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Saturday, June 1, 2013

mobile learning


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 ]

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.
  1. Authoring and Publishing
  2. Delivery and Tracking
  3. 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.

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