines prior to consenting to participate in the
service. The guidelines were drawn up on consideration of the feedback from the
student focus groups and on reflection by the instructor as to the appropriateness
and effectiveness of text messaging for communicating with students. These
guidelines were used throughout the study and they worked very well in so far as
there were no complaints from participants and no participant withdrew from the
service.
The guidelines cover the need for informed consent for participants as well as
the right of participants to withdraw from the service at any stage. They also specify
the quality of service that participants can expect, including maximum limits on the
number of messages as well as maximum response times and hours of operation. In
addition the guidelines also include some stipulations about when text messages
should not be sent to students, for example the day before an examination. This is
intended so as to avoid what might be perceived as unfair advantage by some of
their peers.
While this research concludes that guidelines are very important for the use of
text messaging for instructor-student communication there is little doubt that the
guidelines could vary somewhat from one institution to another. It is hoped that the
guidelines developed as part of this research work may be of interest not only to
researchers but also to practitioners who may be interested using text messaging for
instructor-student out-of-class communication.
16.8.3 Conclusion
The main conclusion of this research is that the judicious use of text messaging for
out-of-class communication can signicantly enhance student perception of
instructor immediacy and has many other benets in terms of student learning
282 P. Hayes and S. Weibelzahl
experience. This nding is very important for all those involved in teaching
students. While it is recommended that more instructors adopt the use of text
messaging for out-of-class communication with students there are some barriers to
mainstreaming this approach in higher education that need to be considered. As
with any new development many instructors and educational institutions may be
slow to adopt this form of communication. Their concerns may be well founded and
this paper has attempted to show how these may be addressed. It is felt that if proper
precautions are exercised, the benets of using text messaging for instructor-student
out-of-class communication far outweigh any potential risks.
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Authors Biography
Paul Hayes is a lecturer in the school of computing with the National College of Ireland. His
research interests include mobile learning, data communications and Internet of Things. In 2010 he
received a Ph.D. from the University of Limerick for his work on exploiting mobile
communication in supporting education. Paul graduated in 1990 with an honours degree in
Electronic Engineering from the University of Limerick. He subsequently completed a Masters
degree by full-time research in the area of wireless networks. He was then employed by Queens
University Belfast as a Research Associate to work on a collaborative research project between the
University and Nortel before joining the National College of Ireland.
Trier, Germany. Stephans main areas of expertise are personalisation in e-Learning and the
evaluation of learning technologies. Exploiting articial intelligence techniques, Stephan and his
team designed, developed and evaluated a number of e-Learning systems that monitor and adapt to
the user in order to improve the learning process.
Chapter 17
Implementing a Mobile App as a Personal
Learning Environment for Workplace
Learners
Nicole Gu
17.1 Introduction
N. Gu (&)
The University of Hong Kong, Hong Kong SAR, Peoples Republic of China
e-mail: nicole_gj@outlook.com
experience (Cross 2003; Eraut 2004). This happens in the context of employees
attempt to deal with problems emerging in the workplace. In order to cope with the
growing competition, employees in cooperate environments continuously engage in
informal learning activities.
Literature informs that employees in cooperate environment continuously
engage in informal learning, which describes learning without formally organized
content and learning that happens outside of formally organized settings
(Sefton-Green 2004). Technology has created a spectrum of possibilities for
informal learning. Web 2.0 tools, such as RSS, blogging, Wiki, and social networks
have provided quick access to information for employees to engage in informal
learning. Currently, the commonly adopted Web 2.0 services in the adult educa-
tional eld include but are not limited to RSS, podcasting, and microblogging
(Garrison 1997; Holotescu and Grosseck 2010; Lee et al. 2008; Williamson 1998).
RSS provides an effective approach to searching and managing the vast volume of
information on the Internet. Podcasting refers to online audio content that is
delivered via an RSS feed. Microblogging is a combination of blogging and instant
messaging that allows users to create a short message and post it on their prole.
Emerging mobile technologies add a new dimension and considerably increase the
possibilities for Web 2.0 technology usage in informal learning; however, the use of
mobile technologies in the context of the workplace has not been researched
widely, and relevant understanding is lacking.
This article introduces the process of design and development of a mobile App
named MobLearn@Work, with the purpose of exploring how mobile Web 2.0
technologies assist individual employees in their work-related informal learning. An
integration of several Web 2.0 tools including RSS, podcasting, Web searching, and
microblogging was applied to serve as a personal learning environment. The study
has also proposed a unique data collecting method via the log system in order to
measure learners actual time spent on the App. Limitations and recommendations
for the future design of educational Apps in the context of workplace were both
discussed at the end of the study.
Along with the fast development of ICT technologies and mobile technologies,
Apps have become prevalent nowadays. So far, there has been a number of Apps
which are designed for educational uses, however, only a few have been developed
for adult learning in the workplace to date. These include Apps mainly targeting
areas, such as health and safety, operational efciency, and soft skills, such as
leadership or communication, and management skills (e.g., Workplace Safety, Lean
Manufacturing, and How2Lead). Most of the learning Apps are standalone, which
means that their contents are predened by the developers. This feature greatly
limits the life cycle of an Apps. In contrast, net-based Apps that provide dynamic
updates using feed technology (such as RSS) guarantee the continuous use by
17 Implementing a Mobile App as a Personal Learning Environment 287
The concept of PLE was rst introduced by van Harmelen (2006), who describes
PLEs as systems that help learners take control of and manage their own learning.
A PLE is an individual e-learning system that provides learners access to a variety
of learning resources. According to Chatti and his colleagues (2010), the concept of
PLE supports self-organized, informal, lifelong learning and network learning and
translates the principles of constructivism and connectivism into actual practice
(p. 79). In PLE settings, the learner is expected to set their own learning goals,
manage their learning contents, implementing learning strategies, and in the same
time communicating with others with the purpose of achieving learning goals (Van
Harmelen 2006). PLE is not simply an application, but rather a new approach of
learning that emphasizes the importance of learners self-direction in the process of
learning via the use of technologies. Researchers have explored different means to
bring the concept of PLE into practice, with an agreed standpoint that the use of a
set of different tools may be feasible in the PLE pattern (Attwell 2007; Sclater 2008;
Wilson et al. 2007). Chatti and his colleagues (2010) mentioned the RSS feeds
(such as iGoogle) that allowed the integration of different services into a single
personal platform, which to some extend matched the characteristics of PLE.
Fig. 17.1 Workplace informal learning framework in the context of mobile Web 2.0
Open platform technologies, such as IOS, Android, and Windows Phone have
brought great opportunities to develop application software for mobile terminals;
however, it currently remains difcult to satisfy the specic demands of end users
and overcome the technical constraints of mobile devices. To address the constantly
changing software requirements, Extreme Programming (XP) (Silva 2007) has the
advantages of on-time delivery, reliance on team members knowledge rather than
documentation, short release cycles, tight customer integration, incremental design,
constant communication, and coordination. Based on the XP, Abrahamsson and his
colleagues (1990) developed an agile approach called Mobile-D for the mobile
application (Symbian platforms), which mainly emphasizes the early identication
and solving of technique issues, rather than considering usability during the
development process. Usability measures the quality of a users experience when
interacting with a product of system. Due to the limitations of mobile devices, user
experience is of great importance during the development. In todays IOS and
290 N. Gu
two. The designer periodically publishes the latest version of the App for partici-
pants to use. The designer also collects feedback on users experience through
random discussions with participants. Based on this feedback, improvements, and
new features are generated and transferred to the developer for an improved new
version. The two loops run in a continuous manner until a satisfactory balance
between the participant and designer is achieved.
The cycle on the right, referring mainly to technical development, is a traditional
agile development process. The left circle is novel. Such a circle, associated with
the end user and the designer, mainly focus on the improvement of usability. Unlike
the traditional desktop software, the concept of UCD is crucial because the usability
determines whether or not the user continuously uses the App. Therefore, the UCD
design process is a separate loop at the same level as the technical development.
The periodicity of the two cycles differs. The upgrading of new versions from the
designer to the participant is biweekly or more frequent, while the small releases
from the developer to the designer occur on a daily basis.
Regarding the emerging educational applications, the bi-loop development
process for the mobile App combines usability and the agile process together, while
considering different roles in the design process with the purpose of putting edu-
cational theory more effectively into practice. It has been proven to be efcient in
response to the participants learning requirements.
Fig. 17.4 Use case (left RSS/Podcasting; right mobile Web searching)
experience. This means that when the user searches for something, he/she may get
results on all of these six aspects at the same time. Details of the searching activities
can also be found in Fig. 17.4 (right). There are basically two kinds of searching
activities in the study. One is initiated by clicking a keyword from the search list,
and the other by adding a new search item. MobLearn@Work provides a series of
online open courses for users. For example, a list of the nancial open courses from
MIT and Yale were provided as recommendations to help users to get started with
the App.
17 Implementing a Mobile App as a Personal Learning Environment 293
With the purpose of enhancing the users experience, we have emphasized more on
the improvement of the usability rather than functionality of the App. The affor-
dance of the App determines the activities of daily use. As a private product, the
smart phone is usually installed by its user the applications that are most frequently
used. Therefore, the usability of mobile Apps must be continuously improved in
order to extend an Apps life cycle.
Being different from desktop applications, the design of a mobile App should
take into account the benets and limitations of a mobile device. On the one hand,
mobile devices obviously have some operational superiority to the PC. Recent
mobile devices attract users through their excellent touch experience. The opera-
tions are usually simple and can be accomplished just with the ngers. Desktop
applications often contain a complicated operational procedure, and must be
manipulated by the mouse and keyboard. On the other hand, the user interfaces of
mobile Apps must be well designed. Input by nger is less accurate than that by
mouse and keyboard. This causes the designers of the user interface to consider the
most amenable style. Therefore, the UCD is of great importance in App design.
During the development iteration, several important changes regarding the
affordance of the App were made, as shown in Fig. 17.5.
As proposed by the latest Android reference design, the action bar and swipe UI
were used. Common operations are integrated into the action bar. Operations
regarding switching pages were replaced by introducing a gesture (Fig. 17.5-1).
Most content carriers were modied to be Web-based. This creates consistency
in the content arrangement. Pinch open and close gestures allow users to zoom
in and out the target contents, overcoming limitations of the small screen on
mobile phones (Fig. 17.5-2).
A global navigation was added to the action bar. Users can go to any of the four
functions freely at any time. This saves a lot of time and makes it much easier
for the users to switch between Apps (Fig. 17.5-3).
A global search function was added to the action bar. This enables users to
conduct a new Web searching activity anywhere in the App, instead of
switching to the Web searching page (Fig. 17.5-4).
There was a noticeable increase in the ve participants total time spent on the App
after the UI improvements, especially on the Web searching function. Such a trend
is clearly demonstrated by the dashed orange lines in Fig. 17.6.
According to Fig. 17.6 (top), the time of each participant spent on
MobLearn@Work was around 2038 min at the beginning of the study, which had
increased to around 40-82 min by the end of the second month. The rst inflection
point occurred at the end of the third week when the widget of the search bar was
introduced to the participants. According to Fig. 17.6 (bottom), after the search
widget was published, the search count signicantly increased. Participants reported
Fig. 17.6 Statistics by 9 weeks, coordinates of total are to the right axis (top each participants
time spent on the App; bottom counts of participants mobile search activities)
17 Implementing a Mobile App as a Personal Learning Environment 295
that they were quite satised with searching for something by simply clicking the
search bar widget instead of opening the App. The second inflection point occurred
at the end of the fth week when the swipe UI was published. Swipe is initiated by
gestures rather than by clicks. Participants reported that the page swiping reduced
the intervals of traditional page transitions that they disliked, while
substantially increasing ease of use.
Another interesting phenomenon was that both curves of Fig. 17.6 fluctuate,
which is especially apparent in Fig. 17.6 (top). The utility times usually rose when
new updates were released and then fell after approximately 1-2 weeks. This
implies that the continuous improvement of the App is a good way to increase user
stickiness. Such a phenomenon is likely to occur when an App is rst introduced to
users. Based on Fig. 17.6 (top), the biweekly periodicity of the updates is con-
sidered to be appropriate. After several weeks, the utility time is likely to become
steady, as seen in the tail of Fig. 17.6.
After installing MobLearn@Work and receiving the basic training on how to use it,
participants were required to start exploring the app as they want. The researcher
has talked with each participant occasionally to get their feedback and suggestions
with the purpose of further improving the functions and usability. Besides, a log
system has been installed within the App to quantify the data by recording each
learners time spent on each function and certain activities. This complements the
ndings to a great extent by providing strong evidence, which leads to the
improvement of the app.
The built-in logging system plays an important role in providing rich informa-
tion on how each participant uses the app. Unlike the traditional bug reporting
system, the logging system is used to collect the user activities towards the mobile
app. Figure 17.7 is a part of a sample log report generated by learners mobile
device.
The life cycle of a mobile App in Android OS has been looked into in order to
develop the log system. Android names every visible App window as the activity,
and every invisible part of the app which provides functions at backend as the
service. If the invisibility of windows is regarded as the moment when user
releases their focuses on the app, the total time of the app use is equal to the live
period of the activity. Therefore, the statistics of foreground lifetime reflects the
tendency and favor of each user. Based on it, several indicators, such as the total
foreground lifetime by function, the total foreground lifetime by week, and the total
foreground lifetime by day, are easy to derive. Besides, users activities in using the
app are of great interests, such as adding a new RSS item, adding a new search, etc.
The tendency of social sharing is also easy to obtain by counting the times and
recording the sharing targets. Beneting from Android OS, users can share their
learning achievements to whatever targets that have been installed on their phones.
In this study, the sharing destinies are classied into two categories, the internal
microblog site built for the study, and the external platforms, e.g., Sina microblog,
Facebook, Twitter, etc. The internal microblog represents for a closed community
of participants while the external denotes the social networks of each individual
learner.
Due to privacy issues, the detailed contents of what learners read, listen, and
search are not recorded. Data collected from the log system, combined with data
from interviews and other means, shall be analyzed to get a comprehensive
understanding of each participants way of using the app based on his or her own
situations under certain specic contexts.
Figure shows the results from the participants weekly log reports during the rst
1 month of testing to examine the App. RSS was the mostly adopted function for
gathering information by the participants, allowing participants to get what they
want to learn semi-intentionally. According to conversations with all the partici-
pants during the second interview by end of the study, they all admitted that RSS
had been the mostly common used application in MobLearn@Work. It thus could
be concluded that reading subscribed contents anytime and anywhere contributes
most to participants learning requirements in the workplace (Fig. 17.8).
However, the usage of the other three applications are relatively lacking com-
pared with RSS. Searching function was used to some extent but not satisfying.
Microblogging was seldom used which was mainly due to the limited number of
users, according to participants reflections thereafter. Based on discussions with
participants during the testing period, there existed certain difculties while they
were interacting with the app. For example, data informed that the majority of them
felt not comfortable adding a new RSS feed. Aiming at this issue, a number of UI
improvements had been adopted to solve the raising problems, which was discussed
in the earlier part of this article.
During the testing period, it has also been found that sharing was one of the
participants major activities in the study. This informs the importance of social-
ization in the process of workplace informal learning. However, there has been
noticed a huge difference between internal share and external share. Participants
tended to repost more on their own social networks instead of sharing internally to
17 Implementing a Mobile App as a Personal Learning Environment 297
Fig. 17.8 Participants time spent on each function separately (rst month)
In fact, the logged time does not equal the actual time spent on informal learning. It
is difcult to measure the accurate time of informal learning. Therefore, this study
assumes a ratio g between the logged time t and the estimated time et for each
participant, denoted by
et g t 1
The ratio was obtained by a questionnaire. The contents were classied into
different categories, such as professional knowledge, communication skills, nance,
business, politics, technology, entertainment, etc. Participants were required to
mark the relevance of the use frequency of each category. Final result of the
questionnaire was quantized into a number between 0 * 1. The average learning
time lt gathered from the log system and the estimated average learning time l ~t
obtained from the questionnaire are summarized in Table 17.1. The estimated
average learning time per week approximately equals the time of a traditional
training session in most workplace environments.
298 N. Gu
17.6 Conclusion
References
Author Biography
Nicole Gu is a Ph.D. candidate in the Faculty of Education, The University of Hong Kong. Her
major research interests cover the areas including but not limited to mobile learning, Web 2.0
technologies and adult learning. Her current research topic is to evaluate workplace informal
learning activities in the context of mobile Web 2.0 via the use of a customized App.
Part V
Mobile Learning in Subject Domains
Chapter 18
The Theory of Context-Aware Ubiquitous
Learning and the Affordances of This
Approach for Geometry Learners
Helen Crompton
Abstract The use of mobile learning has provided new pedagogical approaches to
teaching geometry as a result of the technological affordances provided. One of the
key affordances of mobile learning is the portability of the devices. This has
untethered the learner from a particular environment to learn wherever and
whenever the learner chooses. This chapter describes a subcategory of mobile
learning called context-aware ubiquitous learning (context-aware ulearning) where
learning happens in a real-world environment while using mobile devices to interact
with that setting. This chapter delineates this subcategory and how this type of
learning can be dichotomized into sensory and ambient context-aware ulearning.
An argument is made that context-aware ulearning is a useful pedagogical approach
for learning geometry.
18.1 Introduction
The use of mobile learning has provided new pedagogical approaches as a result of
the new technological affordances (Crompton 2013). Crompton posited that one of
the key affordances of mobile learning is the portability of the devices. This has
untethered the learner from a particular environment to learn wherever and
whenever the learner chooses. As educators and scholars have considered how
these mobile affordances can be exploited, a new category of mobile learning has
formed called context-aware ubiquitous learning (context-aware ulearning;
Lonsdale et al. 2004). This term is broadly described as the use of mobile devices
for learning while interacting with a real-world setting. In this chapter,
context-aware ulearning is delineated and an argument is made to how a further
H. Crompton (&)
Old Dominion University, Norfolk, VA, USA
e-mail: Crompton@odu.edu
dichotomy forms sensory and ambient context-aware ulearning. This chapter also
describes how context-aware ulearning is a useful pedagogical approach for
extending and enhancing students understanding of geometry.
cases, mobile devices can be seen as an alternative to large desktop computers that
are cheaper, portable, and compact for storage. The argument could be made that
this type of testing in not mobile as the students have to typically stay in one
location to complete the test. However, the rebuttal could be that the testing can
happen in rooms and other locations that testing would not be possible without a
mobile device. This could be valuable in supporting students with special needs.
Learning with mobile devices in schools is a relatively new experience for
mathematics teachers. In the majority of schools with mobile learning implemen-
tations, there is a lack of teacher training on how to use the technological devices to
teach (viz., Cheon et al. 2012; Crow et al. 2010). Teachers often resort to traditional
teaching approaches when using the devices (Hughes 2013). Drill programs can be
used as teachers task the students with completing one of many mathematical
games available via the Internet or application on the iPads. Students typically
remain seated at their desks in the classroom as they complete these games. There
are also games that encourage collaboration as two to four players can work
towards a common goal on applications such as Operation Math Code Squad
(2014).
Companies (e.g., Ventura Educational Systems) have developed applications to
mimic traditional virtual manipulatives. For example, the Hands-On Math
Geoboard (2015) application that allows the user to put virtual elastic bands on a
geoboard and add color to the shape. Figure 18.1 provides a visual example of three
virtual elastic bands that have been placed on the virtual board with the bottom
shape lled with color. Manipulatives are particularly useful in geometry with
shape and measurement as they can provide a visual representation of the concept.
Zbiek et al. (2007) postulate that when selecting manipulatives that three main
points need to be considered, which are:
Mathematical Fidelity: how the mathematical object honors the underlying
mathematical properties of that object in the virtual environment.
Cognitive delity: how the virtual manipulative reflects the users cognitive
actions and choices.
Pedagogical delity: how teachers and students believe that the virtual manip-
ulative allows students to act in mathematical ways to correspond to the nature
of mathematics and underlies a teachers pedagogy.
Some mathematics applications have students use the mobility of the mobile
devices to play educational games. For example, Motion Math (nd) incorporate
motion sensed game applications (Motion Math nd). For these games, the student is
required to make their answer choices by moving the devices from side-to-side
rather than touch selecting a choice. These are different examples of mobile
learning, activities that can support geometry learners.
