Mobile learning: perspectives

Juan Carlos Torres Diaz, Pablo Vicente Torres Carrión, Alfonso Infante Moro

Abstract


From a technical perspective, the future of learning is defined by four axes around which technological and methodological efforts revolve. These axes are mobility, interaction, artificial intelligence and technology-based resources such as augmented reality and games applied to learning. Combining them means creating a model of mobile, interactive and intelligent scenarios that take advantage of the spaces and times available to the learner. The various technologies are already available yet used separately in different educational experiences. It is therefore crucial to combine and integrate them into didactic models wherein the learning attained by students is significant. This article discusses these technologies and proposes an integrative model that enables a framework of reference for didactic work to be established. It concludes by highlighting the need to experiment with technologies and to apply the results to teaching-learning models using alternative interaction schema, and the urgency of having intelligent tutoring systems to make tutoring available on a massive scale.


Keywords


mobile learning, artificial intelligence, social networks, learning models, technology

References


Alejandres Sánchez, H. O., González Serna, J. G., & Vargas Govea, B. A. (2011). Sistemas de recomendación en ambientes organizacionales: estado del arte y tendencias futuras. In IX Congreso nacional sobre innovación y desarrollo tecnológico (pp. 428-434). Mexico.

Azuma, R., Behringer, R., Feiner, S., Julier, S., & Macintyre, B. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphics And Applications, 21(6), 34-47. doi http://dx.doi.org/10.1109/38.963459

Casali, A., Gerling, V., Deco, C., & Bender, C. (2010). Sistema inteligente para la recomendación de objetos de aprendizaje. Generación Digital, 9(1), 88-95.

Castaño-Muñoz, J., Duart, J. M., & Sancho-Vinuesa, T. (2013). The Internet in face-to-face higher education: Can interactive learning improve academic achievement? British Journal of Educational Technology. doi http://dx.doi.org/10.1111/bjet.12007

Cataldi, Z., & Cabero Almenara, J. (2006). Los aportes de la tecnología informática al aprendizaje grupal interactivo. Pixel-Bit. Revista de Medios y Educación, 27, 115-130.

Cobcroft, R., Towers, S., Smith, J., & Bruns, A. (2006). Learning in review: Opportunities and challenges for learners, teachers, and institutions. In Learning on the Move. Brisbane, Australia: OLT. Retrieved from http://eprints.qut.edu.au/5399/1/5399.pdf

Danaher, P., Gururajan, R., & Hafeez-Baig, A. (2009). Transforming the practice of mobile learning: promoting pedagogical innovation through educational principles and strategies that work. In H. Ryu & D. Parsons (Eds.), Innovative mobile learning: Techniques and technologies (pp. 21-46). Hershey: IGI Global.

Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward a Definition. In Proceedings of the 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts. New York, NY: ACM. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf

García Salcines, E., Romero Morales, C., Ventura Soto, S., & De Castro Lozano, C. (2008). Sistema recomendador colaborativo usando minería de datos distribuida para la mejora continua de cursos e-learning. IEEE-RITA, 3(1), 19-30.

Gerling, V. (2009). Un sistema inteligente para asistir la búsqueda personalizada de objetos de aprendizaje. Universidad Nacional de Rosario. Retrieved from https://www.fceia.unr.edu.ar/lcc/t523/uploads/21.pdf

Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K. (2011). The horizon report. Media. Austin, TX: The New Media Consortium.

Jong, M., Shang, J., Lee, F.-L., & Lee, J. (2008). Harnessing computer Games in Education. Journal of Distance Education Technologies, 6, 1-9. doi http://dx.doi.org/10.4018/jdet.2008010101

Junco, R., & Cotten, S. (2011). Perceived academic effects of instant messaging use. Computers & Education, 56(2), 370-378. doi http://dx.doi.org/10.1016/j.compedu.2010.08.020

Kearney, M., Schuck, S., Burden, K., & Aubusson, P. (2012). Viewing mobile learning from a pedagogical perspective. Research in Learning Technology, 20. doi http://dx.doi.org/10.3402/rlt.v20i0/14406

Koole, M. L. (2009). A model for framing mobile learning. In M. Ally (Ed.), Empowering learners and educators with mobile learning (pp. 25-47). Athabasca: Athabasca University Press.

Kurzweil, R. (2005). The singularity is near: when human transcend biology. New York, NY: Penguin Group.

