Professional Documents
Culture Documents
ABSTRACT
The convergence of mobile technologies into student-centered learning
environments requires academic institutions to design new and more effec-
tive learning, teaching, and user experience strategies. In this article we
share results from an mLearning design experiment and analysis from a
student survey conducted at the National College of Ireland. Quantitative
data support our hypothesis that mLearning technologies can provide a
platform for active learning, collaboration, and innovation in higher educa-
tion. In addition, we review mobile interface and user-experience design
considerations, and mLearning theory. Finally, we provide an overview of
mLearning applications being developed in the United States, the United
Kingdom, and Ireland including, Virtual Graffiti, BuddyBuzz, Flickr, and
RAMBLE.
INTRODUCTION
The Internet has revolutionized the way in which we teach, learn, and retrieve
information. The rapid spread of mobile and social media technologies has deeply
influenced the thinking, communicating, and working of entire generations. And
more and more, as the “Web 2.0” or social software movement continues to
unfold, our digital lifestyles are becoming increasingly mobile.
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Ó 2006, Baywood Publishing Co., Inc.
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The current generation of students, dubbed the “Net Generation,” has grown
up in a world that has always had the Internet, multimedia, and on-demand access
to information. As a result, today’s students have adapted to the onslaught of
digital information by media-multitasking and are open to discovering new ways
of integrating their digital reality into learning (see Table 1).
At the same time, increasing pressure has been placed on higher education to
teach masses of diverse students expecting both a quality education combined with
highly interactive multimedia. As a result, educating this Web-centric generation
has become increasingly more challenging. In this article, we illustrate how
mLearning technologies can support and provide a platform for active learning,
collaboration, and innovation in higher education.
For the most part, colleges and universities are just beginning to realize the
potential of mobile technology to improve the quality of student learning. In order
to meet their students changing expectations and digital learning styles, instructors
need to be provided with professional development opportunities to experiment
with current and emergingWeb-based technologies.
Another key indicator that the Internet is trending toward a mobile experience is
the move by media giants such as Yahoo!, Google, Disney Internet Group, Apple
Computer, and Sony to provide more and more of their content on mobile devices.
Moreover, a 2005 study conducted by the United States-based Kaiser Family
Foundation found that, although 90% of teen online access occurs in the home,
Foundation attributes
•User-contributed value: Users make substantive contributions to enhance
the overall value of a service.
•Network effect: For users, the value of a network substantially increases
with the addition of each new user.
Experience attributes
•Decentralization: Users experience learning on their terms, not those of a
centralized authority, such as a teacher.
•Co-creation: Users participate in the creation and delivery of the learning
content.
•Re-mixability: Experiences are created and tailored to user needs, learning
style, and multiple intelligences by integrating the capabilities of multiple
types of social media.
•Emergent systems: Cumulative actions at the lowest levels of the system
drive the form and value of the overall system. Users derive value not only
from the service itself, but also the overall shape that a service inherits from
user behaviors.
Note: Refer to Schauer (2005).
MAKING mLEARNING WORK / 5
most students also have Web access via mobile devices such as a mobile phone
(39%), portable game (55%), or other Web-enabled handheld device (13%).
The convergence of mobile and social technologies, on-demand content
delivery, and early adoption of portable media devices by students provides
academia with an opportunity to leverage these tools into design learning environ-
ments which seem authentic to the digital natives filling the 21st century college
campus (Prensky, 2005). Clearly, the spread of Web-based technology into both
the cognitive and social spheres requires educators to reexamine and redefine
our teaching and learning methods.
STUDENT-CENTERED LEARNING
ENVIRONMENTS
Whether in a traditional, computer, or mobile-based learning environment,
communication rests at the heart of the human experience. Academic institutions
need to recognize the growing and important role Information Communication
Technology (ICT) plays in students’ lives and design instructional strategies
based on these digital learning styles. Meeting the rapidly changing needs of
different student groups and utilizing new content delivery channels creates real
challenges as we search for new pedagogical solutions.