Games and virtual manipulatives are especially helpful for mathematics teachers
who are new to using mobile technologies as they can connect to traditional
teaching approaches of playing board games and using concrete manipulatives.
This adoption of familiar methods can initially be useful, but with practice and
further condence mobile learning needs to extended to adapt the way that tech-
nology is used and how it meets the needs of the particular learners. In this chapter,
teachers are encouraged to go one step further and to innovate and take learning
beyond what has been done in the past and fully use the affordances to push the
boundaries of traditional pedagogies (Fig. 18.2).
Mobile learnings obvious innovation to teaching is that the mobile devices can
also be used both inside and outside the classroom. Students can connect with the
real-world environment while using the technological support of the mobile devi-
ces. This type of learning will be described in the following section on
context-aware ulearning, then connections are made to how this type of learning is
useful in extending and enhancing students understanding of geometry.
Academics and educators have advocated for centuries for students to learn edu-
cational concepts while connecting to real-world concepts (Clairaut 1741/2006;
Bartolini-Bussi et al. 2010). Context-aware ulearning can be used to have students
18 The Theory of Context-Aware Ubiquitous Learning 307
making those connections as the students learn while interacting with the real
world. Hwang et al. rst dened context-aware ulearning in 2008. In this section, an
argument is made for a dichotomy in context-aware ulearning to two distinct areas:
ambient and sensory. See Fig. 18.3.
Hwang et al. (2008) described context-aware ulearning as:
The learners situation or the situation of the real-world environment in which the learner in
location can be sensed, implying that the system is able to conduct the learning activities in
the real world context-aware ulearning can actively provide supports and hints to the
learners in the right way, in the right place, and at the right time, based on the environ-
mental contexts in the real world. (p. 84)
Hwang et al. went further to provide a list of examples of what could be included.
Table 18.1 provides a few of those models and examples.
Many of these activities use cutting edge technologies beyond what is typically
available on mobile devices. For example, in the chart above, to Collect data in the
real world via sensors the application needed to sense water contaminants would
probably require an additional peripheral technology, such as a probe, and an
application designed to present that information. In the table above there are four
other similar examples that require the device to sense information. This is one
group of context-aware ulearning activities, called sensory. It is important to
mention here that the mobile device has a full range of sensors, but again these are
not accessible to all. They have to be unlocked for general use via an application. At
the end of 2014, the Sense-it (2014) application was developed by the Open
University boasts being the rst open application to unlock the full range of sensors
on mobile devices. The Sense-it application is only available for Android devices.
This could be the start of easier access for educators to enable them to use the
senses on mobile devices. However, this program has yet to reach general main-
stream knowledge and use and the sensory descriptions of Hwang et al. (2008)
require additional peripheral technologies.
308 H. Crompton
Table 18.1 Models and examples of context-aware ulearning activities (The full table can be
accessed at Hwang et al. 2008, p. 86.)
Model Context- aware ubiquitous learning examples
Learning in the real world with The students learning in the real world and are guided by the
online guidance system, based on the real-world data collected by the sensors
For example, for the students who takes a chemistry course, hints
are provided automatically based on his or her real-world actions
during the chemistry procedures
Learning in the real world with The students learn in the real world, and support is automatically
online support provided by the system based on the real-world data collected by
the sensors
For example, for the student who is learning to identify the types of
plants on campus, relevant information concerning the features of
each type of plant is provided automatically based on his or her
location and the plants around him or her
Collect data in the real world The students are asked to collect data by observing objects in the
via observations real world and to transfer the data to the server via wireless
communications
For example, observe the plants in this area and transfer the data
(including the photos you take and your own descriptions of the
features of each plant) to the server
Collect data in the real world The students are asked to collect data by sensing objects in the real
via sensors world, and report what they found. For example, the students nd
three different samples of water and report a contaminant found by
using the sensors
Identication of a real-world Students are asked to answer the questions concerning the
object identication of the real-world objects
For example, what is the name of the insects shown by the teacher?
Observations of the learning Students are asked to answer the questions concerning the
environment observation of the learning environment around them
For example, observe the school garden, and upload the names of
all the insects you nd
Cooperative data collecting A group of students are asked to cooperatively collect data in the
real world and discuss their ndings with others via mobile devices
For example, Cooperatively draw a map of the school by measuring
each area and integrate the collected data
Cooperative problem solving The students are asked to cooperatively solve problems in the real
world by discussing through mobile devices
For example, search each corner of the school and nd the evidence
that can be used to determine the degree of air pollution
18.3.1 Sensory
Since 2007 (see Hwang et al. 2007), Hwang and colleagues have published on the
topic of context-aware ulearning. Some of those studies, such as those in
Table 18.1, connect with sensory and ambient activities, but the primary focus of
their work on context-aware ulearning connects with sensory activities. Hwang
et al. describe the context-aware ulearning environment as a pedagogy where
individual students are guided to learn in a real-world situation with supports or
instructions from a computer system or using a mobile device to access the digital
content via wireless communications, where the learning system is able to detect
and record the learning behaviors of the students in both the real world and the
virtual world with the help of the sensor technology (Hwang et al. 2008). The
following year, Liu and Hwang (2009) used this description:
Since the early 2000s, new forms of mobile technology containing additional sensor
devices have been providing new directions for technology assisted learning, and this has
led to context-aware ulearning, which enables users to interact and learn with sensors and
radio frequency identication (RFID) embedded objects in their surroundings. (p. 1)
This system let the students know if they were correctly identifying target rocks.
In another study using context-aware ulearning, Chen and Huang (2012)
developed a context-aware ulearning environment in a museum. In this museum,
the aboriginal artifacts were each labeled with an RFID tag and students were
provided with mobile devices with RFID reader. As the students walked around the
museum the RFID technology assisted in navigating the artifacts. The RFID tags
were set up so as the student came within close proximity to the tag relevant details
about the artifact were displayed on the mobile device.
The two studies are good examples of how systems were developed that enabled
students to interact with the real world while being provided with additional
information to support in their learning. The quote from the rst study was chosen
in particular to emphasis the technological competency required to develop such a
310 H. Crompton
system. It is essential that there are experts developing systems like these to provide
unique context-aware environments that focus on sensory and RFID technologies.
18.3.2 Ambient
It is unlikely that mainstream class teachers will be able to provide these types of
activities for their students. The majority will not have the technology skills,
knowledge, or the time to create these types of activities for their students.
However, there are other types of activities that teachers can use with their students
that t into the category of context-aware ulearning activities and these have been
named ambient learning activities. For an activity to t with this category it has to
be deemed a viable option for educators to be able to use without the need for
special technological skills or knowledge above the average K-12 (education for
children aged *418 years old) teacher.
One good example of a context-aware ulearning ambient activity is by using
quick response (QR) codes. These codes are two-dimensional bar codes that can
hold up to 7,089 characters of information. As these square pixelated black and
white codes are scanned with a mobile device, they will take the students to
website, coordinates on a map, reveal text messages, read an audio message, etc.
QR codes are versatile in their use so they can t with many different strands in
mathematics. QR codes are a simple technology to use with only the basic tech-
nology skills required for teachers to scan and to make their own codes (See
Crompton et al. (2012). Law and So (2010) used QR codes in a math trail activity.
As the students walked along the trail, the students stopped at various locations to
scan the QR codes and answer the mathematical questions. There are many different
augmented reality applications available for teachers that also allow the creation of
customized augmented reality activities. Augmented reality activities allow the
student to view the world in real time while it is supplemented by the inclusion of a
virtual addition (e.g., a video or animated cartoon character).
Crompton (2015) used another type of application to have students learn about
angle and angle measurement. In this study, students aged nine to 10 years of age
were introduced to angle concepts by exploring angles in the playground. In pairs,
students used iPads, Sketchpad Explorer app, and an add-on program called
Measure a Picture (Steketee and Crompton 2012). Within the app, the students took
photographs of angles they found in the playground and were able to use the
dynamic protractor to measure the angles. Elisson and Ramberg (2012) had the
students involved in two context-aware ulearning activities. The rst activity had
students learn about the concept of volume as they played the role of architects in
planning for new buildings. In the second activity, students had to relocate imag-
inary species of animals from a local zoo as they learned about area. Students used a
measurement application for both these activities.
18 The Theory of Context-Aware Ubiquitous Learning 311
18.6 Conclusion
The majority of mathematics teachers have probably heard a student say Why do I
need to know this, when will I ever need it? For centuries, scholars have advocated
for the study of mathematics to connect with the real world. This will provide
meaning for students as they learn to understand that mathematics is not just
something that happens in the classroom, but it is all around us. The use of
context-aware ulearning will connect students to that real world while providing
technological supports to enhance that learning. There are many context-aware
ulearning sensory activities that may require computer science experts and appli-
cation developers, and there are also context-aware ulearning ambient activities that
can be used by classroom teachers to extend and enhance students understanding in
geometry.
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Author Biography
Abstract The Internet mobile device enabled social networks of today stand
accused of being so-called weapons of mass distraction or worse. However, we
point out that modern fears about the dangers of social networking are overdone.
The paper goes on to present three phases of mobile learning state of the art that
articulate what is possible now and in the near future for mobile learning. The
Learning Layers project is used to provide a case of barriers and possibilities for
mobile learning; we report on extensive initial co-design work and signicant
barriers with respect to the design of a mobile Help Seeking tool for the Healthcare
sector (UK). We then provide an account of how the Help Seeking tool is being
linked to a Social Semantic Server and report on a follow-up empirical co-design
study.
19.1 Introduction
The current context is that rarely does a day go by without dire warnings and overt
action to either ban mobile devices and access to social networks from the work-
place or school, or for monitoring of some description to be put in place to police
behaviour. Put simply, social networks and mobile devices stand accused of being
so-called weapons of mass distraction or worse. For example, we have the fol-
lowing suspect claim (Infographic 2012): Social Media Distractions Cost U.S.
Economy $650 Billion. Indeed, in schools we have this recent example of
policing (CBSlocal 2013): Glendale Unied School District in California is
paying $40,500 to Geo Listening to collect and analyze all social media public posts
of 13,000 students even if it was done off campus. However, a McKinsey
Global Institute report (Chui et al. 2012) claims that social networking within
companies could increase the productivity of knowledge workers by 2025 %.
Modern fears about the dangers of social networking and the use of mobile devices
for learning are overdone.
The rst part of this chapter provides a three-phase overview of mobile learning
state of the art, which incorporates a view of the emerging technologies and their
pedagogical affordances, attendant barriers and how to overcome them, and which
highlights emerging trends in mobile learning. The Learning Layers project is then
described using the frame of design research to illustrate what is possible in social
networks and mobile device-mediated learning. We report extensive initial
co-design work and signicant barriers with respect to a mobile Help Seeking tool
for the Healthcare sector. The chapter then provides an account of how the Help
Seeking tool is being linked to a Social Semantic Server and we briefly report on a
follow-up empirical co-design study. We conclude by highlighting associated
challenges.
this is a big challenge. Carmean et al. (2013) point out that features-oriented
affordances of mobile devices are not enough as a way of characterising m-learning.
They propose that we need to examine the deeper affordance of mobile devices,
particularly the immediacy and the connection natively built into such devices.
Indeed, they propose that if we are to understand the potential for new learning
experiences and support that new mobile devices afford, then we need to examine
mobility + design. We fully agree with Carmean et al.s well-argued assertion that
design research allows us to bring out never-seen before possibilities. However, in
terms of scaling up m-learning, a key research theme, Cochrane (2013) points out
that several larger m-learning projects have tended to focus on specic groups of
learners, rather than developing pedagogical strategies for the integration of
m-learning within tertiary education in general. It appears that the situation in
m-learning research can be typied as being typically content centric, a focus on the
device. We agree with Carmean et al.s assertion that designing for m-learning can
help unlock the web of individualised choices that are available by encouraging us
to design for access to small chunks, and to make these customizable to individuals
needs, experience and agency. Specically, design research allows us to engage in
inquiry surrounding the transformative possibilities for m-learning. Designing for
m-learning at scale, beyond pilots and content-centric approach, is a big chal-
lenge. To help elucidate the issues, below we describe in some detail work by the
authors on an investigation of a design research approach (The Help Seeking tool).
With near global ownership of mobile devices imminent, the more technical con-
cerns surrounding cross-platform mobile development becomes crucial. To
summarise, the current state of cross-platform development techniques falls into
two broad approaches: cross-compilation (native apps) and mobile web appli-
cations (web apps) also referred to as the responsive web. A trend which could
signicantly help scale learning is Learning Analytics (LA), this is one of the
promising techniques that has been developed in recent times to effectively utilise
the astonishing volume of student data available in formal education. Finally, we
note that while some describe MOOCs (massively open online courses) as a fad
possessing poor quality, lack of student engagement, lack of business model, and
high dropout rates, others think that the MOOCs will soon become the de facto way
to remediate and educate a broad swath of students in a wide variety of content
areas, i.e. to assist in scaling. De Waards (2013) work on MobiMOOC provides an
example of how a mobileMOOC or mMOOCs would work. What is encouraging
about de Waards exposition of the affordances of the mMOOC is that she is clear
on the reasons for the mobile additions from a reflexive pedagogical perspective.
With respect to the third state of the art (focus on the boundaries of learning that
the m in m-learning forces us to explore), we argue that participants in new mass
communications are now actively engaged in generating their own content and
contexts for learning. Indeed, for us mass media are witnessing a paradigm shift in
which the user can generate their own content with a mobile phone or another
digital device. Thus these activities at the boundaries of learning are made up by a
lot of individuals publishing user-generated content (in the form of videos that users
have produced themselves or digital media that have been copied from some other
19 Three Phases of Mobile Learning State of the Art and Case of Mobile 319
19.3.2 Vygotsky
went on to propose the Zone of Proximal Development (ZPD). This was a sig-
nicant paradigm shift, because up until that point a childs mental development
had been assumed to be indicated only by those things that children could achieve
on their own, whereas Vygotsky took the view that what children can do with the
assistance of others [the more capable peers] might be in some sense even more
indicative of their mental development than what they can do alone (Vygotsky
1930/1978, p. 85). Furthermore, development in a ZPD has a forward looking,
temporal and prospective dimension. Indeed, in addition to reorganising the
visual-spatial eld (a centre of gravity of current attention) Vygotsky proposed
that the child, with the help of speech, creates a time eld he can act in the
present from the viewpoint of the future (Vygotsky 1930/1978, pp. 3536).
Recently, Cook (2010) has extended some of Vygotskys concepts to adult
learners (MA Landscape Studies, University of Shefeld, UK) to explain the way
they collaborate using mediating tools (mobile phones, Augmented Reality, lan-
guage). This work provides a description of the components of a context that
emerges at run-time (i.e. when learners engage with a task/activity using tools like
mobile devices and language), whereby context is conceived as a core construct
that enables collaborative, location-based, mobile device mediated problem solving
where learners generate their own temporal context for development within the
wider frame of Augmented Contexts for Development (ACD) (Cook 2010). We
rmly believe that tracing the links between multiple temporal context for
development is a key to understanding cross-contextual learning and
meaning-making (this is a core notion in our proposal for the design of innovative
recommendation services, more details described below).
The ACD appears to act as part of the substitute for what Vygotsky calls the
more capable peer. As Cook (2010) states, mobile devices can be used as medi-
ators in an ACD using them as the more capable peer that is able to guide and
scaffold the learners to nd the solutions. The main elements to develop the ACD
are: (a) the physical environment, (b) a pedagogical plan, (c) tools/devices for an
augmented oriented approach, (d) learner co-constructed temporal context for
development, and (e) collaborative learners interpersonal interactions using tools
(which overlaps with (d)).
The focus of the remainder of this chapter is from the perspective of Learning
Layers work package 2 (WP2), one of six R&D work packages in the project.
Figure 19.1 shows how we organise the project. All three interaction layers (i.e.
WP2-4) draw on a common Social Semantic Layer (WP5) that aims to ensure that
informal learning is embedded in a meaningful context.
WP2 is concerned with the Networked ScaffoldingInteracting with People,
developing technology support for current working practices of an individual so
that it is persistent over multiple work/organisational contexts and so that it extends
into larger networks of people. We adopt as a basis for our work the term scaf-
folding, which draws on Vygotskys ZPD but which can be attributed to Wood
et al. (1976) who described it as a process that enables a child or a novice to solve
a problem, carry out a task, or achieve a goal which would be beyond his unassisted
efforts (p. 90). Our Networked Scaffolding idea proposes on the one hand a
low-barrier approach that collects and semantically analyse Q/A typically asked in
practice, we create a scaffolding resource of solved questions and similar and
more capable peers that workers have asked about a concept or problem in a
particular learning context. On the other hand, from the analysis of this actions we
identify learning patterns to provide support to novel informal learning challenges
associated to the practice of exchanging Q/A.
This work contributes to the building of recommendations services/algorithms
that are being realised with Social Semantic Server (SSS) technology from other
WP5 (described below).
In Learning Layers WP2, we have focused our design research over the last 2 years
(2013 and 2014) on the study and understanding of Help Seeking in the Healthcare
sector (NE, England). The Help Seeking design and development team emerged
from the Layers Open Design conference in February 2013 and has subsequently
engaged in extensive and iterative design renement of ideas. The co-design
approach has been selected as the most suitable, because it is necessary to identify
the user needs and problems, particularly because our context is one where staffs in
the Healthcare sector are not condent about the use of technologies in their work
practice (we elaborate on this point below).
Results derived from the analysis of the initial co-design activities in the
Healthcare sector have conrmed that putting guidelines and pathways into
practice, in particular national health guidelines, can be a problem (it represents a
systemic pain point) and that as such it important to support conversations and
discussions about the implementation of guidelines locally. In this context, we
claim that there will be conversations over time in which these additions to the local
implantation of guidelines will evolve. Our hypothesis is that these conversations
will take place within Personal Learning Networks or PLN (Cook and Pachler
2012; this chapter includes a literature review of work-based practice, tagging and
trust) and in a more organisational level through Shared Learning Networks
(SLN). APLN is a group of people organised by an individual and formed by her
trusted colleagues. On the other hand, a SLN is a network which contains every-
body registered on the learning system.
These networks play a key role, and therefore we take the view that the
development of those networks, as well as the associated help seeking of opinions
in such networks, requires scaffolding. The outcomes of these conversations will
feed into the local implementation of national guidelines. Therefore, the Help
Seeking prototype provides peer support for workplace decision-making and
problem-solving (i.e. informal learning) by scaffolding: (1) the building, main-
taining and activating of a trusted Personal Learning Network, and (2) the
movement from using a trusted PLN to SLN. Our aim with the Help Seeking
prototype is twofold: supply computer support for a range of workers in the UKs
Healthcare sector to assist them in identifying (i) relevant more and trusted capable
peer(s) from and with whom to learn (informal learning) and, (ii) trusted resources
from their PLN. These aims are partially realised by the use of trusted recommender
systems to support informal learning at work; they are typically used to build
trusted networks and resolve the information overload problem, people are over-
whelmed with information and have difculties in nding the right piece of
information or right person in such a space.
The Help Seeking prototype envisaged usage (i.e. a use case, see Santos et al.
2014a, for details) is as follows: a nurse uses the app to seek support in the course
of her/his activities: (1) asks a question by typing a question; (2) annotates the type
of problem by creating tags or selecting existing tags (from a data base of suggested
problem types); (3) selects from her group of trusted colleagues (from data in her
PLN) to whom the question should be circulated to. Automatically related national
guidelines, peers, meeting notes and questions are recommended for her, this
information is suggested by the sematic analysis of the question and corresponding
tags using the Social Semantic Server or SSS (Kowald et al. 2013; Seitinger et al.
324 J. Cook and P. Santos
2013). The nurse checks the information and authorship of the resources and may
choose to add a new person to her PLN as appropriate, adding tags to relate specic
knowledge to this person. After some minutes, some colleagues provide short
answer to her question.
In order to redene our initial user stories, wireframes and various interactive
prototypes, we have engaged in discuss with users in initial co-design sessions over
a period of about 13 months (November 2012December 2013).
