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A study on the effects of collaborative learning with mobile devices : submitted in partial fulfilment of the requirements for the degree Master of Information Sciences in Information TechnologyCui, Jianbo January 2010 (has links)
Many mobile learning (m-learning) systems have been constructed to transform traditional classroom or computer-based learning activities to be more efficient and ubiquitous, such as being able to present learners with a shared learning space. The work of learners is increasingly seen as collaborative by nature, and there is more collaboration between learners who have different learning experiences. Although these m-learning systems have promised positive collaborative learning outcomes, there has been little empirical work done to translate them into the learning outcomes which mobile collaborative learning environments can provide, where learners acquire new knowledge by contributing to each member’s existing knowledge. This thesis investigates both mobile learning and collaborative learning, and the focus is on: learning performance in mobile learning, types of knowledge created by collaboration and perceived learning satisfaction from this mobile collaborative learning experience. Several experiments were carried out to understand the nature of mobile-supported collaborative learning against traditional face-to-face (FTF) collaboration. The results revealed that, firstly, the learning performance was enhanced when the participants were learning collaboratively with the mobile device; secondly, mobile collaborative learning with a shared learning space contributed to shared knowledge generation.
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Mobile Engagement at Scottsdale Community College: The Apple iPad in an English Honors ClassJanuary 2011 (has links)
abstract: This dissertation reports on an action research study that sought to discover how a new WiFi, tablet computing device, the Apple iPad, affected, enhanced, and impacted student engagement in an English Honors course at Scottsdale Community College. The researcher was also the instructor in the two semester, first-year, college composition sequence (English 101/102) in which all 18 students were provided the new Apple iPad tablet computing device. The researcher described how students adapted the Apple iPads to their academic lives, assessed iPad compatibility with current instructional technology systems, and interviewed participating students to document their beliefs about whether iPad activities enhanced the course. At the conclusion of the college composition sequence, 13 students agreed to participate in focus groups to describe how they made use of the iPad and to report on how the iPad influenced their engagement. Among other findings, students reported that there were compatibility problems with current SCC instructional technology systems, that the iPad increased their efficiency in completing informal educational tasks, but that the iPad was not useful for doing word processing and research. Recommendations for future use of the iPad in this course include reducing the number of iPads accessing the WiFi network at the same time, piloting the use of iPad word processing applications, researching more "mobile-friendly" web sites and documents, and developing innovative assignments that take advantage of iPad capabilities. / Dissertation/Thesis / Ed.D. Educational Leadership and Policy Studies 2011
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The Adoption of On-demand Learning in Organizations in the United StatesCui, Lianbin 01 May 2010 (has links)
There is a lack of studies on the current status of the use of on-demand learning in organizations and factors that may accelerate or hold back the acceptance and implementation of on-demand learning in organizations. The purpose of this study is to contribute to a better understanding of the adoption of on-demand learning in organizations in the United States. More specifically, this research was conducted to answer the following questions: 1) Are training professionals familiar with the concept of on demand learning? 2) What are the most commonly practiced on-demand learning applications in organizations? 3) What are the most commonly used on-demand learning devices? 4) Which subject areas are appropriate for applying on-demand learning? 5) What factors explain and predict the adoption of on-demand learning? 6) Does organizational nature (non-profit vs. for-profit) have an impact on the adoption of on-demand learning? 7) Does economic sector have an impact on the adoption of on-demand learning? 8) Does organizational size have an impact on the adoption of on-demand learning? and 9) Does training budget have an impact on the adoption of on-demand learning? Study results indicated that although many factors influence the adoption of on-demand learning in organizations, compatibility and top management support were the most significant determinants in general. The training budget was a moderator for the adoption of on-demand learning and it amplified the effects of top management support and organizational centralization on the adoption process. The adoption of on-demand learning among small organizations, non-profit organizations, or organizations with relatively small training budgets, was primarily determined by available organizational resources, such as technical infrastructure, financial resources for experimental innovations, professional development opportunities, and investment on training and development. But among for-profit organizations or large organizations (i.e., 1,000 employees and over), the adoption of on-demand learning was primarily determined by its compatibility with organizations and organizational openness. Moreover, perceived usefulness, perceived ease of use, costs, and customer demand were not significant determinants in this study. In short, organizational factors had a greater explanatory power than innovative, environmental, or individual variables. Recommendations were proposed for future studies.