As students use social media to collaborate with others, they shape their own
identities, find, create, and join communities, set goals, and negotiate ways to
reach them and learn (Hall, cited in Phillips & Terry, 1999). Education in the
21st century can no longer be defined by static guidelines but rather by grow-
ing, changing, and evolving sets of opportunities, projects, technology, and
communities.
In order to educate and train students to become highly competent lifelong
members of a learning community, we need to provide an environment that
aids retention and development of high quality thinking and reflection.
Social-constructivist theory views learning as a socially situated, collaborative,
and task-based procedure that occurs through interaction with others (Brown
& Duguid, 2000; Schwienhorst, 2000). As we strive to identify, test, implement,
and improve delivery of a range of effective learning technologies, including
new applications and capabilities, we need to keep in mind that students learn
by becoming actively involved and making meaning out of the content.
Social-constructivists recognize an important role for technology in learning.
For learners, this approach provides an unrivaled intellectual laboratory and
vehicle for self-expression and exploration using a new wave of highly collabor-
ative Web-based communication technologies.
A recent study conducted by the UK-based NESTA FutureLabs (BBC, 2005)
concluded that the educational model needs to be “reversed to conform to the
learner, rather than the learner to the system. Moreover, the NESTA study found
that social media should be used to enable learners to study and be assessed
6 / FISHER AND BAIRD
according to their own learning style (BBC, 2005). One way to accomplish this
goal is to allow students to utilize and integrate technology in an authentic context.
The NESTA FutureLabs findings provide additional evidence to support how the
learning focus should be on learners, not just technology.
The amount of student learning and personal development associated with
any educational program is directly proportional to the quality and quantity of
student involvement in that program (Astin, 1985). Due to its ubiquitous adoption
by the college-age student population, mobile technology is a particularly flexible,
authentic, and intellectually-rich medium for scaffolding information.
As the first generation to be raised with the Internet, they have an intuitive
ability to use ICT as a means to foster, support, discuss, and explore new ideas.
As a result, a multifaceted approach that blends current learning theory, social
technologies, and Web-enabled mobile devices are the most effective in designing
online learning environments.
For example, students can utilize mobile and/or social technologies to con-
tribute using related stories, personal experiences, anecdotes, and questions to
reflect and actively encourage others to contribute as well. The interactive,
collaborative, engaging social activities, combined with the ability to self-publish
and remix content on the Web, enable students to use technology as a vehicle
for presenting and sharing their own work as well as provide feedback on
contributions made by other students.
Moreover, due to the wide variety and availability of social software, students
are able to choose from multiple formats including text, video, audio, or photos
to find the tools that best support their own learning style, interests, and goals.
A recent study by the Irish National Teachers Organization (INTO) found
that students are using their mobile phones for just about everything—except
making phone calls. According to INTO, only 20% of the 671 students surveyed
report using their mobiles to make phone calls, whereas 81% report using their
mobile to communicate via text or IM messages (Eircom, 2006).
The INTO survey seems to dovetail with the results of a 2005 Pew Internet
and American Life study on teens and technology. Like their peers in Ireland,
American youth prefer using IM or TM for everyday conversations with friends.
Other key findings from the Irish National Teachers Organization survey:
• 96% of 11- and 12-year-old students have a mobile phone
• 60% have a camera on it
• 72% say they use it to access the Internet
• 20% use it to make calls
• 81% use it to send texts
Recognizing the growing connection between mobile media and youth, the
popular social networking community MySpace.com, announced that they will
be launching a mobile version of MySpace in late 2006.
The combination of social interaction with opportunities for peer support
and collaboration creates an interesting, engaging, stimulating, and intuitive
learning environment for students (Fisher & Baird, 2005). Effective course
design will need to blend traditional pedagogy with the reality of the media
multitasking learner.