The user stories on which our design ideas were initially based were based on
empirical work done by WP1 and rened during Application Partner Days in
February 2013. A specic user story was combined with ndings from the
Application Partner days in February 2013, to present an initial use case of a GP
(General Practitioner) looking for some help with cascading national guidelines.
This original user story was used to develop the rst storyboards, and also fed into
the designs made for the (internal) Design Conference in Helsinki in March 2013.
Following the Design Conference, the iterative process of showing the designs,
working through them with users, rening and reworking, then re-representing to
users took place over a series of months between April and September 2013. In
April 2013, having been shown the rst iteration of the design idea for the Help
Seeking tool, in which the example of sharing national guidelines was used,
valuable feedback was noted from Healthcare staff at a specic practice. This
meeting in the co-design process highlighted uneasiness with technology, issues
with trust and a reluctance to use anything like social networks. However, it also
showed that internal technology solutions, such as the intranet were being used, and
although there was a reluctance to use smartphones, the issues around sharing and
nding information and time constraints were clearly identied. In order to give
users a clearer idea of how the technology might work in practice, a clickable,
in-device wireframe was developed using Balsamiq (a rapid prototyping tool). This
was tested in two selected Practices. In brief, the search for a scenario which would
be useful to all the individuals across Practice A and Practice B, with its range of
personnel and its different contexts, proved challenging. The nal solution at the
end of year 1 concentrated on a use case (given above) which describes assisting a
user to develop a network of contacts which would be useful in a range of work and
learning scenarios (i.e. the PLN).
As the above represents a rst cut design decision, we proposed that we should
use mobile devices to support the collaborative Help Seeking; this support is needed
due to the lack of time and mobility issues of staff (e.g. nurses can sometimes work
in different locations during the same day). A Proof of Concept (Fig. 19.2, a
simulation of an Android app which is interactive and simulates certain function-
alities) was constructed and demonstrated/trailed with Practices A and B.
19 Three Phases of Mobile Learning State of the Art and Case of Mobile 325
The app allowed users to enter a question, add an attachment (image, video) and
choose from a list (pre-populated for this Proof of Concept) which contacts they
would send the question to. The reaction to Help Seeking using a mobile tool was
mixed: some users are currently only comfortable with using desktop applications,
some avoid technology, and others are very condent users. As mentioned above,
since the project will evolve over a number of years, it seems essential to design not
only for the current moment but also for a future in which those users who are not
familiar become more condent with technology. After further co-design sessions,
the design idea of the Help Seeking tool was rened. The addition of tagging of
people, questions and documents in order to build a trusted network (PLN) also
accords with the advances made by other technical partners on the Social Semantic
Server, so that it is envisaged that the SSS will be able to analyse and recommend
tags, useful contacts (similar and more capable peers), answers to questions and
documents which relate to problem. Contacts will be sourced from a wider SLN or
beyond via questions or key words and added to the PLN as appropriate. Tags allow
the recording of other important details (e.g. specialisms, place of work). Ideally,
the tool will clip data from received sources (e.g. email) and store in relation to
contacts (but this is currently out of scope for technical and security reasons).
Our initial co-design work, described above, highlights that a big problem is reti-
cence in the Healthcare sector to use social and mobile media in workplace practice.
However, as we also explained above, we believe that modern fears about the
dangers of social networking are overdone. Consequently, we predicted that when
we introduce a cut-down version of the Help Seeking tool to users, in a series of
empirical co-design sessions, they would realise there is nothing to fear and will
326 J. Cook and P. Santos
themselves ask for the full functionality of the Help Seeking tool to be re-added
(this has been our experience on other projects). Recently in year 2014, we have
conducted a cross-case analysis (Holley et al. 2014) based on interviews done to
real HC staff. GP Practice Managers have access to an online network of their own
peers, and Sonia (a Practice Manager) often turns to her online peers for support: I
use it in the rst line. Indeed, unless there is a practice specic issue, the Practice
Managers Network is consulted; thus this is an online group that share knowledge
and practice at a cross-organisational level, and can be described as having
self-selected areas of expertise (they create their own prole). This is an interesting
concept, in that there seems to be the need for mutuality or reciprocity to the trade
of help. Furthermore, Sonia acknowledges that the healthcare assistants and practice
nurses in the Practices lack their own peer mentoring groups of this type; and she
goes on to suggest that this is in fact a barrier to learning (this points to need for
Help Seeking tool) in that she has to act as a lter point for practice nurse updating.
She is uneasy in this role as she is pressurised. Sonia then goes on to relay the sets
of educational events, national and local guidelines that she has to deal with on a
regular basis.
Two in-depth co-design workshops were conducted over the period October
2013 to October 2014, for details see Santos et al. (2014b). The research involved
tool use, pre-post workshop questionnaires and workshop observations. By October
2013, we had identied three already existing healthcare networks in the north of
England that were regarded as worthy of deeper inquiry. These are a
well-established Practice Managers Network, a new network of Nurses and a
group of Data Quality Leads members who want to form a network. In the rst
workshop, an existing Professional Networking tool (LinkedIn) was used to discuss
with Healthcare staff the benets and limitations of social tools. Concurrently,
results from the initial co-design sessions (described above) were used to develop
the rst prototype version of the Help Seeking tool (a WordPress based following
a responsive design so it can be run on mobile devices like phone and tablets and on
desktops). This version beta 1 was evaluated during the second workshop. Results
from the rst and second workshops were used to identify a design criterion rel-
evant for our Help Seeking tool.
There was strong support for using tags to nd relevant discussions. Our future
plans include to support and facilitate the use of tags providing scaffolding
mechanisms when (1) composing questions and as an alert to similar problems; and
(2) when searching, nding existing groups and ltering information. For example,
in order to facilitate the searching and ltering of information the use of tags seems
to be generally accepted as a good solution, particularly with positive nding with
respect to using tags to nd a relevant discussion or groups (see above). Indeed,
workshop 2 found that the Help Seeking tool should provide support to make links
with similar groups: Would also like the facility to create and link to other relevant
groups (e.g. PMs) in order to open up communication channels for particular
purposes. This is in line of our idea of providing Socio-Historical tools and ser-
vices where humans and the system (i.e. the Help Seeking tool and recommender
19 Three Phases of Mobile Learning State of the Art and Case of Mobile 327
system) work together connecting people with people, people with data, and data
with data.
Furthermore, trust seems to be closely linked to contacts with same professional
prole. An issue was raised towards the end of workshop 1 about ignoring sug-
gestions from LinkedIn that do not relate to a persons professional identity. One of
the Practice Managers commented that during the workshop they had sent an invite
to connect to every Practice Manager that LinkedIn was recommending, even if
they did not already know them. They commented that it couldnt hurt to do this.
However, the same person was making some choices and ignoring some recom-
mendationsthey said they were not interested in connecting to the BMA (British
Medical Association) or to Practice Nurses even though LinkedIn was making these
suggestions as well. Information from the users (not only the personal details
provided by the individuals manually, but also the semantic analysis of their
actions) will be saved as Key prole factors. This information will be used by the
Help seeking tool to recommend similar and more capable peers, in order to
scaffold the process of building, maintaining and activating their PLN.
Overall we found, as predicted, that by workshop 2 participants were begin-
ning to exhibit changes in their perception towards using social networking tools
and seemed to have a clear interest in developing the Help Seeking tool to improve
their current networking limitations: This is the way forward. This is how we are
going to communicate more than the once a month [that is currently achieved
face-to-face] at the group Practice Manager meeting, without wading through a load
of emails; and a comment by a senior Nurse I didnt see the benet of
LinkedIn but I do for this [i.e. the Help Seeking tool].
Many of the ndings provided in this follow-up empirical co-design study
support the direction that the Help Seeking tool is taking but also provided new
requirements to be built into the next version.
The Social Semantic Information Spaces (Fig. 19.4), is claimed to be a space where
information is socially created and maintained as well as being interlinked and
machine-understandable, leading to new ways to discover information on the Web
(SIOC 2009, please refer to this web page for explanation of acronyms in
Fig. 19.3).
The relation between actors, activities and objects of actionactivity has been a
core challenge in Vygotsky-informed research and cultural-historical activity theory.
Consequently, the next section presents an innovative conceptualisation of how the
Vygotsky-informed research described in this chapter can be used to inform a
rethink of the SSS and hence move us beyond the state of the art.
The SSS can generate metadata to relate people and data, people and people, data
and data. The goal of the following conceptualisation is to explore the integration of
our Help Seeking tools cultural-historical approach (Vygotsky) with the SSS.
In Fig. 19.4 we have three people: Patricia, Mark and Natasha. They all search
for and read an article called Registration guidelines on diabetes which is
downloaded from the Intranet onto their respective PLNs (the solid lines in
Fig. 19.4). From this the SSS will begin a service known as user event service (or
looking at what people are doing and nding patterns); in this instance, the pattern
is three people have all downloaded the same document meaning they have shown
an interest. From the SSSs perspective we draw a (dotted lines in Fig. 19.5)
Fig. 19.3 Social semantic information spaces (with Layers tool and service included)
19 Three Phases of Mobile Learning State of the Art and Case of Mobile 329
connection between the 3 people, since they all downloaded and (we assume) have
read the same article.
Patricia asks Mark (who she has previously tagged in her PLN, as a more
capable peer) a question about booking interpreters for a patient via her contacts
facility in the app (the arrow in Fig. 19.5 to Patricias PLN). For the SSS this is part
of the meaning-making system, since they both have looked at the Registration
guidelines on diabetes document; the SSS user event service draws in a rela-
tionship between those two sets of data (dot dash lines on the right in Fig. 19.5).
Note that at the moment this relationship is detected because it is tagged by Mark
and Patricia.
Now the SSS pushes a service called recommendation service (making links to
pertinent information, Q&A or people, which is part of the guidance service group),
because it has seen that Patricia and Mark both are in this discussion (bottom right
PLN screen in Fig. 19.6). The SSS assumes that Natasha probably would like to be
in the discussion too (because of the similar interests of the three persons).
Consequently, the SSS suggests to Natasha that she joins the discussion (arced line
across the top in Fig. 19.6); the SSS is therefore scaffolding a collaborative tem-
poral context for development or put simply creating common ground for a
conversation.
In summary, Natasha discovers a discussion that she also nds useful thanks to
the SSSs high-level service recommendation. The services and connections
provided/made by SSS in this example are: (1) user event service (nding a
330 J. Cook and P. Santos
Fig. 19.5 Connection between the three people and relationship between two sets of data
pattern), (2) connection between the 3 people (dotted lines), (3) relationship
between two sets of data (dot dash lines) and (4) recommendation service, i.e.
suggesting that a person consider joining a discussion (arced line). Furthermore, in
Vygotskian terms, we have in play two key concepts: More Capable Peer and
Temporal Context for Development. From a conceptual point of view, we note that
future work needs to hook these insights into our Vygotskyian concepts (and related
notions of reciprocal collaboration) in order to rene the design of the Help Seeking
tool. Key questions that arise are as follows. Can we speculate that the centre of
gravity and time eld allows collaborators in the Practice Network to focus
attention on future oriented and shared temporal context for development? Is some
form of collaborative ltering a function that enables this context complexity to be
dealt with?
19.6 Conclusions
Acknowledgments Acknowledgment of work used in this chapter: Tribal (designs), Owen Gray
(who wrote SSS for dummies), Tamsin Treasure-Jones, Micky Kerr, & various Learning Layers
colleagues and Healthcare participants. Learning Layers is a 7th Framework Large-scale inte-
grating project co-funded by the European Commission; Grant Agreement Number 318209; http://
learning-layers.eu/.
332 J. Cook and P. Santos
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Author Biographies
John Cook is Professor of Learning Innovation at UWE, Bristol. Previous to this he was Professor
of Technology Enhanced Learning (TEL) and Director at Learning Technology Research Institute,
London Metropolitan University. John was part of the successful Education Research Assessment
Exercise (RAE) submission; London Metropolitan University appeared in the upper quintile of the
2008 RAE Education Unit of Assessment. John has over 14 years previous experience as a
full-time lecturer at various Higher Education Institutions. He has over 10 years project
management experience and has been part of research and development grant proposals that have
attracted over 5 million in competitive external funding. FP7 examples include MATURE IP and
Learning Layers IP. In addition, he has published/presented around 280 refereed articles and
invited talks in the area of TEL, having a specic interest in several related areas: hybridity in
learning, informal learning, mobile learning in all sectors, augmented reality, 3D web and
visualisations, social web, and work-based learning. John is a founding member of The London
Mobile Learning Group. He was Chair/President of the Association for Learning Technology
(200406) and Chair of ALTs Research Committee (20082012). John sits on various journal
editorial boards and conducts Assessor and review work for the EU and UK Research Councils.
Patricia Santos has got a Computer Engineering degree and a PhD in Information, Communication
and Media Technologies, focused on the research areas of Technology Enhanced Learning (TEL) and
Human Computer Interaction (HCI). In 2011 Patricia presented her PhD thesis (focused on new
representation of test and assessment using interaction contexts such as: geo-located routes of
questions answered with mobile phones, use of maps for representing questions and 3D virtual worlds
for assessment environments) obtaining the qualication of Summa cum Laude. Since 2007, she has
been collaborating with the GTI research group (Interactive Technologies Group, UPF). Patricia has
been involved in several European and national R&D projects in the eld of TEL. Her role has been
especially focused in the design of mobile and ubiquitous learning applications to support indoor and
outdoor activities, pilots and experiments done in real educational contexts, in the evaluation of
research results, in organizing R&D meetings and workshops, developing reports and deliverables,
and participating in project meetings and reviews. In addition, Patricia has ve years of teaching
experience in different subjects (TEL, HCI, Programming) in different Catalan universities (UPF,
UAB and UOC). Since 2013 (March) Patricia is researcher in Technology enhanced Learning in
UWE working in the European research project Learning Layers: http://learning-layers.eu/
Chapter 20
Mobile-Assisted Language Learning
in Chinas College English Education:
The Reality and Research
20.1 Introduction
With the globalization of China in recent decades, there is a growing demand for
college graduates that are procient in the use of English (Ruan and Jacob 2009),
which has become the lingua franca of the world due to its widespread use in
academia, business, commerce, and technology (Spolsky and Shohamy 1999, as
cited in Lan et al. 2007, p. 130). To meet this demand, English has been made a
mandatory subject for all freshmen and sophomores across the country (Xie 2013).
Z. Wang (&)
Towson University, Baltimore, MD, USA
e-mail: jwang687@gmail.com
Y. Cui
University of Baltimore, Baltimore, MD, USA
e-mail: yang.cui@ubalt.edu
Moreover, with the purpose of producing employable college graduates that are
competent in various facets of English, including reading, writing, listening and
speaking, college English test (CET) 4 has been integrated as an undisputable
prerequisite for college graduation (Xie 2013).
Numerous research studies have revealed, however, that current college English
education is far from satisfactory in producing such ideal graduates (Li 2014). On
the one hand, both teachers and students are deeply influenced by the Confucius
culture (Biggis and Watkins 2001), making English classes teacher-centerd and
lecture-based. The passive role of students in class has led them to have little
autonomy over their English learning. On the other hand, the college expansion
policy has increased college enrollments dramatically and resulted in a severe
shortage of competent English teachers in higher education in China (Cai 2006).
Many in-service college English teachers, therefore, are often found to be lacking
adequate knowledge about how English should be taught and how students learn
second/foreign languages best (Chen and Goh 2011). Consequently, Chinese col-
lege English learners not only perceive Chinas college English education nega-
tively (Cai 2012), but also fail to support and sustain their own learning when
teachers are not present (Hurd and Xiao 2006).
With increased accessibility and awareness of using information and commu-
nications technology (ICT), Chinese policymakers have recognized the important
role ICT plays in supplementing college English education. In 2002, the Chinese
Ministry of Education proposed an ICT-incorporated teaching approach that aimed
to not only promote students learning autonomy but also improve teachers ef-
ciency and productivity (Hu and Mcgrath 2011). This proposal, despite its theo-
retical validity, was not implemented well in Chinas higher education institutions.
One of the major reasons was that integrating ICT into English education required
not only teachers prociency of utilizing technologies but also some fundamental
changes regarding the roles they and their students should play, both of which can
only happen with the provision of effective and continual support from their
organizations (Hu and Mcgrath 2011).
Mobile technologies, while originally derived from information and communi-
cation technologies, have taken on unique characteristics with its recent develop-
ments. Aside from the benets it brings in as a regular computing technology, it
also possesses distinctive advantages, such as mobility, portability, connectivity,
and ubiquity to its users (Kukulska-Hulme and Shield 2008). Simply put, mobile
technologies allow its users to access resources and connect with the rest of the
world from anywhere at any time with access to the Internet. The effectiveness of
using mobile technologies to support language acquisition has been spotted in
numerous research studies across different subjects around the world. For instance,
Motallebzadeh and Ganjali (2011) investigated the effectiveness of using SMS to
deliver English words to 40 Iranian university students, and it was found that
those that learned with this service outperformed signicantly than those who
received traditional board and paper instruction, because learning content received
20 Mobile-Assisted Language Learning in Chinas College 337
via SMS was more convenient and accessible. In Wong and colleagues (2010)
study, 40 primary students were asked to use a camera on given smart phones to
take photos of objects and/or scenes that would demonstrate their understanding of
assigned English idioms. They found that mobile technology not only allowed
students to create artifacts easily, but also promoted in situ learning that connected
learning with their real-life context.
Mobile technologies in China, while widely accessible, have not been investi-
gated much as a language learning tool through an academic lens. Relevant studies
are not only scarce, but also problematic in certain domains, such as a lack of
originality, inadequate research methodologies as well as inconsistent control of
quality. This paper pinpoints current research and practices of mobile-assisted
language learning (MALL) in Chinas college English education, with the purpose
of identifying trends, gaps, and issues that may inspire future researchers and other
interested parties to improve the status of MALL-related research and practical uses
in related contexts. Specically, we argue that in order to promote and integrate
mobile technology as an appropriate and effective way to support college students
English learning, the capacity and culture of using mobile technology as a learning
tool must be built rst among all stakeholders, including college teachers, students,
administrators, and policymakers through recommended ways.
In order to maintain consistency throughout this paper, relevant terms are dened as
below:
MALL (Mobile-Assisted Language Learning): Language learning enabled by
the mobility of the learner and portability of handheld devices (Hoven and
Palalas 2011, pp. 7677)
Mobile Technology: Communication technologies that utilize cellular data, such
as mobile phones, GPS, 4G data, etc.
Mobile Learning or m-learning: learning mediated via handheld devices and
potentially available anytime, anywhere (Kukulska-Hulme and Shield 2008,
p. 273).
SLA (Second Language Acquisition): SLA theories address cognitive issues
(how the brain processes information in general and language in particular),
affective issues (how emotions factor into second language processing and
learning), and linguistic issues (how learners interact with and internalize new
language systems) (Florez and Burt 2001, p. 1).
338 Z. Wang and Y. Cui
College English language education in Mainland China has always been inter-
weaved with Chinas political situations and decisions (Lam 2002; Hu 2007). For
example, in 1991, after detaching from the former Soviet Union, China was facing a
political situation in which a more international stance was possible (Lam 2002).
This pursuit of a more international role since then has been furthered by Chinas
constant engagement in the international arena, such as its entry into the World
Trade Organization and the hosting of 2008 Olympics in Beijing. Such global-
ization of China demands versatile professionals that are not only experts in their
elds of study, but also procient in the use of English (Li 2014). As a result,
college English curriculum in Mainland China has been reformed several times to
meet this demand, namely 1980, 1986, 1999, and 2007 college English curricula
(Table 20.1). From 1980 to 2007, there have been some transformative changes
pertaining to teaching aims and approaches, such as a qualitative shift from
Table 20.1 College english curricula from 1980 to 2007 (from Li 2014, p. 294)
1980 Curriculum 1986 Curriculum 1999 Curriculum 2007 Curriculum
Aim To provide To provide students For students to be For students
students with with capability to capable of comprehensive
capability to gain gain some exchanging ability to use
some information information through information in the English to
through English English for their target language communicate
professional needs effectively and to
study
independently, and
to improve their
cultural awareness
in international
exchanges
Objective No specic Prociency reading Strong reading Competent in
description ability, certain ability and fairly using English in a
listening ability and good ability for well-rounded way,
elementary listening, especially in
speaking and speaking, writing listening and
writing ability and translating speaking
Methodology Teacher-centered, Learner centered Learner centered Learner centered in
grammar (grammar (grammar combination with
translation translation and translation and modern technology
audiovisual audiovisual (grammar
approach in approach in translation and
practice) practice) audiovisual
approach in
practice)
Vocabulary From 1,500 to From 1,600 to 4,000 From 4,200 to From 4,500 to
L800 6,500 6,500
20 Mobile-Assisted Language Learning in Chinas College 339
20.3.2 Problems
student ratio is nearly 1:200. Limited time and the overwhelming workload are
critical factors that hinder these teachers from participating in continuous profes-
sional development (Carney 2003; Quaglia et al. 1991; Day and Gu 2010).