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M-learnmat : modelo pedagógico para atividades de m-learning em matemáticaBatista, Silvia Cristina Freitas January 2011 (has links)
M-learning (mobile learning) é o campo de pesquisa que investiga como os dispositivos móveis podem contribuir para a aprendizagem. Na presente tese é proposto o M-learnMat, um modelo pedagógico para atividades de m-learning em Matemática. O mesmo tem por objetivo orientar práticas educativas que envolvam o uso (não exclusivo) de dispositivos móveis no Ensino Superior e é fundamentado na Teoria da Atividade. Nessa teoria, o foco está nas atividades que os indivíduos desenvolvem e nas relações diversas que decorrem destas. Assim, o modelo tem seu diferencial no fato de relacionar m-learning, Matemática do Ensino Superior e Teoria da Atividade, visando contribuir para a organização, desenvolvimento e análise de atividades pedagógicas. Para a elaboração do M-learnMat, além da revisão bibliográfica, foi realizada uma pesquisa exploratória e um estudo de caso piloto. Essas ações forneceram dados que permitiram compreender melhor algumas questões relacionadas ao uso educacional de celulares. Para a experimentação do modelo foram organizados dois estudos de caso com alunos do Ensino Superior. Os mesmos ocorreram durante o primeiro semestre letivo de 2011, na disciplina de Cálculo I, com utilização dos celulares dos próprios alunos. Para a coleta e análise dos dados foi promovida uma pesquisa mista, envolvendo abordagens qualitativas e quantitativas, em função das características dos dados. A experimentação sinalizou que o M-learnMat tem potencial para orientar as atividades a que se destina, colaborando para que as mesmas sejam desenvolvidas segundo estratégias definidas. / M-learning (mobile learning) is a field of research that investigates how mobile devices can contribute to learning. This thesis presents M-learnMat, a pedagogical model for m-learning Math activities. This model, developed with support of the Activity Theory, aims at orienting educational practices that involve the use (non-exclusive) of mobile devices in graduation courses. The Activity Theory focuses on the activities developed by individuals and in the various relationships resulting from them. Thus, the model is distinctive as it comprises m-learning, Mathematics and the Activity Theory with the purpose of contributing to the organization, development and analysis of pedagogical activities. Besides the literature review, the development of M-learnMat included exploratory research and a pilot case study. These actions provided data that allowed for a better understanding of some issues related to the educational use of cell phones. For model experimentation, two case studies were carried with college level students. These took place in the first semester of 2011, in Calculus I, in which students used their cell phones. For data collection, a mixed methods research (quantitative and qualitative) was used due to the characteristics of the data. The experimentation indicated that M-learnMat has the potential to guide activities, and collaborate for their application according to defined strategies.