The results of the INTO survey are not surprising, given the characteristics
of today’s learner. Clearly, the nearly ubiquitous use of portable media devices
on the college campus has provided instructors with a unique opportunity to
design mobile learning environments and new innovative pedagogical approaches
built around the increasingly mobile landscape.
8 / FISHER AND BAIRD
mLearning Pedagogy
better, and are more likely to interact further with other students or the instructor
out of class, and also values the faculty member (Light, 2004).
For example, instructors at Robert Gordon University in Aberdeen, Scotland
are using the AmibSense system to transmit handouts, timetables, lecture notes,
and other resources to student’s mobile phones (Gray, 2005). Additionally,
because the mobile device is nearly ubiquitous among college age students,
instructors can use mobile-based quizzes or public digital spaces for assessment.
Additional content can be delivered on-demand via podcast, course blogs, PSP,
Palm, or other portable computing device.
The use of mobile devices as a tool for social interface and co-creation of
communal metadata will reflect the priorities and norms of the community, as well
as provide collaboration to spaces unreachable via desktop computer (Goodman,
n.d.). The purpose of utilizing mobile technology is to invite students to think
together, since a class is typically a new set of people with new ideas. They may
challenge their own thinking around critical principles from the course material.
Students may also find value in the ability to move between differing delivery
systems of depending on the learning goal. Mobile learning is not only a new
technology, is also an exponent of new modes of learning. Increasingly, members
of the net generation are finding that the need is there to develop skills, access
knowledge and understanding on the spot, just when it is needed, and mobile-
based learning fills this need. This “on the go” learning style contrasts with
previous generations who were taught to learn what they needed to pass a
test, limited to resource materials in the library or textbook, and were limited
by what they were able to memorize.
Dede (2005) notes the influence of digital media on student learning, pointing
to what he termed the Napsterization of education. In this model users have
personally tailored learning paths, picking and choosing from multiple sources
of media, resources, projects, or other curriculum content which they can then
bundle together.
Mobile The small keypads on most mobile devices can make it difficult
Real Estate for users to navigate a mVLE and can also effect how students
use or don't use mLearning environments. Limit text centric
learning content.
Limit Actions Designers should limit the number and types of actions
required on the keypad. In addition, limited memory on most
standard mobile devices prevents users from handling too
many graphics, large files, or multiple actions on the keypad.
Anytime, Include only the content which is the most important and
Anywhere required in the mLearning environment. Provide expanded
versions of content and/or offer multiple versions, mobile, Web,
iPod, or PSP.
Source: Kontio (2004).
12 / FISHER AND BAIRD
of technologies and training to address those needs. NCI recognizes that often
student technology needs to relate to simplicity of operation and enhanced
effectiveness.
To achieve these objectives, we view the overall solution holistically for appro-
priate points of integration, separation, and simplification. Most importantly, NCI
does not just integrate technologies strategies because it can; instead it takes
advantage of integration points when they result in tangible benefits for learners.
One of NCI’s earliest attempts to create a viable mLearning platform was the
integration of Macromedia Flash and the open source CMS Claroline platform
into a mobile virtual learning environment (mVLE). In addition, the Claroline
platform allowed faculty to create and administer courses through browsers
running on both computers and advanced mobile phones (Bergwall, 2004).
This Flash-based mobile Virtual Learning Environment (mVLE) has several
interactive features, including:
• Course materials
• Agenda
• Chat
• Exercises
• User Profiles
• Educational Flash Movies
• User/Course Statistics
• Links
Traditionally, a majority of college-level educators have focused on providing
content instruction rather than promoting learning. Most classes still have a
teacher-to-learner knowledge transfer process, and the present way of teaching
does not stimulate active learning (Barr & Tagg, 1995; Chen, Lawler, & Venso,
2003; Lord, 1994). Currently, the college has difficulty measuring how students
would apply these business communication skills beyond exams at the end of
the course. Despite much debate among educators over teaching and learning
strategies to improve student achievement, very little has been directed toward
eliciting feedback from students.
outcomes and user-experience. One aim was to utilize the student’s use of mobile
phones along with a collaborative dialog presentation tool to create a dynamic
learning environment for simultaneous use in the classroom and on the Web. In
addition, NCI sought ways to provide students with interactive opportunities to
explore and integrate other’s thinking in their own learning experience. In short:
NCI wanted to leverage mobile and wireless Internet for educational potential.