In terms of pedagogy, most college English teachers enter the profession without
a solid understanding of SLA theories, psychology, and pedagogy (Chen and Goh
2011). The absence of such knowledge may exert an adverse influence on students
language learning experiences. For example, without being exposed to contempo-
rary learning theories, such as Constructivism, most English instructors are still
employing a teacher-centered, textbook-reliant, grammar-translation teaching
method (Li 2014, p. 296). This traditional approach prevents students from
engaging in active English learning and having ownership of their learning process.
Culture, on the other hand, also has a profound influence on Chinese classroom
dynamics. Chinese education is infused with Confucius beliefs and principles
(Biggs and Watkins 2001; Li 2003), which hold that students should highly respect
their teachers as authority gures and do as the teachers dictate (Ho 2001).
When students learn passively, however, they are less likely to be motivated to
learn (Cai 2010) and may thus produce unfavorable results that harm their
self-efcacy and increase their reluctance of using English in or outside of class-
rooms. Research indicates that many employers have complained about how col-
lege graduates often perform poorly when it comes to communication in English
(Ruan and Jacob 2009), regardless of their performance in the written form of
College English Tests (CET).
In order to tackle some of the above challenges, the Chinese Ministry of
Education initiated a reform of college English that proposed for a more eco-
nomical and effective methodology in language teaching based on the use of
information and communications technology (ICT) was recommended in the
reform (Hu and Mcgrath 2011, p. 42). The incorporation of ICT was believed to not
only support and enhance language teaching and learning, but also provides stu-
dents more access to resources that they can learn independently. Ideally, it would
lessen teachers workload and alleviate the tension caused by the shortage of col-
lege English teachers (Hu and Mcgrath 2011). However, the proposal was not
implemented well and created even more challenges for these teachers. Hu and
Mcgrath (2011) stated that
The reasons are manifold: inefcient CPD (college professional development), insuf-
cient access to ICT facilities, unfavorable ICT policies, lack of technical support, improper
appraisal systems related to ICT use, difculty in changing deep-rooted roles of teachers as
well as roles of schools and students, inappropriate beliefs and attitudes toward ICT use,
and as noted above, lack of ICT knowledge and skills among teachers and students, and
poor ICT pedagogy (OMahony 2003). All these issues hinder the use of ICT in schools.
(p. 43)
the lack of effective training and just-in-time support from school administrations.
On an individual level, college teachers and students are both confronted with
issues that prevent them from achieving desirable goals. Notably, college English
teachers are expected to obtain more advanced qualications in their profession,
and enhance pertinent knowledge and skills on not only subject matters but also
popular instructional technologies, while striving to maintain a balance between
such expectations and their overwhelming workload. Students, on the other hand,
need to transform their existing beliefs about how they are expected to learn, take a
more active role in learning English, and learn to locate and utilize available
resources on their own. Having a clear and comprehensive understanding of these
challenges and relevant policies can help us demarcate what needs there are to be
met, and if they can be met appropriately and efciently by developing potential
solutions or strategies.
Mobile technologies, which are introduced in the following section, are believed
to have a tremendous potential to alleviate, if not entirely resolve, the problems and
needs identied above.
In recent years, mobile visitors have become the fastest growing web community
that access web pages or locate web information (Chen 2008). Cell phones, most of
which are well equipped with functionalities including Internet access, media
player, digital camera and video recorder, have become the most widely used and
accessible devices for almost every university student (Chirimbu and Tafazoli
2013). In China, so far 85 % of the younger urban residents (age from 18 to 30)
own smartphones (NetEase News 2013). With regard to college students, around
80.8 % has at least one smartphone with Internet-connected service, which means
virtually all higher education students carry some form of mobile devices (Peoples
Daily Online 2013). The widespread ownership of mobile devices among Chinese
college is an active index of its accessibility and makes its integration as a learning
tool possible.
Mobile devices, such as smart phones, PDAs and tablets, provide its users with
many advantages that surpass the affordances of other ICT tools. According to
Klopfer and Squire (2008), such advantages include but do not limit to (1) porta-
bilitythey are lightweight handheld devices that can be easily carried everywhere;
(2) mobilitywhich indicates the accessibility of resources even while both the
users and the devices are on the move; (3) connectivitythe availability of cellular
data on those devices empowers its users to connect with the rest of the world from
almost anywhere at any time; (4) individualitynot only can users customize the
device in a way that best suits their preferences, but also seek information that is
tailored to their particular needs or requests.
These characteristics of mobile technologies have an enormous potential in
improving college students language learning experience and solving many of the
342 Z. Wang and Y. Cui
about a problem and initial prototyping solutions are proposed by lead users
(Rogers 2003). Specically in China, problems related to current college English
education have been recognized in numerous studies (e.g., Cai 2012; Wang and
Wang 2011), and MALL has been advocated as a potentially viable solution to
address many of the identied problems.
Current research, in terms of the purpose of studies, has primarily focused on
three broad categories: theoretical rationality, user perceptions, and empirical
effectiveness. Studies related to theoretical rationality are concerned with where
MALL derived from and what theoretical frameworks it is built upon. Such studies
provide Chinese readers with the research foundations of MALL, helping them to
understand the rationale behind MALL design and a promising integration with
pedagogical practices. For example, Liu and colleagues (2013) provided an over-
view of three relevant theories, including situated cognition theory and Construction
of Cognitive Learning Theory and collaborative learning. However, their report was
merely a reinstatement of important concepts often found on relevant international
journals, and thus lack originality and connection with Chinas context.
Most of the reviewed studies have focused on the affective domain of learning,
namely how students perceive MALL with regard to its usefulness and viability, and
whether there is need or market for MALL. For example, Li (2014) conducted a survey
on 89 undergraduates at Guangxi University, aiming to investigate their current
perceptions and uses of mobile devices to support language learning. Zou (2014) used
a mixed method approach to research Chinese undergraduates perceptions of MALL,
and found that 78 % of the examined students hold a positive attitude of trying MALL,
but many are not aware of how to use mobile technologies to learn.
The third type of studies was the least researched among all. One of the possible
causes could be that awareness of MALL is not yet high among college teachers or
students, let alone using it intentionally. The search only yielded three empirical
studies, which interestingly focused on different aspects of MALL. Xue (2014)
explored how effective mobile technology (including MMS, mobile apps) could
help increase students test scores; Ruan and Ma (2014) reported the use of an
intentionally designed mobile app to improve students grammar learning; Yin
(2013) investigated the effectiveness of using a social media toolWeChatto
push learning information (vocabulary, grammar, etc.) as a way to prepare students
for CET 4 test.
While the three categories of studies collectively provide a preliminary frame-
work for MALL research in Chinas CE education, there yet has much to be done if
MALL is to be integrated as a legitimate component of Chinas higher education
system. In this section, problems associated with, or derived from, these studies are
identied and some preliminary considerations are given to potential strategies for
future directions.
Overall, studies about MALL in Chinas higher education are increasing in
recent years, but are still in their infancy. First of all, the quality of reviewed studies
is concerning. Most of the current studies were published in local Chinese journals
that were not internationally peer-reviewed and often had a low threshold for
publication. These same studies are also questionable regarding their validity and
344 Z. Wang and Y. Cui
reliability, because they often do not adhere to consistent academic writing stan-
dards. For instance, it is common among these studies to cite less than ten refer-
ences, or be composed to writings of less than three pages, or fail to articulate
certain critical research writing components, such as limitations, instrument
description, or theoretical frameworks. Also, the abstracts of those studies are
unsatisfactory. According to Pyrczak (2003), an abstract should be a summary of a
research that consists of a purpose of study, methodology, results and implications,
or future directions. The reviewed abstracts, however, fail to include those essential
components that synthesize the gist of the study; rather, they often come from the
rst few sentences of a studys introductory paragraphs that provide little for
readers to understand the research at hand. Moreover, relevant appendices are
usually missing in the reviewed studies, especially survey instruments. What
questions are asked in a survey and how valid those questions prelude to a certain
degree if a survey is reliable, and thus should be described and explained.
Research studies in journal articles are perceived as authoritative and reliable
sources of knowledge for Chinese educators, researchers, and even the entire
public. The quality of these studies, such as accuracy and validity, has an unde-
niable influence on readers understanding of MALL, such as its legitimacy,
prevalence, usability, etc. Therefore, editors of relevant journals should establish
consistent criteria for acceptance and publication, especially about data collection,
analysis, and content originality, since these are often most convincing information
among all. Incentives can also be considered as a strategy to encourage related
research, such as allocating grants for innovative use of MALL in higher education.
Second, some studies are found to be mere reiterations of MALL ndings or
trends reported in foreign language journals, with little or no originality or appli-
cability in Chinas context. Such knowledge, while providing readers with an
overview of what is happening worldwide, does not contribute much to the growth
of MALL in China, which has its unique set of characteristics. For instance, the
educational hierarchy is much different in China from that of the U.S. due to their
difference in political structure. It is thus recommended that researchers synthesize
research from countries that share as many similarities with China as possible, so
that Chinese reformers can draw upon successful experiences from those areas
when planning or initiating changes for MALL.
Third, current research studies are often limited in their scope of study. While
mobile technology has the potential to benet both students and teachers (Aubusson
et al. 2009), most published studies pertaining to mobile learning have focused
almost exclusively on students as the learners or consumers of mobile technology.
However, for any educational change to happen, it is indispensable to involve the
collective effort among all stakeholders (Fullan 2007), which in this case include not
only students, but also teachers, administrators, and policymakers. For instance, to
incorporate and promote MALL in regular instruction, teachers must be equipped
with knowledge of MALL themselves, while administrators will have to design
corresponding training and provide continual professional development for such
knowledge, and policymakers have to at least not prohibit, if not promoting of-
cially, the use of MALL in higher education. At the same time, incorporating any
20 Mobile-Assisted Language Learning in Chinas College 345
new educational technology may unavoidably demand additional effort and time
from teachers, who already have a heavy workload to maintain. To get teachers
buy-in, the right conditions for change must be present, including clear and practice
guidance for the change, support from administrative leaders, and readily accessible
resources (Fullan 2007). Research on solely any of the stakeholders without making
connections with others would result in a partial and even inaccurate understanding
of the big picture that hinders a successful integration of MALL. Future research
may turn to stakeholders other than students to collect data about their perceptions
of, attitudes toward, and current uses (if any) of MALL in the context of higher
education, so as to build organizational capacity, which is dened as policy,
strategy and actions taken that increases the collective efcacy of a group to improve
student learning through new knowledge, enhanced resources, and greater motiva-
tion on the part of people working individually and together (Fullan 2007, p. 58).
Methodology wise, in addition to quantitative approaches, such as survey or
questionnaire, researchers are suggested to also utilize qualitative methods more, so
that they can gain more in-depth and rich understanding of target research topics or
populations.
Last but not least, pedagogical knowledge, which is the foundation of most
educational innovations, is often missing in the reviewed MALL studies.
A pedagogically competent English instructor should demonstrate mastery of diverse
learning theories, sensitivity to student needs and prociency in student assessment.
However, due to the severe lack of empirical research in current MALL studies, it
cannot be concluded if pedagogical components were present in MALL integration.
20.6 Recommendation
20.7 Conclusion
The current college English education in China is far from satisfactory. The various
affordances of mobile technologies and their wide accessibility among Chinese
college students have made MALL a favorable and potential solution for some of
the prominent issues identied in our earlier review. However, whether mobile
technologies can become an integrated component of, or a positive catalyst for
20 Mobile-Assisted Language Learning in Chinas College 347
improving, Chinas college English education needs further and more compre-
hensive exploration and investigation. Current related research is not only insuf-
cient, but also decient in terms of quality of writing, design of methodologies, as
well as scope of study. Future researchers may strive to improve upon these
problematic areas, so that interested users or adopters of MALL can gain a more
thorough and clear understanding of its viability in their specic contexts and
compatibility with their existing practices. Instructors that are interested in adopting
MALL tools should also be aware of the various affordances those tools provide
and use pedagogical knowledge to make informed decisions regarding what
activities can be best conducted on mobile devices and how to achieve desirable
learning outcomes. Finally, university or college administrators should strive to
create a positive environment for MALL integration, so as to gain sustainable
development in college English education in the long run.
Acknowledgments Thanks to Dr. Liyan Song and Ms. La Tonya Dyer from Towson University,
both of whom provided invaluable support during our research writing.
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Author Biographies
Zhuo Wang is a student researcher pursuing her Doctorate degree in Instructional Technology at
Towson University, United States. She is mostly keen on teaching English to speakers of other
languages with an integrated use of mobile technology. Her most recent project involves designing
a creative vocabulary learning mobile application for language learners and instructors.
Yang Cui holds a Masters degree in Applied Information Technology, and is now an app
developer that specializes in programming hands-on and interactive mobile apps for diverse
purposes. He is also an MBA student enrolled at University of Baltimore, aiming to enhance his
app development and promotion with professional business skills.
Chapter 21
Enacting App-Based Learning Activities
with Viewing and Representing Skills
in Preschool Mathematics Lessons
21.1 Introduction
Mathematics competencies are cumulative over time (Jordan et al. 2009; National
Mathematics Advisory Panel 2008). If not properly addressed and overcome, dif-
culties encountered at any stage of learning will lead to poor achievement in
subsequent mathematics learning. For example, competencies in whole numbers are
groups. The process of negotiation to seek the new knowledge (i.e. the correct
strategies) must be made visible to the learners during their collaborative efforts.
Therefore, mathematics learning that is solely print based and structured by content
printed in a book is therefore inadequate (Clausen-May 2013).
Research evidence over the last 40 years regarding the impact of digital tech-
nology on learning consistently identies positive benets. In terms of teaching and
learning technology resources, there are a number of free online mathematical
problem solving digital artefacts. These tools mainly afford opportunities to learn
interactively with ideas, content and modalities that were not previously possible
(Yelland 2015). Research results also have indicated that the integration of digital
devices in a classroom learning context facilitates cooperative participation of
young learners with other classmates and teachers (Lindahl and Folkesson 2012;
Wakeeld and Smith 2012). That said, teaching could create and facilitate learning
contexts, but not the actual learning. Learning mathematics and acquiring the
competency to solve problems have been largely understood as a rational cognitive
process (Chiu and Churchill 2015b; Zan et al. 2006). The actual learning takes
place when learners make sense of mathematics through a meaning-making
process.
The process of meaning-making is implicit and indirect (Seeger 2011). This
interaction with digital text incorporates the four macro-skills of listening, speaking,
reading and writing, but requires additional skills including frequent use of visuals,
dynamic information and interaction (i.e. viewing and representing) (Khoo and
Churchill 2013; Kress 2010; MOE Singapore 2010). Therefore, the focus of this
study is not students learning, but rather how, during the childrens collaboration,
the technology facilitates instant immersion in mathematical problem solving
practices.
It is increasingly commonplace today for preschoolers to make use of computers
in their out-of-school activities (MDG Advertising 2012). Although most children
aged 25 years are more competent in interacting with a tablet computer than tying
their shoe laces (Lunn 2012), the place of ICT in formal education in kindergarten
has been contentious (Zaranis et al. 2013).
There is an emerging gap between the capabilities of digital learning in
meaning-making and how preschoolers appropriate computers in their mathematics
learning. Based on this concise review, we may conclude that the skills applied
when preschoolers interact with digital texts are important in revealing the
meaning-making processes. These interactions may facilitate the users externalising
their understanding and internalising new knowledge. In order to develop a sus-
tainable pedagogy utilising digital technology, it is imperative to investigate how
these skills combine with collaborative interactions and result in the gaining of new
knowledge. Moreover, we need a more explicit framework to integrate elements in
the digital-based learning context of these sustainable practices in institutionalised
education.
354 K.Y. Khoo
The notion of literacy in the twenty-rst century has changed with the emergence of
digital texts. The advancement of technology has led to some fundamental changes
in the ways we receive and produce texts on screens. Digital interfaces can support
21 Enacting App-Based Learning Activities 355
user input and system output, with multi-mode capabilities including touch, eye
gaze, speech, movement and hand gesture as a means of input or synthetic speech,
graphical displays, and gesture as output. Thus, these texts are multimodal in
nature; the users are required to design their path of engagement actively and
continuously on screens both spatially and temporally to make sense of texts and
interact when called for. However, the process of meaning-making is always about
the interactions between ones perception and the mediums of communicative
exchange. Perception is dened as a process of collecting information from the
environment based on vision, touch, hearing and muscle to construct an internal
representation (Gibson 1979). Therefore, the fundamental skills of the users are
crucial in this aspect.
To make meaning with digital texts, one needs to understand various digital
functionalities. For example, to search, translate, utilise the affordances of different
modes in effective meaning-making, navigate digitally in different ways, and make
meaning by placing elements of information with different modes in appropriate
spatial/temporal positions. These profound changes brought about by digital texts
have led to the development of emerging skills used to interact with digital texts
i.e. viewing and representing.
First, the viewers interests draw attention to an element that is then selected; via
the same process, another element is then selected and so on. In between the
selections, an attempt is made by the viewer to integrate the selected elements to
form meaning (Kress 2010). In the process of selections and integrations, the
meaning will be translated from one mode into another (Mills 2011). In so doing,
the viewer alters the meaning of the elements along the lines of their interest
(Khoo 2012).
To represent messages with digital text, the producer must have an objective
regarding what to show, what message to convey and what he wants to achieve
socially, culturally or for other purposes (Kress 2010). The process of composing
digital texts incorporates the competence of making meaning with multimodal
elements, utilising the affordances of mode, creating meaning by contextually
linking elements of different modes and utilising digital functions in
meaning-making and navigation. Further, the composers designs are derived from
physical structures in real world settings. The skill of composing with an objective
in mind is termed representing (Khoo 2012). Table 21.1 summary of viewing and
representing skills includes two levels of engagement with at least ve aspects of
competencies (Khoo and Churchill 2013). When the children interacted with digital
texts in the mathematical problem solving apps, they applied different strategies to
arrive at the answers. Viewing and representing skills are necessary when inter-
acting with digital texts on screens to externalise what appears in the users mind or
to internalise the information.
356 K.Y. Khoo
Table 21.1 Viewing and representing skills framework (from Khoo and Churchill 2013)
Macro Element selection Element integration
process
Skills Multi-mode Contextual link
The skill to interpret or create elements The skill to interpret and create
of different modes to form information contextual links (in spatial/temporal
layouts) with different elements to form
information
Affordances of mode Navigation
The skill to apply and engage with the The skill to move around a screen to
affordances of different modes in integrate different elements to form
elements to form information information
Digital functionality
The skill to assimilate digital The skill to assimilate digital
functionalities in elements to form functionalities to integrate elements to
information form information
The current study applies the Activity Theory (Engestrom 1987, 1999) as the
theoretical framework in the current mobile technology-related contexts of learning.
A close examination was made of the relations between the students (subjects),
objectives and tools used in the learning activities (see Fig. 21.1). The study
included observations, video recording and interviews, and employed an inductive
research strategy that intuitively developed abstractions from the research (Merriam
1988).