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Tablet : as 'experiências do produto' entre estudantes de concurso públicoEggers, Ismael January 2012 (has links)
Esta pesquisa envolve uma das tecnologias de informação e comunicação mais recentes lançadas no mercado e desejadas pelas pessoas, que é o tablet. Além disso, o contexto em que esta tecnologia será estudada é o dos concursos públicos, que é a porta de entrada para um dos setores de trabalho mais almejados pelas pessoas, o setor público. Neste cenário, será abordada a utilização do tablet pelos estudantes de concurso durante o seu processo de estudos e aprendizagem, englobado dentro do contexto de aprendizagem móvel ou mobile learning. Como as tecnologias fazem parte da vida cotidiana das pessoas e para que a experiência no uso desta tecnologia seja positiva e gratificante, sem entraves que possam atrapalhar o usuário, é importante que haja uma harmonia na sua interação com a tecnologia. Assim, será aplicado na pesquisa um modelo genérico de análise da experiência com produto, neste caso da experiência na interação usuário-tecnologia, abordando as experiências estética, de significado e emocional. Apresenta o objetivo de analisar as experiências do produto, na relação e interação concursando-tablet, e que podem contribuir para o processo de estudos e aprendizagem do concursando. Esta pesquisa está fundamentada em um estudo qualitativo exploratório, com a aplicação de nove entrevistas semi-estruturadas com estudantes de concurso público, identificando a forma como os entrevistados utilizam o tablet no seu processo de ensino e aprendizagem, bem como as principais características e atributos do tablet. Também são identificadas as experiências do produto envolvidas na relação e interação entre o concursando com a utilização da tecnologia. Por fim, os resultados apresentam como o tablet e as experiências envolvidas na sua utilização contribuem para os estudos e para a aprendizagem dos concursandos, indicando os principais benefícios e as vantagens de se utilizar o tablet como ferramenta de apoio aos estudos. Em termos teóricos, a pesquisa contribui com novos subsídios para o tema mobile learning, com uma pesquisa empírica sobre o uso do tablet na aprendizagem e também, apresenta informações e traz conteúdo sobre a experiência do uso de tecnologia no processo de ensino. Em termos práticos, o estudo contribui para despertar o interesse e guiar estudantes de concurso e organizações de ensino para aproveitar o potencial da tecnologia móvel. / This Study envolves the latest information and communication technology launched in the market and desired by people, that is the tablet. Moreover, the context in which this technology will be studied is the Public Contest, which is the gateway to one of the job sectors most desired by people, the public sector. In this scenario, the tablet use by students of Public Contest will be addressed during their studies and learning process, encompassed within the context of mobile learning. As technologies are part of everyday life of people and for the experience in using this technology to be positive and rewarding without barriers, which may hinder the user, it is important that there is a harmony in their interaction with technology. Thus, the research applied a generic analysis model of product experience, in this case the experience with the user-technology interaction, addressing the experiences; aesthetic, of meaning and emotional. Presents the objetive to analyze the product experience, in the tabletstudent relationship and interaction, that contribute to the student process of studies and learning. This research is based upon an exploratory qualitative study, with the application of nine semi-structured interviews with Public Contest students, identifying how respondents use the tablet in their process of education and learning as well as the main features and attributes of tablet. Also are identified the product experiences involved in the relationship and interaction between the student use of technology. Finally, the results show how the tablet and the experiences involved in its use contribute to the students education and learning, indicating the main benefits and advantages of using the tablet as a support tool for studies. In theoretical terms the research contributes with new subsidies for mobile learning theme, with an empirical research about the use of tablet in learning and also provides information and content about the experience of using technology in the education process. In practical ways the study contributes to arouse interest and guide Public Contest students and educational organizations to take advantage of the potential of mobile technology.