NCI felt that student’s nearly ubiquitous use of portable technology usage
provided an opportunity to conduct an innovative experiment on using mobile
technologies in a learning context. Mobile phones are readily accessible for the
majority of Irish college students. NCI also felt that these new methods to integrate
mobile technology into the higher education curriculum are likely to promote a
better balance because it gives students autonomy, flexibility, and freedom as
students add their knowledge in a community-based learning model.
This progressive mobile learning environment was designed to encompass
the best aspects of the traditional classroom along with real time technology
for posting into a class collaborative mural, interacting with peers and sharing
user and community generated content. Moreover, a mobile platform provided
members of the class with on-demand opportunities for further participation
and reflection via the Web.
This approach also provided students with the freedom to utilize technology
in a way that best fits their individual learning styles, and support current
research which shows that students process knowledge in various ways. Members
of the mLearning community were able to generate feedback, as well as create,
share, and utilize community generated content, knowledge, or artifacts (images,
video, diagrams, etc.) in diverse and creative ways.
The Virtual Reflective Mural (VRM) was used on a large sample of first- and
second-year students at the National College of Ireland. The class met in a large
public lecture theater. The lecturer’s laptop computer was linked to a digital
projector for demonstration purposes of the Web-board tool virtual reflective
mural. Due to its ease of use, VRM is suitable for people at all skill levels, and
students readily adopted the mLearning concept (Table 4). The students were
in a module on teaching and learning within the Business Communications
course and mobile content delivery seemed well suited to mLearning.
The mobile presentation of content shows how a learner can choose between
alternative instructional approaches. The freedom of choice encouraged student-
centered learning and made for a more effective and enjoyable experience.
Instructors were able to use mobile phones to take polls, check student com-
prehension, and foster interactivity in what otherwise might have been “down
time” in a large lecture class. It could be used as a model for interactive learning;
14 / FISHER AND BAIRD
Reply •To reply to a message, start your text with the number of that
message (in white circle)
Virtual Graffiti
Virtual Graffiti was created by David O’Loughlin, a student at Trinity College,
while he was a student working on his degree in computer science. This is the first
time the tool was utilized in an mLearning context. Virtual Graffiti has a very
friendly user interface and as a result students are able to quickly utilize Virtual
Graffiti to send text messages, photos, and video via their mobile phone. Students
create links when they reply to posts.
MAKING mLEARNING WORK / 15
What is Digital The Digital Public Space is our term for the large display
Public Space? which is the main interface to Virtual Graffiti.
Contributing The general public can use their mobile phones to send
to the Public SMS (text) and MMS (picture, video) messages to the space
Space by merely sending their message to a particular phone
number associated with the display.
The collaborative mural allows learners to see more and do more. It gives the
learner the ability to easily see and act up vital posts or contributions to the dialog
at more places than any other strategy at NCI today. It provides additional Web
accessibility beyond just the instructor supervisory level to view information at the
MAKING mLEARNING WORK / 17
individual user level or across the entire mural network. This visibility means
you can: resolve problems faster, maintain user comfort better, minimize devi-
ations from course content strategies, posts are used faster, less need for
changes, and the lowest cost of operation. It could be integrated in most college
classrooms in the market today.
Ideally, future versions of Virtual Graffiti would enable the user to have the
post read to them via an audio option, or speak into their phone and it would
write/post their audio comment in text. Ideally, on the Web view you would be
able to pan and zoom very easily, also to zoom up in on areas they want to—i.e.,
diagrams posted. Also, maybe an auto-generated podcast of the threads from
each class session, and a slow motion option when viewing video clips posted.