The research design is qualitative (Merriam 1988; Yin 1994). Two research
questions emerging from the literature reviews guided the data collection and
analysis of the current study:
Fig. 21.2 Screen captures of the apps understudied a: Addition & Subtraction for kids, b Juicy
Math, c Worm Jump, d Math Adventure (Penguin Craze), e Math Adventure (Catch A Star),
f Math Adventure (Winter Match)
Table 21.3 Details derived from the selection criteria for the four cases
Participants The lessons Age Gender
Addition Adventure Juicy math Worm jump
and math (session (Session 3) (Session 4)
subtraction 2)
for kids
(Session 1)
Peter Team A Each Each Each participant 5 Male
Mary Team A participant participant performed in 5 Female
was provided was provided front of the
Ben Team B 5 Male
with one with one group until they
Nicole Team B device. They device. They had completed 5 Female
practised practised their practice
individually individually
apps during practices. Four apps were selected for the current study: Addition &
Subtraction for Kids, Math Adventure, Juicy Math and Worm Jump. These
apps were selected based on the unique characteristics of the instructions they
applied in learning mathematics (see Table 21.4).
21 Enacting App-Based Learning Activities 359
Peter was an outgoing child, asking questions spontaneously of his classmates in the
classroom whenever doubts arose in his mind. His recent maths assessment result
was about average. This study provides evidence of Peters competency in enacting
the viewing and representing skills (see Table 21.1). In Fig. 21.3, he enacted the
viewing skills by interpreting meaning made by elements of different modes and
integrating them to form contextual information. He read the question in numeric
symbols 6 1= (see Element 1, 3.1 in Fig. 21.3), counted the sh in the picture
(see Element 2, 3.1 in Fig. 21.3) below the question and selected the numeric answer
at the bottom of the screen (see Elements 3, 3.1 in Fig. 21.3). In Fig. 21.3, Peter
selected and integrated the information contextuallyi.e. in both spatial and tem-
poral layouts. He chose 5 + 5 on one button and subsequently chose 10 on
another (see Element 1, 3.2 in Fig. 21.3) to complete the question, while simulta-
neously observing the countdown score (as in Element 2 & 3, 3.2 of Fig. 21.3). In
the fourth app, he read the questions and chose the answer while simultaneously
striving to solve the question fast to maintain distance from the bird (see Elements 1,
2 & 3 in Fig. 21.3). He was highly aware of the movement of the bird seeking to eat
the worm as it came closer. The game used the movement of the bird as a metaphor
for the time limit. In the three apps, Peters abilities in enacting the viewing and
representing skills with digital texts were observed (Khoo and Churchill 2013).
In Peters engagement with the rst app (see Table 21.3), two students were
assigned one mobile device and took turns to answer the questions. The teacher
briefed all the children in the class before they started with the strategies of
counting on from rst and counting down from for solving both addition and
subtraction questions. Peter started the game before Mary, with the task being to
complete ten consecutive questions. He counted all the objects and chose the
answer for two of the ten questions. The addition strategy of modelling (Goldin
1998) was observed. Peters teammate, Mary, explained the strategies as briefed by
the teacher. Subsequently, he answered the remaining questions with the new
strategies. He turned to Mary to conrm his answers each time he had made a
tentative choice of answers. Mary nodded to conrm her agreement with his
choices. The situation demonstrated the process of peer learning (Hwang and Hu
2013; Liu and Carless 2006) where it was mediated in the context of using a mobile
device as a learning tool.
For the second app, Peter was assigned a personalised device. He selected the
Winter Match in his attempt to solve the set problems. There were two criteria for
monitoring the participants learning outcomes: the speed of solving the questions
and the maximum number of wrongs allowed. A countdown timer limited to 110 s
the time Peter was given to nish the questions. After the 110 s had elapsed, the
game could still be continued but the score was always zero (see Table 21.4). The
teacher set a rule that each of the children had to score 200 to nish the activity.
Engaging learners in thinking about achieving outcomes to certain agreed criteria
is a learning process (Liu and Carless 2006, p. 280). Peter started to count using
the strategy of modelling. Slowly, he switched to counting on from the rst. He
sought feedback from the teacher each time he was in doubt. The teacher guided
Peter from time to time. Peter demonstrated his artfulness in engaging with the
learning context, while his imprompt interactions with the teacher and the teachers
feedback regulated his learning. His ability to seek feedback was observed.
In the third app, Peter was also given a personalised mobile device, and the
instructions of the app provided neither scores nor time limit. Peter attempted the
questions using the strategy of counting all on the objects in the two boxes. He
applied the same strategy to the rest of the questions. It was also observed that Peter
could not obtain the answers for some of the questions in his initial attempts.
In the fourth app, Peter played the game in front of the teacher and the group of
classmates. It was a 40-min lesson and the lesson was repeated on 3 consecutive
days. The teacher set the condition that each child should answer at least ten
questions before the termination of the game. Otherwise, he/she had to repeat. Peter
362 K.Y. Khoo
started his rst attempt with the counting on from strategy: e.g. he would count,
4 [pause], 5, 6, 7, 8, then clicked 8. The game was terminated after two questions.
Peter observed how other children completed their attempts. The group was noisy.
Some would speak out the numbers and answers without any apparent attempt at
counting, e.g. 3, 5 [pause] 8. Peter succeeded on his third attempt with a score of
120 (twelve correct answers). He acquired the number fact strategy by retrieving the
recalled number fact from his memory (Carpenter and Moser 1984). His abilities to
learn a new strategy along a learning hierarchy from acquisition to fluency were
observed. His observational skill in learning was evidenced (Browder et al. 1986).
The interviews were conducted with Peter immediately before and after his
lessons. The purpose of the interviews was to conrm his understanding of the
strategies observed in the research. The researcher found that he applied the strategy
of modelling before the lesson with the rst app; he could correctly answer
addition/subtraction questions involving small numbers (i.e. 2 + 3 = , 4 3 = etc.).
After the lessons, the results of the interview indicated that he could answer
addition questions involving regrouping two one-digit addends (i.e. 5 + 8 = 13); he
could also answer one and two-digit subtraction questions (i.e. 18 4 =). The
interview revealed that he applied new counting strategies of counting on from
(for addition) and counting down from given (for subtraction). In the second app,
his ability to adopt the new strategy from counting all to counting on from the
rst was also observed.
The third app did not evidence his ability to gain any new strategies, but in the
interview his ability to learn a new strategy from the counting on from to the
number fact was evidenced in the fourth app.
Mary had an easy-going manner, and demonstrated good social assertive skills in
the class. She scored good results in her schoolwork in mathematics and was very
helpful to her classmates when asked for assistance. As with Peter, Mary demon-
strated competencies in engaging with digital texts on screens in meaning-making
by applying appropriate viewing and representing skills.
In her engagement with the rst app, she had a vicarious experience from
teaming with Peter and guiding him to complete the questions. Thus, when it was
her turn, she completed the same app exercise quickly and with a full score. In her
second app attempt, she was provided with an individualised mobile device to
operate on her own. She clicked two consecutive buttons with the same values to
close the two buttons (i.e. she clicked 4 & 4; 5 & 5, etc., instead of 1 + 3 then 4;
2 + 2 then 4; 1 + 4 then 5; 2 + 3 then 5). The remaining buttons panicked her
because the problem solving questions were unfamiliar to her (i.e. 4 + 2, 1 + 5,
2 + 2, 1 + 3 etc.). She paused and pondered, then sought assistance from her
teacher, who popped in and clued her up. The teacher introduced a new strategy, the
recall number fact with no apparent counting (Carpenter and Moser 1984), and
21 Enacting App-Based Learning Activities 363
repeated the same strategy in the two subsequent questions. Thus, she coached
Mary to the point where she was able to handle the problem solving on her own.
Mary then independently solved the rest of the questions. The scaffolding process
was evidenced (Beishuizen et al. 2010), which Mary embraced, learning the new
strategy. In the fourth app, with the assistance of answer hints from the teacher and
her peers, she demonstrated her ability to answer the two-digit and one-digit
questions.
The interviews with Mary before and after the lesson with the rst app activity
revealed that she had learnt the new strategy from counting all to counting on
from the rst. Observational learning was evidenced (Orelove 1982). The pre- and
post-lesson interviews revealed that in the fourth app activity she applied the recall
number fact strategy to addition and subtraction questions with no apparent
counting for numbers in the equations less than 10. However, she applied the
counting-on from larger strategy (Carpenter and Moser 1984) for additions
involving two digits with one digit (e.g. 11 + 4). After the lessons, she managed
to acquire a new strategy, the decomposition strategy (e.g. 13 + 5 = 10 + 3 + 5 = 18)
(Canobi et al. 1998), learning through reflection from the teacher and peer hints.
Ben was a brilliant child. He had achieved full scores in most of his schoolwork. He
was observant, quiet and able to learn quickly with less practice and repetition than
typical of his peers. When dealing with the apps on the screens, he demonstrated
competency in engaging with digital texts for meaning-making using viewing and
representing skills.
In the second app, Ben chose Catch a Star with subtraction 1 10. The
questions were in the form of x 5 = 2 and 5 x = 2, the task being to determine
the value of x. Ben was not able to tackle the form of x 5 = 2, and after two wrong
attempts sought help from his teacher. The teacher showed him a trick to sum the
numbers of 5 and 2. He managed to acquire knowledge of the new strategy and
practised for the next few similar questions. When the question 5 x = 2
appeared, the teacher showed him the strategy of subtracting 2 from 5.
The studies of Bens classroom activities with the rst, third and fourth apps
were also examined, and the researcher found that observational learning and peer
feedback had occurred.
The pre- and post-lesson interviews on the use of the second app disclosed that
Ben had learnt the strategy of addition to solve subtraction problems (Peters et al.
2013). When he encountered uncertainty, he inquired in an attempt to nd a
solution. He also applied his prior knowledge in addition and subtraction to gen-
erate new understandings. His ability to learn reflectively was observed (Boud et al.
1985; Koong et al. 2014).
364 K.Y. Khoo
Nicole was a shy but obedient student. Although her self-expression was awkward,
she was able to learn mathematics, although her mastery of skills was relatively
slow. Utilising the data collection methods as per Table 21.1, the researcher
observed that Nicole had acquired viewing and representing skills in engaging with
information on the screens. In her rst app practice, she teamed up with Ben,
observing how he completed his ten questions (i.e. counting the items and saying
the numbers softly as he was solving the questions: e.g. for 9-1 = ? he would say
nine minus one, and would then count the objects aloud, 1, 2, 3, ; for the
additional question, he pointed at the rst number 9 and spoke it aloud, then
counted the second pictorial quantity aloud, 10,11,12, 15). Nicole observed
and imitated what Ben had done. The imitation led to Nicoles learning to apply the
new strategy of the counting on from. She imitated the steps to start from the rst
number. She then counted the objects on the right and since each time the questions
gave a different set of numbers, she practiced and learnt the new strategy. The
imitation skill emerged from the current research with Nicole.
The interviews with Nicole were conducted before and after her lessons on the
use of the rst app. Before the lesson, she applied the strategy of modelling. She
demonstrated that she had learnt the new strategy of counting on from after using
the app in the lesson.
21.5 Discussions
In investigating the rst research question, the current study has identied six
collaborative skills. Five of these skills were identied in the literature before the
data collection (Beishuizen et al. 2010; Goldin 1998; Hwang and Hu 2013; Liu and
Carless 2006; Mezirow 1990; Orelove 1982; Pardo 2004): observational learning,
embracing the process of scaffolding, reflection, peer learning and seeking feed-
back. The collaborative skill of imitation emerged in the current study. These
collaborative skills take place at the social level and were enacted through inter-
action with digital texts. They are shown in Table 21.5 below.
In the study, activity theory was applied in categorising into four dimensions
how the participants came to know new addition and subtraction learning strategies.
The rst such dimension is subjecttoolobject. During Peters practice with the
rst app, he enacted the app with the viewing and representing skills and his
mathematical knowledge in addition, i.e. the strategy of modelling. Mary perceived
the strategy used by Peter (the externalisation of Peters understanding was
observed) and she applied verbal and non-verbal responses with the alternative
approach of pointing at the rst number then continuing with the objects on the
right (the strategy of counting on from), subsequently obtaining the answer. Her
action led to Peters new meaning-making and he used the new strategy and
21 Enacting App-Based Learning Activities 365
Table 21.5 The collaborative skills enacted through interaction with digital texts
Collaborative skills
Skills Peer learning Reflection
Verbal and non-verbal responses of Intellectual activities in which ones own
peers to a persons actions or behaviour experiences are explored in order to
that lead to new meaning-making for generate new meaning-making
that person
Embracing scaffolding Observational learning
The ability to elicit information and The learning skill that one develops
reactions during the scaffolding along a learning hierarchy from
processes that leads to new acquisition and fluency to generalisation
meaning-making of initiative behaviour
Seeking solutions Emulating
The ability to seek information from The act of imitating someone elses
various sources or channels through successful steps in completing a task,
social interaction in a learning context while also applying ones own prior
knowledge
Table 21.6 The new strategies acquired by participants compared with their social level
Community Articulated The new learning skills adapted
interplay level Peter Mary Ben Nicole
Team of two (1st app) Medium 0 0
Individual (2nd app) Low
Individual (3rd app) Low 0 0 0 0
Performed one by one in the High
group (4th app)
Note : the frequency of a new strategy learnt
produced the correct answers for the next questions. Peters internalisation of the
new strategy was observed. Mary had also nodded in agreement with Peters
attempts in using the new strategy. The same dual conscious mental processesi.e.
cognitive processeswere also observed in the second and fourth apps for Peter,
Mary and Ben and also rst, second and fourth for Nicole (Table 21.6 refers).
The participants designed their path of engagement actively and continuously on
screens, both spatially and temporally, to make sense of texts. In Peters case, with
the rst app as an example, he read the question 6-1, counted the sh in the
picture below the question and selected the answer at the bottom of the screen. First,
Peters interests drew attention to an element that was then selected; via the same
process, another element was then selected and so on. In between the selections, an
attempt was made by Peter to interact with the selected elements to form meaning
(see Table 21.1). The processes were visualised by peers as shared context for their
joint problem space. In Peters case, Mary noted the process (numbers, images,
spatial and temporal information) by which he answered his questions. They
constructed a shared conception of the given problem by applying different
366 K.Y. Khoo
Table 21.7 The combination of different styles versus the new knowledge learnt
Learning style/Performance Result is above average Result is average
Assertive Mary Peter
Shy and not outspoken Ben Nicole
Note : the frequency of a new strategy learnt
new strategies. The third app was not designed with any rules that might help the
participants to learn, although the app might have the potential to guide participants
to new knowledge.
The analysis of the four dimensions also resulted in the following summaries.
The externalisation and internalisation of the understandings might not result in
new meaning-making, as observed in the rst app with Mary and Ben
(Table 21.6 refers).
The differences in learning style of the participants did not signicantly hinder
them from learning new strategies (Table 21.7 refers).
Community settings have no absolute effect on the meaning-making, whereas
the type of rules embedded in the game designs might play important roles in
this regard (see Tables 21.6 and 21.8).
The current study shows that digital technology enables students to enact cre-
ative reasoning with digital texts. They receive positive and negative feedback
relative to their actions, which allows them to modify their subsequent actions,
mostly without guidance from the teachers. They collaboratively constructed and
shared conceptions through visualisation of their created and enacted solving
strategies with digital texts. However, as discovered in I & III, in addition to the
previous studies (Granberg and Olsson 2015; Lithner 2008), the application of
dynamic software to engage students in a collaborative and creative reasoning
learning environment might need to consider the interplay among elements that
took place at the social level of the participantsi.e. the personal learning style, the
community setting and the standard of the software design. The standard of the
software design has an absolute effect in determining the new meaning-making that
resulted in gaining new knowledge (see Tables 21.6 and 21.8). Learning style plays
a signicant role in determining the intensity of gaining new knowledge. However,
368 K.Y. Khoo
the community setting does not appear to play a signicant role in this aspect. The
ndings of research question 2 were, indeed, analogous to a jigsaw puzzle. Through
the activity theory, the four dimensions of analysis served as fundamental pieces of
the puzzle. Once these pieces are tted together, the answer to research question 2
was answered in totality.
The summarised framework is presented in Fig. 21.5. The interactions between
the participants and the digital artefacts transcend their knowledge levels through a
positive meaning-making path that might not have been possible if the contextual
setting was not aligned along the path (see Fig. 21.5). This conceptual and peda-
gogical framework serves as a reference to classroom instructors seeking to
incorporate digital apps into classroom mathematical lessons.
A pedagogical implication arises from the current research. Over the past
50 years, research ndings on addition and subtraction problem solving strategies
have been very well dened and consistent (Carpenter and Moser 1984). Movements
are currently are underway to reform the practices of mathematics problem solving
by focusing on the flexible use of appropriate strategies, rather than standard
school-taught approaches (De Corte et al. 2007; Peters et al. 2013). The nding
implies that the conventional theories regarding young childrens learning of addi-
tion and subtraction need to be reconceptualised, and flexible use of strategies in
classroom activities with digital technology promoted and adopted to facilitate
collaborative creative reasoning within the proposed framework (see Fig. 21.5).
The current research has several limitations. Although the study focuses on the
implementation of classroom mathematics learning through activities, the investi-
gation was conned to the topics of addition and subtraction. Thus, ndings may
Fig. 21.5 The framework for enacting viewing/representing skills to acquire new knowledge
21 Enacting App-Based Learning Activities 369
21.6 Conclusions
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Author Biography
Kay Yong Khoo received his Ed.D from the Faculty of Education, University of Hong Kong. He
has been the founding director of child education product development company E-Learn Dot
Com Limited, Hong Kong since 2001. He has co-authored and edited 10 uniquely designed book
series for kindergartens featuring toys and apps that enhance multimode classroom learning, and
has had a leading role in developing classroom-learning apps (teaching and assessment) to
promote interactive smart teaching in kindergartens. He has also been active in publishing in his
academic eld, authoring journal papers, book chapters and conference papers.
Chapter 22
Effects of Prior Knowledge
on Mathematics Different Order Thinking
Skills in Mobile Multimedia Environments
Abstract This chapter presents a study that examined the effects of prior knowl-
edge and multimedia design on developing mathematical conceptual understanding
in a mobile learning environment. Two different approachesinstructional and
noninstructionalwere used in the design of the multimedia representation to
facilitate students learning for a more complete understanding. Seventy students
with different levels of prior knowledge in a secondary school participated in the
experiment. Participants were assigned to the 2 (high vs. low prior knowledge
group) 2 (instructional vs. noninstructional) factorial groups to receive the
100-min treatment. The results revealed that the low prior knowledge group out-
performed the high prior knowledge group in conceptual knowledge of low order
thinking; the instructional group outperformed than the noninstructional group in
conceptual knowledge of high order thinking and procedural knowledge; and there
was no interaction of prior knowledge and design approach. These ndings suggest
that mobile multimedia environment enhancing viewing is sufcient for the low
order thinking skill development, but not for the high order in mathematics concept
learning and procedural skill. Finally, recommendations for future research were
suggested.
22.1 Introduction
Mobile technologies are the most widely used information and communication
technologies; 90 % of the world population has available access to mobile networks
(International Telecommunication Union 2012). Using the mobile devices in
classrooms can offer diverse opportunities for teachers and students (Boticki et al.
2015; Gedik et al. 2012). Many schools have been introducing mobile devices in
learning and teaching. Most of the devices are small screens. Therefore, one of the
words are the basic form of representation in learning environments, Stokes (2002)
notes that many studies claim that teaching with visuals leads to a greater degree of
learning. Memories of learners are improved when information is supplemented by
the use of images (Lusk et al. 2009), which suggests that most people might be
expected to retain more information using learning materials including appropriate
visual content.
Learner prior knowledge has effects on multimedia learning (Lust et al. 2009;
Mayer 2009) in mobile environments (Liu et al. 2013). Students with different
levels of prior knowledge responded differently to a multimedia design. Schnotz
and Bannert (2003) suggest that images facilitate learning of learners with low prior
knowledge; interfere learning of learners with high prior knowledge when the
subject matter is visualized. Mayer (1997) suggest that learners with low prior
knowledge benet more from images and words than those with high prior
knowledge since learners with higher prior knowledge can construct their mental
understanding by reading text only. However, Schnotz and Lowe (2003) suggest
that well-designed images and text are important for both low and high prior
knowledge learners. Low prior knowledge learners need the images support in
developing their mental understanding; and high prior knowledge learners simplify
processing for developing mental understanding. Therefore, prior knowledge and
multimedia representation have interaction effects on learning.
