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A Study of Reading with A Handheld ComputerLee, Young Seok 25 August 2003 (has links)
As handheld computers are becoming powerful, portable and wireless, they have recently received considerable attention in education because their multi-functionality and mobility can be used for supporting learning activities in various manner. In spite of the potential in education, handheld computers have several limitations. One of the critical limitations is the small screen size. In an attempt to find factors affecting text readability on the small screen of handheld computers, this study, first, reviewed basic reading process and reading model, previous studies examining potential factors affecting text readability on a small handheld screen.
This study investigated the effect of screen orientation and margin on reading performance (reading speed and comprehension) and subjective impressions (ease of reading, mental workload and satisfaction) with a handheld computer. A 2x2 within-subject factorial design was conducted with 16 participants reading texts from a PDA (Compaq iPAQ 3850).
The results of this study indicated that neither screen orientation nor margin had a significant influence on objective reading performance and subjective impression. It was found that there were no prevailing preference of screen orientation and margin in reading texts from a handheld computer screen. It was also found that participants had a favorable reading experience with the handheld computers. Based on results of experiments and post-experiment questionnaire, a set of recommendations was developed to improve reading from small screens of handheld computers. / Master of Science
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Evaluating alternatives to native development for handheld computersClaesson, Alfred January 2020 (has links)
Selecting a suitable mobile application development framework is challenging. Multiple frameworks exist with respective strengths and weaknesses, and evaluations comparing the different frameworks are lacking. Each company and developer has its own demands and preferences, thereof, no single development framework poses as a suitable solution for every situation. This study is aimed at contributing to the current foundation of research by examining Android application development for handheld computers. By selecting promising cross-platform frameworks and comparing these with the native development framework for Android this study shows that cross-platform development frameworks can provide the tools required to build sufficient applications for handheld computers. This is particularly relevant for the developers affected by the termination of support for Windows Mobile. The findings of this study show that the frameworks Flutter and Xamarin both pose as promising alternatives to native development.
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Agent O - Utvecklingen av ett mobilt lärospelFergusson, Christopher, Karlsson, Daniel, Zuta, Festim January 2006 (has links)
I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela. / This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
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