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VirTraM: Um framework para o desenvolvimento de treinamentos utilizando realidade virtual em dispositivos móveis / VirTraM: One framework for the development of training using virtual reality in mobile learningBarros Filho, Edgar Marçal de January 2005 (has links)
BARROS FILHO, Edgar Marçal de. VirTraM: Um framework para o desenvolvimento de treinamentos utilizando realidade virtual em dispositivos móveis. 2005. 128 f. : Dissertação (mestrado) - Universidade Federal do Ceará, Centro de Ciências, Departamento de Computação, Fortaleza-CE, 2005. / Submitted by guaracy araujo (guaraa3355@gmail.com) on 2016-06-21T18:39:17Z
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2005_dis_embarrosfilho.pdf: 3276002 bytes, checksum: 2b2dbb6a90a6ac8caa9e68bbf12dcbc7 (MD5)
Previous issue date: 2005 / Mobile computing has emerged as an innovative technology for education. For example, a new terminology, called Mobile Learning or m-Learning, has been introduced to designate the use, in a transparent way and with a high mobility degree, of devices with wireless communication, as part of a model of integrated learning, On the other hand, education can be also seen as a process of exploration, discovery and construction of knowledge, using three-dimensional environments. However, different challenges are faced when designing educational applications for mobile devices with three-dimensional resources, such as: How to produce a 3D scenario together with images and information in the reduced screens of cellular phones? How to make possible efficient ways of interaction? How to overcome the limitation of memory and processing of the mobile devices? In this master's thesis, a framework for the development of educational applications with virtual reality resources in mobile devices is introduced, called VirTraM. This framework facilitates the development of such applications, allowing a programmer to work with little elements, abstracting the implementation details and emphasing the aspects concerning the training. For the validation of VirTraM, two case studies have been developed. These case studies demonstrate such characteristics as interaction, usability and portability, besides making possible the integration of mobile computing and virtual reality technologies. An application, constructed from VirTraM, offers to the user an innovative and interactive tool to help with complementary information at the moment and place where his necessary. Amongst the benefits of the applications based on VirTraM, the following are distinguished: to support and to motivate the learning; to improve the understanding on definitive objects; to allow the simulation and analysis of experiences in the field; to make possible the demonstration of the equipment execution; and to provide ways for the development of innovative methods of education and training. / A computação móvel tem se destacado na área educacional como uma tecnologia inovadora. O termo Mobile Learning ou m-Learning tem sido empregado para tratar da utilização de dispositivos de comunicação sem fio, de forma transparente e com alto grau de mobilidade, como parte de um modelo de aprendizado integrado. Educação pode ser vista como um processo de exploração, descoberta e construção de conhecimento, através de ambientes tridimensionais. Quando são projetadas aplicações educacionais para dispositivos móveis com recursos tridimensionais, uma série de questões desafiadoras emergem: Como produzir um cenário 3D motivador, juntamente com imagens e informações nas reduzidas telas dos telefones celulares? Como possibilitar formas de interação eficientes? Como contornar a limitação de memória e processamento dos dispositivos móveis? Nesta dissertação, é apresentado um framework para construção de aplicações educacionais em dispositivos móveis com recursos de realidade virtual: o VirTraM. Este framework facilita o desenvolvimento de aplicações, ao permitir que o programador trabalhe com menos elementos e abstraia-se dos detalhes de implementação para concentrar-se nos aspectos relacionados ao treinamento. Para a validação do VirTraM, foram desenvolvidos dois estudos de caso que demonstram características como interatividade, usabilidade e portabilidade, além de possibilitar uma experimentação da integração das tecnologias de computação móvel e realidade virtual. Uma aplicação, construída a partir do VirTraM, fornece ao usuário uma ferramenta inovadora e interativa para auxiliá-lo com informações complementares no momento e no local em que ele precisar. Dentre os benefícios das aplicações baseadas no VirTraM destacam-se: apoiar e motivar o aprendizado; melhorar a compreensão sobre determinados objetos; permitir a simulação e a análise de experiências em campo; possibilitar a demonstração do funcionamento de equipamentos; e fornecer meios para o desenvolvimento de métodos inovadores de ensino e de treinamento.