NCI did adjust the font size on the Web-board tool so it could be read easily
from the large pubilc theater classroom and adjusted the color for yellow font
on black background for easiest reading. We also tried out ahead of class several
mobile phones on different plans to make sure they could get and send calls
effectively inside the building as some classrooms surrounded by cement slabs
may not have good calling signals.
The content students shared in class was accessible during class on the screen
and available later on the Web as well which allows for subsequent discussion.
It also allowed additional time for students to process comments and digest
their reflections. Moreover, interaction analysis and discourse analysis could
be used to understand if some innovative activities foster student achievement
better than others.
Overall, Virtual Graffiti provided students with multiple paths they could
take to contribute or elaborate on. The classroom takes on a life of its own. We
can reuse the content in future applications of reflection. Students become
enthusiastic about the work, and NCI strongly believes this strategy will continue
to grow and prosper.
Subjects
Survey Results
67% Group work and/or interact have discussions with peers and instructor
91% Instructors and students should use the latest technologies for learning
98% Students believe that they play the most responsible role in their learning
MAKING mLEARNING WORK / 19
In light of the project’s key successes, the evaluation suggests that its flexible
model of peer collaboration is responsive to students’ needs and interests remain
at its core. Another hidden outcome of the project arises in the context of the
“reusability” of the resources which is now receiving some considerable attention
in educational technology research (D. Hernández-Leo et al., 2005).
There is further evidence that working with students to self-publish on the
Web also provides them with a better understanding of how to evaluate and
use other usergenerated content resources in learning. Moreover, as the flow of
user-generated content continues to grow, developing an awareness of how to
evaluate content will continue to be a critical information literacy skill.
This suggests an even greater need for widespread dissemination of the
projects achievement and need for projects like this in years to come. Overall,
the NCI mLearning experiment promoted and encouraged student-centered,
discovery-based, group learning orchestrated via collaboration. Additionally, it
helped improve the motivation of both lecturers and students by widening the
traditional avenues of communication and encouraging participation.
Looking toward the future, it’s becoming increasingly evident that the next
frontier of learning will take place in the mobile space. Already, teachers are using
podcasting as a means to distribute content, provide customized on-demand
opportunities for learning and collaboration.
The rapid adoption of wireless, mobile, and other handheld computing devices
will require educators to begin designing mLearning courses for delivery on
multiple wireless, mobile, or other portable Web-enabled devices (video iPod,
PSP, Palm).
BuddyBuzz
space. The key element that makes Flickr so unique is that active exploration
and community are interwoven as main components of the design.
Flickr, a Yahoo! company, is important because its ease-of-use allows students
to keep their focus on acquiring new skills, building on existing knowledge
while at the same time developing writing, software, and strengthening social
ties within their learning circle. This is especially important in geographically
dispersed learning communities, where students may have limited face-to-face
time to build a support network with their peers.
One of the unique features of Flickr is the ability of users to use their camera
phones to take and upload pictures directly to their photoblog. Since most students
already have access to a camera phone enabled cell phone, students can integrate
Flickr into a mLearning activity. For example, students can use their camera
phone on a field trip to take pictures, and easily post them to their own Flickr
photoblog. Later, students can write about their experiences on the field trip,
reflect, and share their thoughts with their learning community (Baird, 2005).
Flickr holds great potential as part of a multi-faceted approach that blends
constructivist learning theory and mobile technologies in the curriculum. To be
sure, Flickr and other mobile social media cannot, and should not, replace face-
to-face communication between teachers and students; rather, it should be used as
one of many digital tools that, when skillfully integrated into the curriculum, has
the potential to open lines of dialogue, communication, and learning.