Liarokapis, F., & Anderson, E. F. (2010). Using Augmented Reality as a Medium to Assist Teaching in Higher Education. In Eurographics 2010. Norrköping, Sweden: Eurographics Association. Retrieved from http://www.soi.city.ac.uk/~fotisl/publications/EG2010.pdf

Liu, C.-C., & Kao, L.-C. (2007). Do handheld devices facilitate face-to-face collaboration? Handheld devices with large shared display groupware to facilitate group interactions. Journal of Computer Assisted Learning, 23, 285-299. doi http://dx.doi.org/10.1111/j.1365-2729.2007.00234.x

Llorens, F., & Capdeferro, N. (2011). Facebook’s potential for collaborative learning. RUSC. Universities and Knowledge Society Journal, 8(2), 31-45. doi http://dx.doi.org/10.7238/rusc.v8i2.963

Low, L. (2006). Connections: Social and mobile tools for enhancing learning. The Knowledge Tree journal, (12), 1-10. Retrieved from http://robertoigarza.files.wordpress.com/2008/10/art-social-and-mobile-tools-for-enhancing-learning-low-2006.pdf

Low, L., & O’Connell, M. (2006). Learner-centric design of digital mobile learning. En: Learning on the Move. Brisbane, Australia: OLT. Retrieved from http://www.academia.edu/941536/Learner-entric_design_of_digital_mobile_learning

Malone, T. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Palo Alto, CA: Xerox.

Ozdamli, F. (2012). Pedagogical framework of m-learning. Procedia - Social and Behavioral Sciences, 31, 927-931. doi http://dx.doi.org/10.1016/j.sbspro.2011.12.171

Park, Y. (2011). A Pedagogical Framework for Mobile Learning: Categorizing Educational Applications of Mobile Technologies into Four Types. International Review of Research in Open and Distance Learning, 12(2), 78-102.

Peña, F., & Riffo, R. (2008). Revisión, selección e implementación de un algoritmo de recomendación de material bibliográfico utilizando tecnología {j2EE}. Concepción, Chile: Universidad del Bío-Bío. Retrieved from http://cybertesis.ubiobio.cl/tesis/2008/riffo_r/doc/riffo_r.pdf

Prensky, M. (2003). Digital Game-Based Learning. ACM Computers in Entertainment, 1(1), 1-4. doi http://dx.doi.org/10.1145/950566.950596

Rotter, J. B. (1954). Social learning and clinical psychology. New York, NY: Prentice-Hall. doi http://dx.doi.org/10.1037/10788-000

Sangrà, A., & Wheeler, S. (2013). New informal ways of learning: Or are we formalising the informal? RUSC. Universities and Knowledge Society Journal, 10(1). doi http://dx.doi.org/10.7238/rusc.v10i1.1689

Sarwar, B., Karypis, G., Konstan, J., & Riedl, J. (2001). Item-Based Collaborative Filtering Recommendation Algorithms. In Proceedings of the 10th international conference on World Wide Web (pp. 285-295). New York, NY: ACM. doi http://dx.doi.org/10.1145/371920.372071

Siemens, G. (2005). Connectivism: A Learning Theory for the Digital Age. International Journal of Instructional Technology and Distance Learning, 2(1), 3-10.

Stutzman, F. (2007). Social network transitions (Web log post). Retrieved from http://chimprawk.blogspot.com/2007/11/social-network-transitions.html

Thornburg, D., & Mahoney, S. (2009). From Cyberspace to Augmented Reality: Education’s Ongoing Journey on the Internet. Retrieved from http://www.tcse-k12.org/pages/AugmentedReality.pdf

Torres-Diaz, J. C., Jara, I., & Valdiviezo, P. (2013). Integración de redes sociales y entornos virtuales de aprendizaje. Revista de educación a distancia, 35. Retrieved from http://www.um.es/ead/red/35/torres_et_al.pdf

Torrisi-Steele, G. (2006). The making of m-learning spaces. OLT Conference 2006 - Learning on the move. Retrieved from http://research-hub.griffith.edu.au/display/n95dad4ac8b8d95f4f577abc99ef26b48

Valdiviezo, P., Santos, O., & Boticario, J. G. (2010). Aplicación de métodos de diseño centrado en el usuario y minería de datos para definir recomendaciones que promuevan el uso del foro en una experiencia virtual de aprendizaje. RIED, 13(2), 237-264.

Vavoula, G., & Sharples, M. (2009). Meeting the challenges in evaluating mobile learning: a 3-level evaluation framework. International Journal of Mobile and Blended Learning, 1(2), 54-75. doi http://dx.doi.org/10.4018/jmbl.2009040104

Velez-Langs, O., & Santos, C. (2006). Sistemas recomendadores: Un enfoque desde los algoritmos genéticos. Gestión y Producción, 1(9), 23-31.




DOI: http://dx.doi.org/10.7238/rusc.v12i1.1944

Refbacks

  • There are currently no refbacks.




 Universitat Oberta de Catalunya. eLearn Center

RUSC. Universities and Knowledge Society Journal is an e-journal edited by the Universitat Oberta de Catalunya (Barcelona).

Creative Commons
The texts published in this journal are – unless indicated otherwise – covered by the Creative Commons Spain Attribution 3.0 licence. You may copy, distribute, transmit and adapt the work, provided you attribute it (authorship, journal name, publisher) in the manner specified by the author(s) or licensor(s). The full text of the licence can be consulted here: http://creativecommons.org/licenses/by/3.0/es/deed.en.