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VirTraM: Um framework para o desenvolvimento de treinamentos utilizando realidade virtual em dispositivos móveis / VirTraM: One framework for the development of training using virtual reality in mobile learningBarros Filho, Edgar Marçal de January 2005 (has links)
BARROS FILHO, Edgar Marçal de. VirTraM: Um framework para o desenvolvimento de treinamentos utilizando realidade virtual em dispositivos móveis. 2005. 127 f. Dissertação (Mestrado em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2005. / Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-07-11T13:28:57Z
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2005_dis_embarrosfilho.pdf: 3276002 bytes, checksum: 2b2dbb6a90a6ac8caa9e68bbf12dcbc7 (MD5) / Made available in DSpace on 2016-07-15T13:26:37Z (GMT). No. of bitstreams: 1
2005_dis_embarrosfilho.pdf: 3276002 bytes, checksum: 2b2dbb6a90a6ac8caa9e68bbf12dcbc7 (MD5)
Previous issue date: 2005 / Mobile computing has emerged as an innovative technology for education. For example, a new terminology, called Mobile Learning or m-Learning, has been introduced to designate the use, in a transparent way and with a high mobility degree, of devices with wireless communication, as part of a model of integrated learning, On the other hand, education can be also seen as a process of exploration, discovery and construction of knowledge, using three-dimensional environments. However, different challenges are faced when designing educational applications for mobile devices with three-dimensional resources, such as: How to produce a 3D scenario together with images and information in the reduced screens of cellular phones? How to make possible efficient ways of interaction? How to overcome the limitation of memory and processing of the mobile devices? In this master's thesis, a framework for the development of educational applications with virtual reality resources in mobile devices is introduced, called VirTraM. This framework facilitates the development of such applications, allowing a programmer to work with little elements, abstracting the implementation details and emphasing the aspects concerning the training. For the validation of VirTraM, two case studies have been developed. These case studies demonstrate such characteristics as interaction, usability and portability, besides making possible the integration of mobile computing and virtual reality technologies. An application, constructed from VirTraM, offers to the user an innovative and interactive tool to help with complementary information at the moment and place where his necessary. Amongst the benefits of the applications based on VirTraM, the following are distinguished: to support and to motivate the learning; to improve the understanding on definitive objects; to allow the simulation and analysis of experiences in the field; to make possible the demonstration of the equipment execution; and to provide ways for the development of innovative methods of education and training. / A computação móvel tem se destacado na área educacional como uma tecnologia inovadora. O termo Mobile Learning ou m-Learning tem sido empregado para tratar da utilização de dispositivos de comunicação sem fio, de forma transparente e com alto grau de mobilidade, como parte de um modelo de aprendizado integrado. Educação pode ser vista como um processo de exploração, descoberta e construção de conhecimento, através de ambientes tridimensionais. Quando são projetadas aplicações educacionais para dispositivos móveis com recursos tridimensionais, uma série de questões desafiadoras emergem: Como produzir um cenário 3D motivador, juntamente com imagens e informações nas reduzidas telas dos telefones celulares? Como possibilitar formas de interação eficientes? Como contornar a limitação de memória e processamento dos dispositivos móveis? Nesta dissertação, é apresentado um framework para construção de aplicações educacionais em dispositivos móveis com recursos de realidade virtual: o VirTraM. Este framework facilita o desenvolvimento de aplicações, ao permitir que o programador trabalhe com menos elementos e abstraia-se dos detalhes de implementação para concentrar-se nos aspectos relacionados ao treinamento. Para a validação do VirTraM, foram desenvolvidos dois estudos de caso que demonstram características como interatividade, usabilidade e portabilidade, além de possibilitar uma experimentação da integração das tecnologias de computação móvel e realidade virtual. Uma aplicação, construída a partir do VirTraM, fornece ao usuário uma ferramenta inovadora e interativa para auxiliá-lo com informações complementares no momento e no local em que ele precisar. Dentre os benefícios das aplicações baseadas no VirTraM destacam-se: apoiar e motivar o aprendizado; melhorar a compreensão sobre determinados objetos; permitir a simulação e a análise de experiências em campo; possibilitar a demonstração do funcionamento de equipamentos; e fornecer meios para o desenvolvimento de métodos inovadores de ensino e de treinamento.