A recent study by the Kaiser Family Foundation noted that 55% of American
teenagers had access to a portable gaming device. In fact, other studies from the
United Kingdom indicate that more young people have a Sony PSP than a
handheld computer. Among its many features, the Sony PSP has an integrated
multimedia player, video and audio capabilities, an e-book reading application,
and an HTML compatible browser capability with WI-FI. In light of the high
adoption of mobile gaming devices, instructors need to leverage the adoption of
mobile gaming devices as an opportunity to aggregate educational content and
provide active, authentic learning opportunities for students.
In like manner, the video-enhanced Apple iPod provides yet another oppor-
tunity for instructors to distribute both audio and video content to students. This
will provide students with the ability to learn on-demand based on their own
learning styles.
Content downloaded from Google’s Video Search can be downloaded in
either a video iPod or Sony PSP compatible file. This makes it even easier for
instructors to aggregate video-based content for use on mobile devices. In
addition, Google Video and YouTube provide users with the HTML snippet
required to easily embed video into a course blog, which in turn may be viewed
by students on a Web-enabled mobile device.
MAKING mLEARNING WORK / 23
CONCLUSIONS
Students no longer want to be passive recipients of information, but to be joint
participants in the creation of knowledge with their instructor and peers. This
new digital pedagogy occurs when the instructor creates expectations for their
active participation and holds students to those expectations.
The ways in which youth use the Web has also changed, from a static experi-
ence to a more active experience. An entire generation has now grown up building
their own context, community, and user-generated content around community-
based learning environments.
This architecture of participation model equips the learner for the information
age and allows them to take advantage of their talents and abilities with the tools
they grew up with in their formative years. We believe this approach to dialog,
reflection, content delivery, and collaboration could apply to most courses.
The use of mobile technologies is growing and represents the next great frontier
for learning. Increasingly we will continue to see academic and corporate research
invest, design, and launch new mobile applications, many of which can be used
in learning context.
At the 2006 International Consumer Electronic Show, Yahoo! CEO Terry
Semel outlined the explosive growth of Web-based and mobile technology.
According to Semel (2006), there are 900 million personal computers in the world.
But this number pales in comparison to the 2 billion mobile phones currently
being used in the world.
Even more astounding is how mobile devices are increasingly being used as
the primary way in which people connect to the Internet. In fact, Semel notes that
50% of the Internet users outside the United States will most likely never use a
personal computer to connect to the Internet. Rather, they will access information,
community, and create content on the Internet via a mobile device.
In order to create a better learning environment for the digital learning styles
of the Net Generation, there is a need to use strategies and methods that support
authentic uses of technology to support and foster motivation, collaboration, and
interaction. The use of mobile devices is directly connected with the personal
experiences and authentic use of technology students bring to the classroom
mLEARNING RESOURCES
Table 8 provides a listing of mLearning resources and Table 9 an mLearning
glossary.
ACKNOWLEDGMENT
The authors would like to thank David O’Loughlin for creation and use of
the Virtual Graffiti tool.
Table 8. mLearning Resources
Virtual Graffiti Send text messages, photos, and Collaborative, Interactive, http://www.vgraffiti.com/
video via their mobile phone. Authentic
Yahoo! 360 Weblog, mobile photo sharing via Interactive, Authentic, http://360.yahoo.com/
Flickr, and mobile Yahoo IM. On-Demand
Sony PSP Multimedia player, video and audio Authentic, On-Demand, http://www.yourpsp.com/psp/locale.html
capabilities, an e-book reading Interactive, Learner Centered
application, and an HTML
MAKING mLEARNING WORK
compatible browser.
/ 25
Table 8. (Cont'd.)
e-mail.
Term Definition
•Vlog (video + blog) A weblog using video as its primary presentation format.
•SMS (Short Written messages that you can send through a mobile
Message Service) phone.
•PSP (Play Station Mobile version of the Sony PlayStation gaming system.
Portable) PSP has WiFi and browser connectivity.
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