Many experimental studies have further demonstrated that prior knowledge and
multimedia representation have close relationships on two different order thinking
skillsremembering and understanding (Kalyuga 2014; Kalyuga et al. 2000; Leslie
et al. 2012; Potelle and Rouet 2003; Rey and Fischer 2013; Spanjers et al. 2011), in
mathematics learning (Guo et al. 2013; Lee and Chen 2009; Rittle-Johnson and Star
2007, 2009). For example, the design that presented steps to learn with images
presented on screen worked best for weak students, but not for strong students
(Kalyuga et al. 2000); images helped younger (less prior knowledge) students learn
science better (Leslie et al. 2012); and continuous animations were more effective
than segmented animations for experienced students (Spanjers et al. 2011). These
studies measured remembering and understanding skills in their experiments (Leslie
et al. 2012; Rey and Fischer 2013; Spanjers et al. 2011). The results indicated that
the multimedia designs are benecial to both weak and strong students on
remembering, but the designs were only benecial for weak students on under-
standing. In conclusion, there are causal relationships between prior knowledge and
order thinking skill in multimedia learning. It also seems that low prior knowledge
students performed better when developing higher order thinking skills.
The aim of the present study was to investigate the effects of prior knowledge (low
vs. high) and multimedia representation incorporating instructional strategies
(noninstructional vs. instructional design approach) in a mobile environment on
development of conceptual understanding emerging conceptual knowledge that
includes low order thinking skillgraphical property and concept association and
high order thinking skillevaluation of solutions and written explanation (CDC
and HKEAA 2007; Kastberg 2003; Schneider and Stern 2005; Thompson 2008;
Usiskin 1999), and procedural knowledge of low order thinking skillgraphical
representation skills. We focused on developing student conceptual understanding
through manipulating learning objects (Chiu and Churchill 2015a; Wagner 2002).
More specically, a conceptual model, a type of learning object, was used in the
22 Effects of Prior Knowledge on Mathematics Different Order 377
experiment (Chiu and Churchill 2015a, b; Churchill 2007, 2011, 2013). The rep-
resentations of the conceptual model are interactive and visual mediated experiment
(Chiu and Churchill 2015a, b; Churchill 2007, 2011, 2013). The model that pre-
sented property, parameters and relationships of discipline-specic concepts in an
interactive and audio and visual way intends to improve conceptual understanding
experiment (Churchill 2007, 2011). The learning activity in the experiment was
self-learning.
The study examined the following questions. In a mobile environment using
multimedia representation, (1) Do students with low prior knowledge outperform
those with high prior knowledge on their conceptual understanding? (2) Does the
instructional design approach have more positive effect than noninstructional design
approach on students conceptual understanding? (3) Does the combination of
design approach and prior knowledge have an effect on students conceptual
understanding?. Hence, we explored three hypotheses: In a mobile multimedia
environment, (1) low prior knowledge students will achieve better performance on
conceptual knowledge that requires low order thinking skill, (2) Students who learn
with instructional design approach will achieve better performance on conceptual
knowledge that requires high order thinking skill than those who would learn with
noninstructional design approach. (3) Students who would learn with instructional
design approach will achieve better performance on procedural knowledge than
those who would learn with noninstructional design approach.
22.3 Method
22.3.1 Participants
22.3.2 Design
with different design approaches of a conceptual model. This resulted in the four
experimental conditions18 students with low prior knowledge learning with mul-
timedia representation using instructional design approach, 18 students with high
prior knowledge learning with multimedia representation using instructional design
approach, 17 students with low prior knowledge learning with multimedia repre-
sentation using non-instructional design approach, 17 students with lower prior
knowledge learning with multimedia representation using non-instructional design
approach. Moreover, this study used pre- and post- conceptual and procedural
knowledge performance tests to measure the improvement of conceptual under-
standing in the experiment (Schneider and Stern 2005).
22.3.3 Materials
Materials in the experiment included learning materials, pre and posttests. Learning
materials used in the experiment was conceptual models. The conceptual model was
adopted from the studies of Chiu and Churchill (2015a, b). Two different designs
were non-instructional and instructional approaches. The instructional approach
adopted the four-form representation suggested by NCTM and variations of
equations and solving method together; and the noninstructional approach showed
an equation and its graphical representation. Since well-designed images and text
are important for both high and low prior knowledge learners, ve multimedia
learning design principlescoherence, signaling, spatial contiguity, temporal
contiguity, and segmentingwere applied to the two approaches to reducing
cognitive load of students. These can make the image and text presented better. The
topic was secondary school-level quadratic equations. The design of the conceptual
model in the experiment followed the recommendations of the Churchill mobile
multimedia environment design. For example, presentation of the learning content
was full-screen and landscape; and information of the conceptual model was
tasked-centered; and control slides offered students to control for instant responses
(one-step).
In the prior knowledge test, ten questions of multiple choices were given to
students before the experiment and each of the questions was scored 1. In the
conceptual knowledge performance tests, the four different thinking order skills
were measured. They were graphical property, concept association, evaluation of
solutions, and written explanations. Total score of each measure was 12.
22.3.4 Procedure
We conducted the experiment in the students school. The students nished pretests
in 40 and 20 min, respectively before the experiment in their classroom. In the
experiment, the students conducted self-learning with the conceptual models in two
22 Effects of Prior Knowledge on Mathematics Different Order 379
lessons. The students followed a worksheet to learn in the rst lesson and conducted
their own self-learning by manipulating the models without having the worksheets in
the second lesson. After the experiment, the students nished posttests in their lesson.
22.4 Result
The data of gain score in the pre- and post- conceptual knowledge performance tests
were analyzed using multivariate analyses of variance (MANOVAs) with graphical
property and concept association as dependent variables and evaluation of solution
and written explanation as dependent variables. Moreover, the data of gain score in
the pre- and post- procedural knowledge performance tests were analyzed using
univariate analyses of variance (ANOVAs) with the dependent variablessolving
equation skill, forming equation skill, and graphical representation skill. The data of
the conceptual and procedural knowledge performance tests are presented in
Table 22.1.
For the dependent variables graphical property and concept association, the
MANOVA revealed a signicant main effect of prior knowledge, Wilks = 0.81, F
(2,65) = 7.65, p < 0.001, partial 2 = 0.19, with low prior knowledge students
performing better than the high low prior knowledge students. No signicant main
effect of design approach was found, Wilks = 0.94, F(2,65) = 1.97, p > 0.05, partial
2 = 0.06. No signicant interaction effect between prior knowledge and design
approach was found, Wilks = 0.98, F(2,65) = 0.61, p > 0.005, partial 2 = 0.018.
The follow-up ANOVAs results showed the main effect of prior knowledge
yielded an F ratio of F(1, 66) = 13.96, p < 0.001, partial 2 = 0.18, indicating that
the mean gain score was signicantly greater for low prior knowledge (M = 5.6,
SD = 3.57) than for high prior knowledge (M = 2.63, SD = 3.23).The main effect of
design approach yielded an F ratio of F(1, 66) = 2.90, p > 0.05, partial 2 = 0.042,
indicating that the mean change score was not signicant. The interaction effect was
not signicant, F(1, 66) = 1.22, p > 0.05, partial 2 = 0.018.
With regard to concept association, a signicant main effect of prior knowledge
was found, F(1, 66) = 4.08, p < 0.05, partial 2 = 0.058. The mean gain score was
signicantly greater for low prior knowledge (M = 2.29, SD = 2.41) than for high
prior knowledge (M = 1.23, SD = 1.97). No signicant main effect of design
approach was found, F(1, 66) = 1.92, p > 0.5, partial 2 = 0.28. The interaction
effect was not signicant, F(1, 66) = 0.11, p > 0.05, partial 2 = 0.002.
For the dependent variables graphical property and concept association, the
signicant main effect was found for the independent factor prior knowledge but
not the design approach. This result revealed that low prior knowledge students
achieved higher conceptual knowledge performance that requires low order
thinking skill when they learned with interactive multimedia representation.
For the dependent variables evaluation of solution and written explanation, the
MANOVAs results showed a signicant main effect of design approach was
found, Wilks = 0.81, F(2,65) = 7.51, p < 0.001, partial 2 = 0.19, with the
instructional design approach group performed better than the noninstructional
design group. No signicant main effect of prior knowledge was found, Wilks
= 0.97, F(2,65) = 1.15, p > 0.05, partial 2 = 0.03. No signicant interaction effect
between prior knowledge and design approach was found, Wilks = 0.96, F
(2,65) = 1.48, p > 0.005, partial 2 = 0.04.
The follow-up univariate ANOVAs with dependent variable evaluation of
solutions yielded a main effect for the design approach, F(1, 66) = 9.69, p < 0.01,
partial 2 = 0.13, such that the mean gain score was signicantly greater for
instructional design approach (M = 2.42, SD = 2.53) than for noninstructional
design approach (M = 0.59, SD = 2.46). The main effect of prior knowledge was
nonsignicant, F(1, 66) = 2.15, p > 0.05, partial 2 = 0.032. The interaction effect
was nonsignicant, F(1, 66) = 2.15, p > 0.05, partial 2 = 0.03.
With regard to the dependent variable written explanation, univariate ANOVAs
yielded a main effect for the design approach, F(1, 66) = 10.20, p < 0.01, partial
2 = 0.13, such that the mean gain score was signicantly greater for experimental
design (M = 2.69, SD = 3.35) than for control design (M = 0.68, SD = 1.61). The
main effect of prior knowledge was nonsignicant, F(1, 66) = 0.75, p > 0.05, partial
2 = 0.01. The interaction effect was not signicant, F(1, 66) = 1.77, p > 0.05,
partial 2 = 0.03.
22 Effects of Prior Knowledge on Mathematics Different Order 381
For the dependent variables evaluation of solution and written explanation, the
signicant main effect was found for the independent factor design approach but not
the prior knowledge. This result revealed that students learned with the instructional
design approach achieved higher conceptual knowledge performance that requires
high order thinking skill than those learned with the noninstructional design approach.
22.5 Discussions
The results of the present study indicated that the effectiveness of design approach
was absent for students on improving conceptual understanding that was easily
transferred to conceptual knowledge that requires low order thinking skill
graphical property and concept association. Those students did not show any
382 T.K.F. Chiu
The ndings showed that design approach of multimedia representation was the
main effect on improving students conceptual understanding that was transferred to
conceptual knowledge that requires higher order thinking skillevaluation of
solutions and written explanation. These ndings support the teaching techniques
evolved from variation theory (Gu et al. 2004; Mok and Lopez-Real 2006) and the
four-form representation (NCTM 2000). The effect of prior knowledge was not
signicant. The improvement of conceptual understanding depended on the design
approach rather than prior knowledge. This suggests effective multimedia repre-
sentation was the signicant predictors on predicting improvement of conceptual
understanding developed through manipulation. Students learned better in a specic
design using teaching strategies rather than a general design. That is, how to design
multimedia representation in a mobile learning environment affects the effective-
ness of high order thinking skill in algebra.
The ndings suggested that design approach of multimedia representation was the
main effect on developing students conceptual understanding for answering the
questions regarding to procedural knowledge. The specic multimedia represen-
tationusing instructional approachhad a more promising effect in the experi-
ment, suggesting the instructional approach is likely to help students to develop a
more complete conceptual understanding that was translated to graphical repre-
sentation skill than the noninstructional approach. This also suggests that the
interactive multimedia representation was not sufcient in designing mobile
learning environment even though the graphical representation skill only requires
conceptual understanding regarding to the relationships between equations and their
graphs.
22 Effects of Prior Knowledge on Mathematics Different Order 383
22.6 Conclusions
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Chapter 23
An Investigation of the Effects
of Individual Differences on Mobile-Based
Augmented Reality English Vocabulary
Learning
Abstract Mobile devices are now widely owned and available to the majority of
people. While the affordances of mobile learning include supporting a more per-
sonalized, authentic, situated learning based on the ndings of many studies, it is
crucial and urgent to start rethink pedagogy and learning using mobile devices.
Additionally, as the concept of augmented reality (AR) enables learners to receive
additional, valuable information in a real setting, this study, thus, aims to investi-
gate the effects of a mobile-based augmented reality simulation learning system for
English vocabulary acquisition on learners of different learning styles (eld
independence/dependence, FI/FD) and English prociency (high/low) in terms of
learning outcome and motivation. An experimental research design was used in this
study to identify any differences between FI, FD students and high/low English
prociency learners. The results showed that FD learners benetted signicantly
from the mobile AR instruction on learning outcome; there was a borderline sig-
nicant difference between high and low English prociency learners on learning
outcome; and neither learning styles nor English prociency affected learning
motivation after the mobile AR instruction was applied. From the ndings of the
present study, individual differences should be considered when a new instructional
approach is applied in order to make learning more effective and motivating.
23.1 Introduction
since many learners do not have the environment that are needed for this kind of
learning to happen (Nation 2001). And while incidental vocabulary learning is often
regarded as opposed to the direct intentional learning and teaching, Nation (2001)
proposed that the two should be complementary activities, enhancing each other
simultaneously, and that a well-designed language learning program should have a
proper balance between meaning-focused activities (e.g., incidental learning
through reading and speaking activities) and language-focused activities (e.g., the
direct study of language items).
As for dictionary strategies, Brown et al. (1989) pointed out that
dictionary-based learning might result in problems when learners try to use the
language in real situations. Barab (2002) also argued that the main problems while
practicing traditional teaching methods are that information becomes decontextu-
alized, knowledge becomes more indirect, abstract, and experience are
second-handed conned in classroom context. Thus, the present study proposed a
learning system that aimed to realize the idea of recognizing a word automatically
in natural contexts (Gu and Johnson 1996, p. 660) by enabling learners to learn in
a physical context, which is the actual environment, while at the same time, also
providing learners with glosses (i.e., the direct study of language items) through the
aid of augmented reality technology.
When it comes to learning styles, there is no one universally acknowledged
denition. Keefe (1979, p. 4) described learning styles as cognitive, affective, and
physiological traits that are relatively stable indicators of how learners perceive,
interact with, and respond to the learning environment (as cited in Park et al.
2006). It is necessary for language instructors to understand how students perceive
and approach learning tasks, that is, students distinct learning styles, in order to
achieve optimal language learning progress (Oxford and Anderson 1995). Among
different classications of learning styles, eld independence/dependence (FI/D) in
particular, has been extensively investigated and acknowledged to be potentially
important in second language acquisition (Alptekin and Atakan 1990; Chapelle and
Green 1992; Wyss 2002; Drnyei and Skehan 2003). Nonetheless, the results of the
empirical studies motivated by the FI/D conducted in the eld of second language
acquisition showed that the correlation between FI/D and language learning
achievement is usually low, and that the FI/D interpretation is simply a measure of
intelligence in disguise, which in turn means FI stylists are often the ones showing
signicant positive correlations (Drnyei and Skehan 2003).
Regardless of the criticisms, Chapelle and Green (1992) provided a powerful
defense that knowing learners FI/D is still signicant to offer a better L2 learning
experience, since the measure of FI/D of previous studies only tackles one of the
three major constructs, the cognitive restructuring skills, and ignoring the two
other components, interpersonal competencies and reliance on internal versus
external referents (Witkin and Goodenough 1981, p. 54).
The success of second language acquisition is associated with both ends of the
FI/D continuum. For instance, FI learners are claimed to be more intense in
focusing on the language stimuli relevant to the language learning task at hand
(Naiman et al. 1978, p. 30) and thus excel in classroom learning which involves
23 An Investigation of the Effects of Individual Differences 391
tasks assigned by the system through scanning the RFID tag attached to a specic
object, and they reported that relating vocabulary to authentic objects helps them
understand the words with greater ease, interest, and engagement. The signicance
of Ogata and Yanos study lies in its corporation of context-awareness and
self-pacedness into vocabulary learning.
Based on the theoretical foundation of situated learning, the present study proposes a
learning system that incorporates the technology of augmented reality into English
vocabulary learning with the use of mobile devices, enabling learners to acquire
vocabulary in an authentic context by actually seeing and interacting with the
environment. Learning motivation and learning outcome will then be measured and
analyzed to nd out whether there is a difference between FI and FD learners. This
study aims to describe early research into augmented reality-based mobile learning
that attempts to assess its effect on students of different learning styles learning
outcome and perceived motivation in English vocabulary learning of elementary
students, by enabling students to actually see, touch and interact with the vocab-
ulary in a real setting. The research objective of this study is to investigate whether
there is a difference among learning motivation and learning outcome of students of
different learning styles exposed to a mobile-based AR simulations learning system
proposed in this study. Accordingly, the three primary research questions are:
RQ1 Is there a signicant difference between FD and FI learners in the mobile
augmented reality-supported English vocabulary instruction?
RQ2 Is there a signicant difference between FD and FI learners in learning
motivation while the mobile augmented reality instruction was applied?
RQ3 Is there a signicant difference between learners of high and low English
prociency levels in the mobile augmented reality-supported English
vocabulary instruction?
RQ4 Is there a signicant difference between learners of high and low English
prociency levels in learning motivation while the mobile augmented reality
instruction was applied?
23.3 Methods
Figures Test to distinguish eld independent and eld dependent learners, followed
by a pretest on English vocabulary. After the pretest, participants would then use
mobile devices to learn vocabulary in a real setting, which would be their classroom.
Finally, they were then given questionnaires and vocabulary tests to measure their
learning motivation and learning outcome, respectively. A semi-structured student
interviews were also conducted at the end of the experiment in order to provide an
in-depth understanding of the lived experience of the third graders regarding their
opinions and learning attitude toward the usage of the proposed learning system.
23.3.1 Participants
In order to align the learning system with the existing curriculum guidelines, the
participants in this study were 52 third-grade students, from two different classes,
class 303 and class 308, at an elementary school in XiZhi District, New Taipei City.
Students from both classes used the mobile-based AR simulations learning system
in a real setting. As for the participants in the pilot test, a total of 26 third-grade
students from the same elementary school were assigned using a convenience
sampling method. These students, aged between 9 and 10 year-old have at least
received 2 years of formal English education at school for 80120 min a week. As
for the usage of mobile devices, 84 % of the students have the experience of using
mobile devices, such as tablets and smartphones or iPods; while 44 % possess their
own mobile devices; and 44 % of the participants indicate that they have used
mobile devices as learning tools. In brief, from the survey, it can be concluded that
participants are fairly familiar with mobile devices to a certain degree, and would
not have encountered major problems in terms of operation.
23.3.3 Procedure
Before the activity using the proposed mobile AR English vocabulary learning
system, students were given pretests on their prior knowledge, namely, their
English vocabulary knowledge, see Fig. 23.2. Group Embedded Figures Test
(GEFT) was also administrated to all 52 participants to research into their learning
styles, eld dependence or eld independence. An instruction on how the test works
was given before participants took it, as shown in Fig. 23.3, depicting one of the
participants demonstrating how to locate a simple geometric shape embedded in a
more complex one. The activity began with the anticipatory set, where students
were asked if they had hands-on experience of using a particular item in a class-
room, and to contribute to a discussion about their personal experiences and
knowledge of a classroom vocabulary, which they had showed great interest in
sharing their own thoughts (as depicted in Fig. 23.3), since the topic was closely
related to every students daily life.
After a pre-information and instruction of the activity explaining what they need
to do in the classroom, students were randomly divided into nine sub groups with
three members in one group, given a mobile device, and began with the activity. In
the classroom, they were assigned to a task: First, they were given a clue for the rst
item. Second, when they successfully found out the rst item, additional
396 T.-A. Sytwu and C.-H. Wang
Fig. 23.2 Participants taking pretests on English vocabulary (on the left) and a participant
demonstrating how GEFT works (on the right)
information of the item, the English vocabulary, Chinese equivalent, and audio
pronunciation would appear on their screen when scanning the right item. Then,
they had to return to the control center to show the screenshot proving they had
successfully discovered the assigned item and utter the Chinese and English pro-
nunciation of the vocabulary to get the next clue. In order to accomplish the task,
participants need to collect every required item. After all groups had nished the
task, the group who spent the least time possible would be awarded.