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Tablet : as 'experiências do produto' entre estudantes de concurso públicoEggers, Ismael January 2012 (has links)
Esta pesquisa envolve uma das tecnologias de informação e comunicação mais recentes lançadas no mercado e desejadas pelas pessoas, que é o tablet. Além disso, o contexto em que esta tecnologia será estudada é o dos concursos públicos, que é a porta de entrada para um dos setores de trabalho mais almejados pelas pessoas, o setor público. Neste cenário, será abordada a utilização do tablet pelos estudantes de concurso durante o seu processo de estudos e aprendizagem, englobado dentro do contexto de aprendizagem móvel ou mobile learning. Como as tecnologias fazem parte da vida cotidiana das pessoas e para que a experiência no uso desta tecnologia seja positiva e gratificante, sem entraves que possam atrapalhar o usuário, é importante que haja uma harmonia na sua interação com a tecnologia. Assim, será aplicado na pesquisa um modelo genérico de análise da experiência com produto, neste caso da experiência na interação usuário-tecnologia, abordando as experiências estética, de significado e emocional. Apresenta o objetivo de analisar as experiências do produto, na relação e interação concursando-tablet, e que podem contribuir para o processo de estudos e aprendizagem do concursando. Esta pesquisa está fundamentada em um estudo qualitativo exploratório, com a aplicação de nove entrevistas semi-estruturadas com estudantes de concurso público, identificando a forma como os entrevistados utilizam o tablet no seu processo de ensino e aprendizagem, bem como as principais características e atributos do tablet. Também são identificadas as experiências do produto envolvidas na relação e interação entre o concursando com a utilização da tecnologia. Por fim, os resultados apresentam como o tablet e as experiências envolvidas na sua utilização contribuem para os estudos e para a aprendizagem dos concursandos, indicando os principais benefícios e as vantagens de se utilizar o tablet como ferramenta de apoio aos estudos. Em termos teóricos, a pesquisa contribui com novos subsídios para o tema mobile learning, com uma pesquisa empírica sobre o uso do tablet na aprendizagem e também, apresenta informações e traz conteúdo sobre a experiência do uso de tecnologia no processo de ensino. Em termos práticos, o estudo contribui para despertar o interesse e guiar estudantes de concurso e organizações de ensino para aproveitar o potencial da tecnologia móvel. / This Study envolves the latest information and communication technology launched in the market and desired by people, that is the tablet. Moreover, the context in which this technology will be studied is the Public Contest, which is the gateway to one of the job sectors most desired by people, the public sector. In this scenario, the tablet use by students of Public Contest will be addressed during their studies and learning process, encompassed within the context of mobile learning. As technologies are part of everyday life of people and for the experience in using this technology to be positive and rewarding without barriers, which may hinder the user, it is important that there is a harmony in their interaction with technology. Thus, the research applied a generic analysis model of product experience, in this case the experience with the user-technology interaction, addressing the experiences; aesthetic, of meaning and emotional. Presents the objetive to analyze the product experience, in the tabletstudent relationship and interaction, that contribute to the student process of studies and learning. This research is based upon an exploratory qualitative study, with the application of nine semi-structured interviews with Public Contest students, identifying how respondents use the tablet in their process of education and learning as well as the main features and attributes of tablet. Also are identified the product experiences involved in the relationship and interaction between the student use of technology. Finally, the results show how the tablet and the experiences involved in its use contribute to the students education and learning, indicating the main benefits and advantages of using the tablet as a support tool for studies. In theoretical terms the research contributes with new subsidies for mobile learning theme, with an empirical research about the use of tablet in learning and also provides information and content about the experience of using technology in the education process. In practical ways the study contributes to arouse interest and guide Public Contest students and educational organizations to take advantage of the potential of mobile technology.
