The term
m-learning or "mobile learning", has different meanings for different communities, that refer to a subset of
e-learning,
educational technology and
distance education, that focuses on learning across contexts and learning with
mobile devices.
One definition of mobile learning is, "any sort of learning that
happens when the learner is not at a fixed, predetermined location, or
learning that happens when the learner takes advantage of the learning
opportunities offered by mobile technologies."
[1] In other words, with the use of mobile devices, learners can learn anywhere and at any time.
[2]
M-learning technologies include handheld computers,
MP3 players,
notebooks, mobile phones and tablets. M-learning focuses on the
mobility of the learner, interacting with portable technologies, and
learning that reflects a focus on how society and its institutions can
accommodate and support an increasingly mobile population. There is also
a new direction in m-learning that gives the instructor more mobility
and includes creation of on the spot and in the field learning material
that predominately uses
smartphone
with special software such as AHG Cloud Note. Using mobile tools for
creating learning aides and materials becomes an important part of
informal learning.
M-learning is convenient in that it is accessible from virtually anywhere. M-learning, like other forms of
e-learning,
is also collaborative. Sharing is almost instantaneous among everyone
using the same content, which leads to the reception of instant feedback
and tips. This highly active process has proven to increase exam scores
from the fiftieth to the seventieth percentile, and cut the dropout
rate in technical fields by 22 percent.
[3] M-learning also brings strong portability by replacing
books and notes with small
RAMs,
filled with tailored learning contents. In addition, it is simple to
utilize mobile learning for a more effective and entertaining
experience.
History
Pre-1970s
Arguably the first instance of mobile learning goes back as far as 1901 when
Linguaphone released a series of language lessons on
wax cylinders. This was followed up in later years as technology improved, to cover compact
cassette tapes,
8 track tape, and
CDs[4][dubious – discuss]
1970s, 1980s
In 1968
Alan Kay and his colleagues in the Learning Research Group at Xerox Palo Alto Research Center [PARC] propose the
Dynabook
as a book-sized computer to run dynamic simulations for learning. "The
Dynabook would carry an encyclopedia of information inside its circuits
and plug into readily available networks containing the sum of human
knowledge. Anybody from grade school up would be able to program it to
do whatever was wanted. And there's no reason it would even have to be a
book; it could just as well be a wristwatch, or woven into a T-shirt."
[5]
1990s
In May 1991, Apple Classrooms of Tomorrow (ACOT) in partnership with
Orange Grove Middle School of Tucson, Arizona, used mobile computers
connected by wireless networks for the 'Wireless Coyote' project.
[6]
Universities in Europe and Asia developed and evaluated mobile learning
for students. Palm corporation offered grants to universities and
companies who created and tested the use of Mobile Learning on the
PalmOS platform. Knowledgility created the first mobile learning modules
for CCNA, A+ and MCSE certification using the core tools that later
became
LMA.
2000s
The European Commission began to fund the major multi-national MOBIlearn and
M-learning projects.
Companies, specializing in these three core areas of mobile learning were formed.
- Authoring and Publishing
- Delivery and Tracking
- Content Development
Conferences and trade shows were created to specifically deal with mobile learning and handheld education, including:
mLearn, WMUTE, and
IADIS Mobile Learning
international conference series, ICML in Jordan, Mobile Learning in
Malaysia, Handheld Learning in London, and SALT Mobile in USA.
2010 and beyond
As a large number of smart mobile devices came onto the market,
m-learning developers faced a decision as to which devices (smartphone
or tablet) and operating systems they would target.
Apple, Android and Blackberry are currently the three most popular
operating systems. Multi-device learning design is becoming increasingly
important as learning designers set out to design once and deliver to
all three operating systems as well as a variety of device sizes.
2011 and 2012 saw the increasing availability of multi-device
authoring tools such as Captivate, Articulate Storyline, Lectora and
GoMoLearning. These tools allow e-learning courses to be delivered to a
variety of mobile operating systems and devices as well as to PCs,
although not all tools output to all operating systems and devices.
Source-
here