To ensure grouping (i.e., the composition of group members) would not have an
effect on students learning outcome, learners were asked to take turns using the
tablets to eliminate possible confounding factors caused by grouping. Finally, after
the activity, they were asked to answer questions on the motivation questionnaire
and English vocabulary posttest to gauge their learning outcome
23 An Investigation of the Effects of Individual Differences 397
Two independent and two dependent variables were examined in this study, which
are learning styles (FI/FD), English prociency level, learning outcome, and
learning motivation, respectively. As for the two independent variables, learning
styles and English prociency levels, students previous English (midterm and nal)
exam scores were used to indicate their prociency in English, dividing them into
two groups: high English prociency (top 27 % among 52 students) and low English
prociency (lowest 27 %); while the Group Embedded Figures Test (GEFT) was
used to measure their learning style, eld dependence/independence. As for the two
dependent variables, learning outcome and learning motivation, to investigate par-
ticipants learning outcome, an English vocabulary pre and posttests were used;
while a motivation survey was conducted to measure the learning motivation.
The Group Embedded Figures Test (GEFT), developed by Witkin and his
associates in 1971, is one of the most widely used measures of eld
independence/dependence (FI/D), especially in second language acquisition
research (Khatib and Hosseinpur 2011). The test requires subjects to locate and trace
simple geometric gures embedded in a more complex gure. For example, the
participants are asked to identify the simple gure labeled x, see Fig. 23.4 (Witkin
et al. 1971), from a more complex one below, and outline the shape out of it.
The Group Embedded Figures Test used in this study, based on Witkin et al.
(1971), was a modied, Chinese version with Mandarin phonetic symbols, zhuyin,
to ensure the third-grade participants could fully comprehend the instructions on the
test paper. Several geometric gures were also re-illustrated due to some of its
undistinguishable features. The test consists of three sections/pages: the rst page
comprising seven simpler geometric questions serves as a warm-up exercise for
students to get familiarize with the test; while the second and third part containing
nine questions each with more complex gures are the part where students are given
a limited time and get scored to determined whether they are FI or FD stylist.
In general, FI/D is determined by the numbers of the correct answers given by
the test takers. That is, those who scored higher are labeled as FI, while those who
score lower are branded as FD learning stylists. There are two common ways of
determining FD and FI learners. The rst method assumes learners who score above
the median of the overall scores as FI learners, while those below as FD learners.
The second method labels the upper 25 % of the subject as FI learners, while the
lower 25 % as FD learners.
Taking the present studys relatively smaller sample size into account, the rst
method was adopted to determine FI and FD learners. In the present study, a total
number of 52 students were examined. The median score was four, and those who
scored four and below were categorized as FD learners, consisted of 30 persons;
while students who scored above four were deemed to be FI learners, consisted of
22 persons.
The questionnaire (see Appendix A) used in the present study to measure
learning motivation was adapted from Liu and Chu (2010), which the two
researchers aimed to investigate if their proposed ubiquitous English instructional
approach would affect learning outcome and motivation, a research topic similar to
the present study. That is, both studies probed into the impact of a more innovative,
mobile, context-aware instructional approach on learning outcome and motivation,
and particularly in the eld of English as foreign language learning. Thus, this
motivation scale is best suited for this study since the two studies shared similar
learning method, learning topic and variables.
The motivation questionnaire developed by Liu and Chu (2010) applied Kellers
attention, relevance, condence and satisfaction (ARCS) motivation model, which
is a model well used in student-centric instructional tasks (Keller 1987; Keller and
Suzuki 2004). The core values of this motivation model were also practiced in the
design of the proposed mobile AR instruction. That is, with an eye to building an
effective learning environment with interesting activities, the present study aimed at
stimulating students visual and auditory senses to draw their attention, providing
opportunities for self-learning, and cooperation with teammates at the same time.
As the proposed mobile AR instruction was designed to be closely related to
students daily life, such as items one encounters in a classroom, students could
also be able to nd relevance when they were involved in this learning activity.
What is more, the activity offered students opportunities to accomplish challenging
tasks, and thus providing the possibility of building self-condence and gaining a
sense of satisfaction afterwards.
The motivation questionnaire used in the present study was composed of 16
questions in total, 4 questions for each dimension, attention, relevance, condence,
and satisfaction. The level of motivation will be indicated on a ve-point Likert
scale from (1) strongly disagree, to (5) strongly agree. English vocabulary tests for
the pre and posttests used to examine students after the experiment were designed
with a focus on word recognition. In the rst section, students were asked to match
the English vocabulary and the pictures of that item. For the second section, stu-
dents had to match the English vocabulary with its Chinese equivalents. The target
words of this learning activity were selected from the basic 2000 English word list
at elementary school level, issued by Taiwans Ministry of Education. The English
vocabulary pre and posttests were also validated in advance by three experts in
related eld, mobile-assisted learning and EFL education.
23 An Investigation of the Effects of Individual Differences 399
At the end of the experiment, semi-structured interviews with the students were
conducted in order to gain in-depth understanding of the participants live expe-
rience in using the proposed mobile AR vocabulary learning system. The interviews
contained a predetermined set of questions as follows:
Do you think the method of English learning employed in this course is inter-
esting? Why or Why not?
Do you think the method of English learning employed in this course is
attractive? Why or Why not?
Do you think the method of English learning employed in this course is useful?
Why or Why not?
Do you think this course improved your condence in learning English? Why or
Why not?
Are you satised with your English learning achievement? Why or Why not?
The overall performance, students English vocabulary test scores, and scores of the
questionnaire used to measure learning motivation were collected and analyzed
using ANCOVA and independent t-test to identify any signicant differences
between learners of the two different learning styles, FI/FD, and those of high/low
English prociency levels. Pre and posttest designs are widely adopted and con-
sidered well suited to investigate the effects of educational innovations. ANCOVA
on posttest and pretest as a covariance is a more appropriate and informative
analysis (Dugard and Todman 1995).
As for the qualitative data, all interviews were audio-taped and transcribed by
the researcher and analyzed with the procedure by rst organize the data, generate
categories, themes, and patterns; search for alternative explanation for the data, and
write the report, as proposed by Marshall and Rossman (1989). Five interviewees
from three different classes were chosen and coded according to the class they
belong; capital letters, A, B, C for the class code, and the numeric numbers, 15
representing their identity.
23.4 Results
(ANCOVA) was conducted to analyze the data. The descriptive statistics of FI and
FD learners performance are showed in Table 23.1.
Before ANCOVA, the rst step is to analyze the homogeneity of regression
coefcients. The result, F = 0.464, p = 0.499 > 0.05, does not reach the signicant
level, thus meaning the regression slope of FI and FD groups is equivalent. This
result conrms the assumption of homogeneity of regression coefcients;
ANCOVA could then be further executed. The ANCOVA evaluation results of FI
and FD learners learning outcome are presented in Table 23.2. The results,
F = 10.010, p = 0.003 < 0.005, indicate that learning styles, FI and FD, do make a
difference when students received the proposed mobile AR instruction.
Table 23.3 displayed the estimated posttest score after removing the effect of
covariance, showing FD learners posttest scores (9.602) higher than that of FI
learners (8.543). Thus, it can be concluded that FD learners benetted more than FI
learners while a mobile augmented reality English vocabulary learning approach
was applied.
Table 23.3 The estimated score of FI and FD learners after adjusting the dependent effect with
respect to the covariance
Mean SD Lower bound Upper bound
FI group (N = 22) 8.543 0.248 8.044 9.042
FD group (N = 30) 9.602 0.211 9.178 10.062
23 An Investigation of the Effects of Individual Differences 401
That is, learning motivation of both FI and FD learners is more or less similar after
they received the proposed mobile AR English vocabulary instruction.
conducted. The mean and SD of High prociency were 72.07 and 8.18, respectively;
the mean and SD of low prociency were 71.21 and 4.93, respectively. The results of
the t-test further inferred that there is no statistical difference, p = 0.74, in motivation
between learners of two different English prociency levels. That is, learning
motivation of both high and low English prociency learners is more or less similar
after they received the proposed mobile AR English vocabulary instruction.
The main focus of the qualitative part of the study centered on students
self-perceptions upon their experience in the mobile AR learning activity. The
ndings are presented in clusters that described the ve third-grade students
self-reported perceptions of using mobile technologies in learning English vocab-
ulary. Specically, four categories emerged according to the elements the inter-
viewees brought out, which are, fun, effectiveness, condence, and satisfaction.
23.4.5.1 Fun
One of the main ndings from the interviews was that all ve interviewees found
the learning method fun, interesting, special, and different from the way they used
to acquire English vocabulary.
I never knew English vocabulary could be learned this way, with tablets and with team-
work. Its so different from how our teacher teaches us in the classroom. This activity
impressed me a lot. (A1)
Learning with tablets made everything so fun and exciting! (C4)
The idea of learning with tablets excites most of the third graders, giving them an
impression of fun, untraditional, novel learning experience that they are willing to
actively take part in.
23.4.5.2 Effectiveness
I can better memorize these words because they are important, needed, and widely seen
in my daily life. (A2)
Hearing the pronunciation of that word from the tablet helps me pronounce and
memorize the word. (C4)
From interviewees viewpoint, it can be concluded that seeing the authentic object
in front of them, nding relevance in the vocabulary, helping teamwork by teaching
them, and hearing the pronunciation enabled them to fully understand and retain the
word.
23.4.5.3 Satisfaction
Interviews expressed the fun and effectiveness of such learning method satised
them, because they nd it interesting and useful. However, there were some
technical problems that unsatised one of the interviewees:
I encountered problem like failing to detect the object, problems with saving the screenshot
and having the camera to focus. These made me upset because I really wanted to nd all of
the assigned items. (C5)
The technical problems need to be solved in order to provide learners with a more
pleasant, effective learning experience.
23.4.5.4 Condence
Interviewees gained condence from knowing they could fully memorize the
words:
I felt condent when I knew I would not forget these words for a while. (A2)
23.5 Conclusion
The researcher rst investigates the rst independent variable, learning styles,
examining whether there is a signicant difference between FI and FD learners in
learning outcome and learning motivation while the proposed mobile AR English
404 T.-A. Sytwu and C.-H. Wang
vocabulary instruction was applied. The second part of the results probes into the
other independent variable, English prociency, divided into two groups, high/low
English prociency levels, and examines whether learners initial English pro-
ciency has an impact on their learning outcome and learning motivation while the
proposed mobile AR English vocabulary instruction was applied.
There was a signicant difference in FI and FDs learning outcome. Both FI and
FD learners improved greatly after the instruction. However, FD learners appear to
benet a lot more than FI learners when this mobile AR instruction was applied.
The result showing FD learners benetting more from the mobile AR instruction
which allowed learners to learn in an authentic context is consistent with what
Chapelle and Roberts (1986), Brown (1987) and Wyss (2002) suggested that FD
learners tend to learn language through contextualized practice and achieve greater
success beyond the constraints of traditional teaching method in the classroom. The
results also debunked the claims that the signicant positive correlations are always
in favor of FI learners (Drnyei and Skehan 2003). Instead, FD learners can be the
signicant positive correlations given an instructional approach that relates to their
learning style.
The results showed that there was no signicant difference between FI and FD
learners in learning motivation after the learning activity. That is, it can be con-
cluded that both FI and FD learners found this mobile AR learning activity to be
motivating at a similar level, which proves the ndings of Ogata and Yano (2004)
that when vocabulary learning is associated with authentic objects and context,
learning interest, and engagement are then increased.
There was a borderline signicant difference in high and low English prociency
learners learning outcome, showing high English prociency benets slightly more
than low English prociency learners while the mobile AR instruction was applied.
In other words, students of high English prociency did statistically outperform
those who have lower initial English prociency after removing the effect of
covariance. However, low English prociency learners showed signicant
improvement in scores after the proposed mobile AR instruction. It can be inferred
that a learning method that incorporates context-awareness into daily life with the
help of augmented reality and mobile devices may be an effective way for lower
English prociency learners to acquire L2 vocabulary, as it is more related to the
learner, enabling learners to nd relevance in learning and at the same time pro-
viding them with hands-on understanding of the vocabulary by actually seeing and
feeling it. Aside from the possibility of high relevance and hands-on learning
experience offered by the proposed learning method, learning motivation may be
another critical key that leads to ideal learning performance, especially for those
lower English prociency learners, who have more difculties nding motivation in
a subject which they are already poor at. As one interviewee who has lower English
prociency learner suggested, being able to use tablets in learning enhanced his
motivation in English learning, which he used to have no interest and condence in,
and in turn showing an improved learning result.
The results further showed that there was no signicant difference between high
and low English prociency learners in learning motivation after the learning
23 An Investigation of the Effects of Individual Differences 405
activity. In other words, both high and low English prociency learners share more
or less the same perception concerning learning motivation, which echoes with the
ndings of August et al. (2005) that the use of technology in vocabulary learning
can generally provide learners with incentives, and thus be motivated regardless of
learners individual differences.
This study aims to investigate whether individual differences, learning styles, and
English prociency make a difference when receiving the proposed
mobile-facilitated augmented reality instruction for English vocabulary learning.
The present study would like to shed light on the relations between individual
difference and the mobile AR instruction. So the two main pedagogical implications
of this study are as follow.
To begin with, teacher should fully recognize students individual differences,
such as their learning styles and prior knowledge. Learning styles can be easily
revealed, in the present study, by taking a Group Embedded Figures Test that takes
no longer than 20 minutes. After getting the information of students learning
styles, it is important to learn the difference of each learning style and come up with
appropriate instructional methods. Students prior knowledge should also be paid
careful attention to, since students at different level may benet from different
instruction. From the results of the present study, students of lower achievement are
more likely to benet from an instructional approach that learners nd related to
and one that enhances motivation and condence in learning; while FD learners on
the other hand, may also perform outstandingly in a contextualized learning envi-
ronment like this, rather than in the traditional classroom learning which involved
more analysis, attention to details and mastering in exercises such as tracking
grammatical correctness, acquiring linguistic rules, and taking classroom-oriented
language tests like cloze tests.
Second, the idea of using mobile devices as a learning tool is fully appreciated
by elementary school students, where they nd enormous learning interest and
motivation. As mobile devices usage and ownership have reached a new peak
among students, there is great potential in mobile learning. With the help of
technology such as augmented reality, learning can then take place everywhere, at
any time, beyond the constraints of traditional classrooms. If mobile devices are
well used in educational context, students common belief that mobile devices are
only for recreational purposes can be reversed. Instructors should also ponder how
mobile learning can be taken advantages of inside the classroom and outside of the
classroom, balancing formal and informal learning to the upmost.
In general, instructors should be aware of individual difference, come up with
appropriate instruction that benets students of different characters, and always
welcome the idea of incorporating new concepts and technology into instruction.
406 T.-A. Sytwu and C.-H. Wang
Several limitations have been found in the process of the research, including small
sample size, time constraint, limited teaching material, and constrained learning
environment. Some suggestions for future studies are also brought out within the
limitations.
First, limitations from this study mainly stem from its scope, which is the size
and composition of the sample population, and lack of a control group, in particular.
The present study involved only 52 third-grade students in elementary school. It
would be inappropriate to generalize the results of the study and jump to a con-
clusion that the effectiveness of a mobile AR instruction applies to every student
and that it successfully leads to students improvement. There is a need for future
empirical studies with a larger and more varied sample to clarify the present
ndings and investigate the relationship between individual differences and such
learning approach. What is more, as this study applied random grouping arrange-
ments, it is recommended that future studies look into the effects of different
grouping methods, for example, heterogeneous or homogeneous, on the effective-
ness of learning among different students.
Second, the time which the mobile AR instruction was carried out was not
enough to ensure there is a steady improvement in English vocabulary acquisition.
And when any technology is introduced in an educational context, there is always a
problem with a novelty effect; implying students tend to get more motivated in the
beginning as it is something new to them. However, as students get used to such
innovative instruction, the novelty might wear off. Thus, it is recommended that
future studies on education incorporated with new technology should include more
longitudinal research to examine the effectiveness of learning and its relationship
with individual differences.
Third, the target words in the present study consist of only ten vocabularies,
which is about the amount students learn from one unit in their formal English
classes. It would be more desirable if the number of target words increase. If so, the
time for test and burden of the students should also be considered.
Fourth, learning was still constrained in a classroom setting due to practical
matters and safety issues. Although the classroom setting counts as an authentic
context, the effectiveness of learning English vocabulary outside of the classroom
setting should also be investigated in future studies. As there is great potential in the
present instructional approach to be utilized in self and informal learning, which
learning mostly occurs outside of the classroom setting.
Acknowledgments This paper is dedicated to Dr. Chien-Hwa Wang, Dr. Huey-Kang Sytwu, Dr.
Shuh-Jen Sheu, the Sytwu brothers, and Hegel Tsai, who helped and guided me all the way.
23 An Investigation of the Effects of Individual Differences 407
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Author Biographies
Tong-Ann Sytwu Recently received her masters degree from the Department of Graphic Arts and
Communications, National Taiwan Normal University, Taiwan. She majored in English as an
undergraduate, during which she developed great interest in communication technology and
benetted greatly herself from technology-supported self learning. Subsequently, Sytwu combined
her training and personal interest, and strived to construct an effective formula for English
language learning through the benet of technology. Currently ghting nasty autoimmune
diseases, and shes going to win the battle.
Chien-Hwa Wang Professor at the department of Graphic Arts and Communications, National
Taiwan Normal University, Taiwan. Wang researches into the application of communication
technology in educational settings, currently probing into the effects of mobile-based augmented
reality on learning of different disciplines.
Part VI
Future Developments
Chapter 24
Future Directions in Mobile Learning
Mark Pegrum
Abstract The shape of mobile learning (m-learning) depends very much on the
complex cultural, social, political, economic and, above all, educational ecologies
in which mobile technologies are embedded. Focusing primarily on the developed
world, this chapter begins by surveying our contemporary technological context,
highlighting new forms of hardware and emerging patterns of usage. It then turns to
our contemporary educational context, outlining seven major trendstowards
contextualisation, personalisation and diversication of learning; towards student
support, engagement and creativity; and towards wider collaborationwhich
reflect aspects of the broader cultural, social, political and economic landscape. It is
suggested that the future of digital learning generally, and m-learning in particular,
will take shape at the point where ongoing technological developments intersect
with ongoing educational trends.
24.1 Introduction
In any discussion of the future of m-learning, we must take into consideration the
larger cultural, social, political, economic and educational ecologies in which
mobile technologies, like all technologies, are embedded (Selwyn 2014;
Warschauer 2011). In particular, we must consider dominant educational trends,
since these will play a major role in determining which current and future tech-
nologies will nd their way into education, and how they will or will not be
deployed. In exploring this territory in this chapter, we will focus primarily on the
developed world: while m-learning has extensive applications in the developing
world, where it serves to increase educational access in line with a social justice
agenda (GSMA 2010; UNESCO 2013), cutting-edge technologies and new edu-
cational strategies typically emerge from the developed world.
M. Pegrum (&)
The University of Western Australia, Crawley, Australia
e-mail: mark.pegrum@uwa.edu.au
Mobile learning is of course governed by the principle of mobility, which can apply
variously to the devices, the learners, and the learning experiences. The most
fundamental of these categories is that of the devices since, unless we make mobile
digital devices central to our denition of m-learning, we are obliged to widen it to
include other kinds of learning-on-the-move, such as learning supported by toys or
books (Pegrum 2014, in press b). It has been suggested that the category of mobile
digital devices comprises those which can be used at Point A and Point B, as well as
everywhere in between, without stopping (Puentedura 2012). This conception
makes room for yesterdays personal digital assistants (PDAs) and digital music
players like Apples discontinued iPod, as well as still widely used feature phones;
it makes room for todays multifunctional smart devices, notably smartphones and
tablets, as well as increasingly niche products like digital cameras; and, perhaps
most importantly, it makes room for emerging devices carried on or in the body,
such as wearables and embeddables/implantables, as well as independently or
semi-independently mobile technologies like drones or robots. In light of these
newer developments, we might slightly modify Puenteduras denition to say that
mobile devices are digital devices which can operate (rather than be used) at
Point A, Point B, and continuously everywhere in between.