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M-learnmat : modelo pedagógico para atividades de m-learning em matemáticaBatista, Silvia Cristina Freitas January 2011 (has links)
M-learning (mobile learning) é o campo de pesquisa que investiga como os dispositivos móveis podem contribuir para a aprendizagem. Na presente tese é proposto o M-learnMat, um modelo pedagógico para atividades de m-learning em Matemática. O mesmo tem por objetivo orientar práticas educativas que envolvam o uso (não exclusivo) de dispositivos móveis no Ensino Superior e é fundamentado na Teoria da Atividade. Nessa teoria, o foco está nas atividades que os indivíduos desenvolvem e nas relações diversas que decorrem destas. Assim, o modelo tem seu diferencial no fato de relacionar m-learning, Matemática do Ensino Superior e Teoria da Atividade, visando contribuir para a organização, desenvolvimento e análise de atividades pedagógicas. Para a elaboração do M-learnMat, além da revisão bibliográfica, foi realizada uma pesquisa exploratória e um estudo de caso piloto. Essas ações forneceram dados que permitiram compreender melhor algumas questões relacionadas ao uso educacional de celulares. Para a experimentação do modelo foram organizados dois estudos de caso com alunos do Ensino Superior. Os mesmos ocorreram durante o primeiro semestre letivo de 2011, na disciplina de Cálculo I, com utilização dos celulares dos próprios alunos. Para a coleta e análise dos dados foi promovida uma pesquisa mista, envolvendo abordagens qualitativas e quantitativas, em função das características dos dados. A experimentação sinalizou que o M-learnMat tem potencial para orientar as atividades a que se destina, colaborando para que as mesmas sejam desenvolvidas segundo estratégias definidas. / M-learning (mobile learning) is a field of research that investigates how mobile devices can contribute to learning. This thesis presents M-learnMat, a pedagogical model for m-learning Math activities. This model, developed with support of the Activity Theory, aims at orienting educational practices that involve the use (non-exclusive) of mobile devices in graduation courses. The Activity Theory focuses on the activities developed by individuals and in the various relationships resulting from them. Thus, the model is distinctive as it comprises m-learning, Mathematics and the Activity Theory with the purpose of contributing to the organization, development and analysis of pedagogical activities. Besides the literature review, the development of M-learnMat included exploratory research and a pilot case study. These actions provided data that allowed for a better understanding of some issues related to the educational use of cell phones. For model experimentation, two case studies were carried with college level students. These took place in the first semester of 2011, in Calculus I, in which students used their cell phones. For data collection, a mixed methods research (quantitative and qualitative) was used due to the characteristics of the data. The experimentation indicated that M-learnMat has the potential to guide activities, and collaborate for their application according to defined strategies.
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Communicate to Win : Real-time communication services for location-based learning activitiesBuchvalter, Amir January 2017 (has links)
In recent years, mobile devices have become an integral part of our everyday life in various fields. The technology that powers them is used in various devices, such as smartphones, tablets, and PDAs. These devices hold extensive computation capabilities, along with advanced communication abilities, which are supported by an internet connection and diverse types of motion and location sensors. Mobile devices have changed the way people communicate with each other, for example by providing options to send instant text messages, perform live video calls with others in addition to voice conversations. These capabilities have encouraged educators to exploit mobile technology and promote new types of learning options. There are several new learning possibilities based on tools such as mobile dedicated applications, location-based learning activities, and interactive social related tasks. These new uses require adjustments to educational programs to allow support for this type of learning. The uniqueness of mobile learning, in contrast with the classic learning paradigm, is the ability to connect the learner through enhanced learning materials to the outside environment. This breaks the physical borders that exist in the traditional classroom and creates new learning possibilities, but it has its drawbacks. One of the difficulties that arise from this type of learning is the loss of contact in real time between teacher and student, especially when performing outdoor activities. The Treasure-HIT platform was conceived to create outdoor Treasure Hunt-based games, mainly for educational purposes, by introducing an authoring web platform and a supporting mobile application. The platform includes communication capabilities based on social interactions and cooperative learning with the integration of social networks, and yet real-time educator and student communication is still lacking. Adding real-time communication features provides a way to better support ongoing learning activities, and can take pressure off the learning process for the students, by providing them with a more personal experience and immediate support when needed. This thesis follows the process of addressing this concern in TreasureHIT, including the rationale, the background, the possible options and gradual development of a prototype solution to the problem under the existing Treasure-HIT infrastructure. In the thesis, the advantages of two features are explored: (1) the Realtime Group Tracking Map, which provides a way to monitor the movement and action of groups of players during game time, and (2) Instant Text Messaging service, which allows the game instructor to send custom text messages to the different game groups. The research findings indicate that the new monitoring options provide a solid tool for real-time analysis of the progress of the game and the ability to inform about various issues and solve them in real time. ii Furthermore, the instant message service feature received positive responses from the game-manager and players alike, on the grounds of major improvements to the general game flow and problem solving in real-time.
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