M-learning, then, would be any learning involving mobile digital devices, as
dened above. Yet if the category of devices is the most important when it comes to
the mobile part of mobile learning, it is not necessarily the most important when it
24 Future Directions in Mobile Learning 415
comes to the learning part. It is only when the devices and the learners and ideally
the learning experience are all mobile that the full educational potential of mobile
devices can be realised, that is, where their potential to support collaborative,
constructivist learning meets their potential to support situated, embodied learning
in real-world contexts (Pegrum 2014, in press b). It is important to bear in mind this
complex character of m-learning as we consider how it is likely to develop at the
intersection of present and future technological and educational trends.
The signs of our shift into a mobile, wireless era are clear. As of late 2014, some
60 % of all internet-connected devices were estimated to be smartphones or tablets,
with some 70 % of all new computing devices running the Android mobile oper-
ating system (Blodget et al. 2014). Over time, internet connectivity and accessibility
will gradually become a reality for the more than 50 % of the worlds population
who currently remain offline; this is thanks to a range of projects like Facebook
Zero, Google Free Zone and Wikipedia Zero; cooperative alliances like the
Facebook-led Internet.org; and experiments in beaming internet access from drones,
as in Facebooks Aquila project, or balloons, as in Googles Project Loon. Yet for
the foreseeable future the developed world will remain far ahead in terms of speed
and bandwidth, and is thus likely to originate most new technological and related
educational developments.
As the educational potential of smart devices is becoming more widely recog-
nised in the developed world, we are seeing a shift towards Bring Your Own
Device (BYOD) approaches and, particularly in Western institutions which pro-
mote student autonomy, technology-supported flipped classroom approaches
(Johnson et al. 2015). Teachers and students have been working with educational
apps (Oakley et al. 2012)despite some concerns over their pedagogical limita-
tions (Gardner and Davies 2013; Pegrum 2014)as well as exploring the value of
social media for facilitating multimodal communication and constructivist net-
working, of MOOCs for opening up access to diverse educational content and
learning communities, of gaming platforms for engaging attention and reinforcing
learning, and of new learning spaces for supporting blended educational
interactions.
But m-learning is not all about phones and tablets: the mobile ecosystem is
rapidly becoming larger and more diverse, as older devices mix with emerging
devices that heighten the power of mobility. Leading the new category of wear-
ables, most of which do not currently function as standalone tools but rather sync
by Bluetooth to accompanying smart devices, are two device types: increasingly
popular tness trackers, often in the form of digital wristbands, which encourage
users to make interventions in their lifestyles on the basis of tracked patterns of
activity and sleep, visualised through mobile apps; and multipurpose smartwatches,
which display notications, messages and information, control other digital devices,
416 M. Pegrum
and double as tness trackers. Smart clothing, such as sensor-imbued shirts, socks
or shoes, has to date been used largely to improve sporting performance, though
wider applications may be in the pipeline, such as clothing that detects and responds
to a users mood (Bryner 2010).
Additionally in this category we nd smart glasses. As distinct from virtual
reality (VR) headsets, which provide an immersive experience of a fully simulated
environment, smart glasses are augmented reality (AR) tools that superimpose
digital information and communication channels on our existing view of the real
world. The rst publicly available product, Google Glass, carries a small screen
mounted above the users right eye which serves as an information display and a
recording and communication interface synced to a smart device. Although, in the
wake of limited commercial success, Google has halted sales to individuals and
begun redevelopment work (Barr 2015), the device has already started to nd a role
in medical and other educational programmes (Johnson et al. 2015; Open Colleges,
n.d. b). Microsofts new HoloLens goggles, while bulkier, contain a small Windows
10 computer and appear to offer a more integrated AR approach where digital
information will be literally overlaid on our view of our surroundings (Lee 2015). It
is likely, however, that AR glasses and headsets are only the rst stage on the road
to smart contact lenses (Carmigniani and Furht 2011; Scoble and Israel 2014).
It is conceivable that multiple wearable devices could be connected into a body
area network or BAN, perhaps co-ordinated through a smartphone (Woodill
2015). A set of wearables that enable on-time, in-place access to digital informa-
tion, communication channels and recording options, most likely controlled through
an AR interface, has the potential to support many kinds of situated, embedded,
embodied learning (Delgado 2014; Johnson et al. 2015), including just-in-time
workplace learning (Baty 2014), and moreover to support those with special needs
(ELI 2013c).
It has been suggested that the long-term survival for the keyboard, mouse and
monitor suddenly seems precarious (Lee 2015), due largely to the rise of natural
user interfaces, which have proven to be intuitive for young children and accessible
for many users with disabilities (Johnson et al. 2012; Kukulska-Hulme 2010).
These may involve touch recognition, like the ubiquitous swiping and pinching
motions used on todays touchscreens. They may involve gesture recognition, as
seen in Microsofts Kinect or the Leap Motion controller, enabling 3D input that
involves users in the computing activity (ELI 2014b), with likely implications for
situated learning, notably in combination with AR (ibid.). Or they may involve
voice recognition, as seen in virtual assistants like Apples Siri, Google Now, or the
open source Sirius (Hauswald et al. 2015), which represent early examples of a
conversational user interface (Kaplan 2013) that facilitates our interaction with
digital data.
Much like AR glasses, such input mechanisms may be temporary stopping
points on a longer journey towards more intimate humanmachine interaction.
Biometrics like ngerprint or iris scanning can already be used to unlock digital
devices. Research is underway on braincomputer interfaces (Pegrum 2014; Scoble
and Israel 2014), with applications ranging from neurogaming to supporting those
24 Future Directions in Mobile Learning 417
with special needs, for instance through devices like the Indian brainphone which
allows users to navigate the web via brainwaves (Trivedi 2013). At the same time as
input mechanisms are becoming more natural, so too are output mechanisms, as
seen in the automated translations enabled by Google Translate or Microsofts
Skype (Orsini 2015), or indeed a recent Microsoft technology which can synthesise
a speakers voice translated into a foreign language he or she has never learned
(Microsoft Research, n.d.). Work is also proceeding on new devices which will
simulate smell and taste (Woodill and Udell 2015).
It is likely that the human body will be the next computer interface (Goodman
and Righetto 2013), a trend whose beginnings we can observe in todays
gesture-based computing and in emerging hardware like smart contact lenses. Yet we
can, and will, go much further in the embodiment of mobile devices (Woodill 2015,
Kindle location 2255). In time, what we might call embeddables or implantables will
nd their way both onto and under the skin, leading us into the territory of human
machine cyborgs. Early experiments include Motorolas passcode tattoo and an
indigestible pill which, activated by stomach acids, effectively turns the body into a
passcode transmitter (Gannes 2013), thus taking the idea of a BAN to a whole new
level. Going beyond todays retinal and cochlear implantsarguably early cyborg
technologieshumans could conceivably one day hear ultrasonic sounds or see
ultraviolet light (Kaku 2014). There is speculation, too, about where brain implants
might lead (Open Colleges, n.d., a); Googles Sergey Brin has suggested: Perhaps in
the future, we can attach a little version of Google that you just plug into your brain
(cited in Carr 2008, p. 213). Meanwhile, research in nanotechnology is opening up
the possibility of nanobots swimming through the bloodstream; futurists imagine
that these tiny robots might eventually move beyond their envisaged medical and
health applications and interact with neurons to extend human intelligence (Kurzweil
2013). Whatever the exact development trajectory of this technology as it extends
into the far future, it seems that its immediate effect will be to further expand and
blend the concepts of mobility and ubiquity of computing, thereby boosting the
potential for situated, digitally enhanced learning already seen in todays wearables.
While the mobility of all the above devices depends on human wearers or
carriers, we are also beginning to see the appearance of independently or semi-
independently mobile technologies. These include connected cars with dashboards
of apps projected from a synced smartphone using software like Apples CarPlay or
Googles Android Auto; but, like wearables, more and more cars will be manu-
factured with embedded connections which link them directly to the internet.
Connected cars will in time give way to the fully autonomous self-driving cars
being developed by technology companies like Google and Uber as well as car
manufacturers like Ford. Here, the initial self-study possibilities inherent in an
in-car app dashboard will explode into a plethora of informational and communi-
cational resources available to drivers who no longer have to focus on the road.
More direct educational applications are evident with camera- and
sensor-carrying drones, which may be controlled by humans via mobile devices or
may be programmed to fly autonomously. As they gradually move out of the
418 M. Pegrum
shadow of their military origins, these helicopter-like machines are nding their
way into areas like surveying and mapping; remote viewing of difcult-to-access
terrain, flora and fauna; news-gathering; and even the lming of movies or creation
of digital stories (ELI 2015).
Telepresence robotswhich for now are controlled remotely through smart
devices but may in the future allow gesture-based control, and which for now are
grounded but in the future might fly like dronespermit distant teachers to show
their faces on a screen on the robots head, to view and move around a local space,
and to engage in an embodied manner with participants in that space (ELI 2013b).
Meanwhile, semi-independent robotic language teaching assistants have already
found their way into Asian classrooms, where they can interact in simple ways with
students (Han 2012; Pegrum 2014). Ongoing research into affective technologies (as
in MITs Personal Robots project at www.media.mit.edu/research/groups/personal-
robots) and, more broadly, empathic systems (as in the EUs Empathic Products
project at www.empathic.eu) is leading to robots and systems capable of evaluating
human emotions and reacting appropriately, allowing a more organic relationship
(Isaas 2014) between humans and our (mobile) technologies.
As noted earlier, the mobile ecosystem is part of a larger hardware ecosystem.
Indeed, the power of mobile technologies derives in part from their capacity to
connect easily to more stationary devices, like desktop and laptop computers which
offer superior computing power and enhanced input options; data projectors and
smart TVs which facilitate sharing and collaboration via large displays; emerging 3D
printers, which foster a 3D literacy linked to novel approaches to design thinking
(Thompson 2013); and even 4D printers, which will produce objects that mutate over
time (Marks 2013), fostering further sophisticated digital literacy skills. But even
more than this, the power of mobiles derives from their connection to the network of
devices, sensors and beacons that make up the evolving internet of things:
The Internet of Things, or IoT, represents a major departure in the history of the Internet. The
Internet is moving beyond the rectangular connes of smartphones and tablets and helping to
power billions of everyday devices, from parking meters to home thermostats. (Rubin 2013,
p. 2)
It is no longer far-fetched to envision a world where all people, objects and devices are
connected to act in concert, regardless of brand or vendor. This idea is also known as The
Internet of Everything (IoE), which is comprised of machine-to-machine (M2M),
machine-to-person, and person-to-person networked technologies. (Johnson et al. 2015,
p. 46)
24 Future Directions in Mobile Learning 419
By weaving our mobile and stationary devices together, the IoT (or IoE) amplies
the educational potential inherent in individual devices. Considerable implications
follow from our devices capacity to receive or retrieve detailed localised data from
objects in our real-world environments, possibly displayed in AR interfaces. In this
way they can support hypersituation, where learning is informed by a host of
interdisciplinary information that is pushed to [us] from [our] surroundings
(Johnson et al. 2015, p. 47), or indeed pulled by us from those surroundings.
Similarly, considerable implications follow from our growing ability to generate,
collect, access and analyse networked, up-to-the-minute big data
(Mayer-Schnberger and Cukier 2013). Mobile apps already display our quantied
selves, based on the tracking, evaluation and visualisation of our health, tness and
sleep patterns (Feinleib 2013; Mayer-Schnberger and Cukier 2013). These
quantied selves will increasingly intersect with learning analytics (Johnson et al.
2014), where our learning patterns are analysed to predict our future successes and
challenges (US Dept of Education 2012). As time goes on, our devices will provide
us with even more tailored answers to our questions, along with even more tailored
advice which we have not yet thought to request.
As our machines increasingly offer what appears to be intelligent advice,
delivered in what appears to be the right emotional tone, we might feel we are
witnessing the birth of articial intelligence (AI). But this is at best weak AI, where
machines simulate thinking in a narrowly dened area, often based largely on the
rapid processing of big data, rather than strong AI, where machines actually think
(Russell and Norvig 2010). This may change: in todays AI research there is a new
interest in biological models and processes as well as the role of emotions and
embodiment in shaping intelligence (Kaku 2014; Warwick 2012), and there is
speculation on the eventual merging of human and technological intelligence in
more fundamental ways than via implants (Kaku 2014; Kurzweil 2013; Warwick
2012). The consequences of such distant developments are difcult to anticipate
from our current standpoint, though it is probable that along the way we will learn a
great deal more about learning itself. In the meantime, it is important to keep a
critical eye on these, and all, new technological developments, remembering that
todays immediate concerns around privacy, surveillance and security
(Mayer-Schnberger and Cukier 2013; Schneier 2015) are likely to be heightened
by tomorrows concerns around the control of AI and robots (Kaku 2014; Russell
and Norvig 2010).
In the foregoing account of our technological context, we have begun to sketch out
the educational potential of new and emerging technological developments. But the
realisation of that potential depends on whether, and how, these developments t
with todays major educational trends. We will turn now to these trends, seeking an
420 M. Pegrum
Recent years have seen a growing emphasis on contextualised learning, that is,
learning which occurs in contexts as similar as possible to real-world contexts, and
ideally in the actual real-world contexts themselves where the learning applies.
Unlike desktop devices that operate in their own little world, mobile devices
operate in the world (Traxler 2010, p. 5, italics in original), meaning that
m-learning reverses the move away from the real world inherent in much
e-learning, and opens up the possibility of situated learning (Lave and Wenger
1991) and indeed embodied learning (Lipson Lawrence 2012) in everyday sur-
roundings. Mobile devices can thus help break down the walls between the
classroom and the world, thereby alleviating the problem of transfer distance, that
is, the need to transfer learning across the gap between formal learning contexts and
everyday contexts.
There is little doubt that todays smart devices permit ubiquitous learning or u-
learning (Milrad et al. 2013), provided we treat them not as screens but as lenses:
The mobile device as a lens rather than a screen is a critical design metaphor it is critical
that designers do not create experiences where the technology becomes a barrier to the
environment. Rather the technology needs to drive the students deeper into the authentic
observation and interaction with the environment and with each other (Dunleavy 2014,
p. 32)
Here, an appropriate AR interface could mediate between the digital and the real,
immersing us in a ubiquitous, omnipresent mixed reality where digital material is
directly overlaid on our view of the real world. In other words, AR could offer us a
magnifying lens rather than an impermeable screen (even if, pending fuller
development of AR wearables, the lens will be displayed for now on a mobile
screen) to support and enhance situated, embodied learning.
Within the classroom, mixed reality technologies already offer students simu-
lated environments with which they can physically interact (Lindgren and
Johnson-Glenberg 2013). But the greatest promise may lie outside the classroom:
on the AR Heritage Trails in Singapore, students learn about their citys history in
surroundings whose signicance is unlocked by digital overlays (Pegrum 2014); on
the AR TIEs (Trails of Integrity and Ethics) in Hong Kong, students engage with
ethical issues in the everyday university settings where they may arise (Chow et al.
2015); and in the MASELTOV project in Europe, a dashboard app provides stu-
dents with context-aware language learning recommendations (Gaved et al. 2014).
24 Future Directions in Mobile Learning 421
Indeed, with the support of mobile, and ideally AR, technologies, students can turn
any real-world context of their choice into a user-generated learning context (Cook
2010). While early educational forays into this area augur well for the future, we
must bear in mind that challenges may arise for students in disentangling the real
from its representations, and for teachers in deciding how best to guide, track and
evaluate learning which ebbs and flows between the virtual and the real.
Just as educational institutions are seeking to bolster student support, so too are they
seeking to promote student engagement. In this respect, digital gaming would seem
to hold some promise. First, complex multiplayer games (as opposed to beha-
viourist drills or quizzes dressed up as games) are pedagogically rich (Klopfer
2008, Kindle location 22) spaces that involve critical thinking and creativity,
negotiation of meaning and collaborative problem-solving (Gee 2007; Pegrum
2014); and they provide a clear learning structure incorporating reasons, goals,
assessment criteria and potential rewards for all activities undertaken (Hoyle 2012).
Second, games are highly motivating (ELI 2014a; Klopfer 2008) as players engage
in intensive learning to accomplish in-game tasks. While lacking the full impact of
gaming, gamicationessentially the process of using gaming elements like
badges, levels and leaderboards to shape or reshape educational activitiescan also
offer motivational benets (Johnson et al. 2014), as seen for example in the
aforementioned GradeCraft (ELI 2014a).
We are now seeing a major shift towards mobile gaming. This can just mean
app-based games played on small screens rather than big screens. But of much more
interest is the use of networked, context-sensitive devices to engage in AR games
played in real-world settings annotated with digital information (Klopfer 2008;
Pegrum 2014). Early explorations are promising: in the US Alien Contact! game,
teams of students moved around their school grounds using GPS-enabled mobile
devices to seek clues and develop an explanation as to why aliens had landed on
earth (Dunleavy et al. 2009; Potter 2011); in Mentira, a US game for learners of
Spanish, teams equipped with iPhones or iPod Touches seek clues to a historical
murder mystery, which includes navigating a local Spanish-speaking neighbour-
hood (Holden and Sykes 2011; Pegrum 2014); and the MASELTOV app, discussed
above, incorporates a competitive gaming element based on learners real-world
target language conversations (ibid.). As AR interfaces continue to improve in
conjunction with wearables and embeddables, more and more situated learning
options will open up, with Googles Ingress game (www.ingress.com) hinting at
future possibilities. But educators will need to ensure that gamied learning is
designed in line with sound pedagogical principles so that gaming does not over-
take or trivialise learning.
There are great advantages in students learning about real-world issues alongside
the real-world communities which are dealing with those issues. Participatory
pedagogy, often underpinned by a problem-based or inquiry-based design, pro-
motes engaging, hands-on, contextualised learning through which students come to
understand that their learning can, and perhaps should, have an impact on the wider
world (Pegrum, in press a):
Such participation is very much facilitated by the shift towards a network society
(Castells 2013; Rainie and Wellman 2012), where human networking is supported
by digital networking thanks to pervasive social media accessed on mobile devices.
Research shows a correlation between online networking and offline social and
civic engagement (Castells 2013; Thompson 2013). The most dramatic results have
been seen in protest movements like those surrounding the Arab Spring (Castells
2012), though naturally the online/offline nexus is likely to be promoted in more
426 M. Pegrum
24.5 Conclusion
Mobile hardware and software will continue to proliferate and mutate for the
foreseeable future, but it is likely that much of it will sit within a cluster of ongoing
technological trends, namely towards greater mobility of devices, greater ubiquity
of computing, and more seamless integration of our devices with other devices and
our wider environments. It may also link to subtrends towards smaller sizes (for
wearable and embeddable technologies) and greater independence (for technologies
like drones and robots). The relevance of these developments for education,
however, will depend less on their t with technological trends and more on their t
with ongoing educational trends, notably towards contextualisation, personalisa-
tion, and diversication of learning; towards student support, engagement, and
creativity; and towards wider collaboration.
These educational trends are in turn influenced in complex ways by partially
overlapping and partially conflicting cultural, social, political and economic trends.
With the shift towards a network society comes an upswing in digital networking;
with the shift towards a knowledge economy comes the promotion of transferrable
21st century skills; and with the shift towards neoliberalism comes an emphasis on
marketplace diversication, not to mention personal entrepreneurship. At the same
time the global emphasis on quantication of performance, and the standardised
assessment of education, may t neatly with big data and learning analytics, but it
flies in the face of personalisation, diversication and notoriously difcult-to-assess
21st century skills.
As we noted at the outset, this chapter provides glimpses of a possible future for
digital learning in general and mobile learning in particular. Exactly how the future
plays out will depend on technological developments and, moreover, on how these
t with evolving educationaland cultural, social, political and economictrends.
In attempting to anticipate the future of m-learning, we need to keep an eye on both
technological and educational trends, and ask ourselves constantly how the two are
likely to intersect.
Acknowledgments I would like to thank Pedro Isaas and Julian Stodd for their help with specic
technological queries that arose during the writing of this chapter.
24 Future Directions in Mobile Learning 427
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