Vous êtes sur la page 1sur 9

International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )

Volume 9 : Issue No : 1 : Issue on May / June, 2013

Development of Mobile Learning Using Android Platform


Christianne Lynnette G. Cabanban, MIT

College of Computer Science

Don Mariano Marcos Memorial State University-South La Union Campus

Agoo, La Union, Philippines

Abstract:

In the interest of the advancement of mobile technology and their increasing affordability and wide

capability, mobile devices particularly Android platforms have transformed from a means of communication to

tools for socialization, entertainment, and learning. It has greatly changed the functioning of the world, even the

learning process. Learning through mobile phones or Mobile Learning has become part of the educative

process. Mobile Learning or M-Learning is a type of e-learning that delivers educational contents and learning

support materials through wireless communication devices.


The purpose of this study is to assess the readiness and perceptions of faculty members and college

students in the use of mobile devices for learning inside and outside the classroom. This will also determine the

respondents’ prior knowledge on the personal and educational use and application of mobile phones. Finally, it
will identify the respondents’ perception on the effectiveness of mobile devices as used in the teaching-learning

process.

Keywods: Mobile Learning, Mobile Technology, Android


I. INTRODUCTION

Mobile technology has entered into the mainstream society, affecting the lives of many in recent years.

According to the report “Information and Communications for Development: Maximizing Mobile [1],” which

was released on August 16, 2012, there were 101 mobile cellular subscriptions for every 100 people in the

Philippines in 2011, a jump from 41 subscriptions for every 100 people in 2005. Worldwide, the number of

mobile subscriptions grew from one billion in 2000 to more than six billion in 2011, of which nearly five billion
were in developing countries. Mobile phones based on android platform have become an indispensable

communication device for many people, particularly in younger segments of the population, such as students.

Smart Telecommunications noted a steep rise in the use of the top three smartphone operating systems in its
network.

Google's mobile OS, Android, tallied the highest increase with a 300% spike, followed by BlackBerry OS with

66%, and Apple's iOS with 62%. The figures were culled from a series of one-day snapshots of Smart's network
taken every month. As stated by Mr. Orlando B. Vea, Smart's Chief Wireless Advisor [2], from August to

December 2011, the company has seen a doubling of the number of subscribers using smartphones in the last

four months of 2011 due to increased availability of devices and the growing demand for mobile Internet.

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..98
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

Android is an open source mobile operating system that has been supported by Google Corporation, the

world leading search Engine Company. One major reason for the pervasive adoption of android in the mobile

market is that mobile applications developed through android development technology is more efficient and
effective compared to the other technologies, such as mobile Window or Symbian operating systems, producing

fast, user friendly and appealing applications. With this formidable mobile technology advancement, more and

more students can now seek informal education. Another benefit of these tools is that learning cost incurred unto
students is drastically reduced as independent, and self-paced learning can be done outside the schools and

campuses [3].

The study by Chan (2003) shows that it is important for providers of mobile academic content and
information to understand the following characteristics: First, mobile learning addresses the urgency of

individual information acquisition and learning needs. Second, the initiative of knowledge acquisition is based

on an information seeker’s request and the information is obtained immediately. Third, a mobile learning
setting enables information seeking and learning to occur when and where it best fits individual needs. Fourth,

interactivity of the learning process is provided through wireless devices. Learners and information seekers are

provided broader access to experts (e.g., librarians, instructors, etc.) and knowledge than is available through

other distance learning technology. Fifth, activities are situated instructional activities in a way that extends

learning and information seeking into natural, authentic, and contextual situations of an individual’s personal

life. Finally, instructional content (e.g., information resources, activities, etc.) is integrated into mobile device

use wirelessly [4].

Given the mass technological consumption of this new technology, a new learning pattern will dawn

over the academic horizon, Mobile Leaning, bringing in new learning opportunities to all.
II. BACKGROUND AND RELATED WORKS

2.1 Mobile Technology

Although the use of mobile application technology in learning is still new, there is a developing
literature on the subject. Initially, the majority of research revolved around issues of how the technology might

be applied, and by whom. The Horizon Report 2011 identifies key trends in technology and education and

echoes a long-held tenet of the academic library: “People expect to be able to work, learn, and study wherever
and whenever they want” [5]. This report also looks at emerging technologies and predicts increased emphasis

on this technology which has moved from the “near horizon” to the “one-year or less” category. “Mobiles

embody the convergence of several technologies that lend themselves to educational use, including electronic
book readers, annotation tools, applications for creation and composition, and social networking tools,”

according to the authors of the report. With growing levels of mobile ownership right across the globe, many

Universities are developing mobile projects to try and capture this trend. Mobile has massive potential in higher
education because of its ubiquity in the student population [6].

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..99
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

2.2 Mobile Learning

Mobile Learning or M-Learning is a type of e-learning that delivers educational contents and learning

support materials through wireless communication devices. Likewise, Traxler describes mobile learning as a
personalized, connected, and interactive use of handheld computers in classrooms. The actual implementation of

M-Learning is growing faster in some capabilities than others [7].

The eLearning Guild collects research data on the subject, and according to the survey results, the use

of M-Learning for social networking and communication is more prevalent than it is for the development of

custom applications, with 38.1% of organizations implementing, designing, or building the business case for

social networking and only 25.7% for custom application development. The research collected shows much

personal use, and 70.2% of respondents are using their personal mobile devices for business use. Of those who

have conducted M-Learning implementation, 50% are seeing positive returns [8].

The transition from the e-learning to the M-learning revolution is characterized also by a change of
terminology. For example, the dominant terms in the e-learning era were: multimedia, interactive, hyperlinked,

media-rich environment, etc. In the M-learning era terms like spontaneous, intimate, situated, connected,

informal, lightweight, private, personal etc. are used to characterize the context [9].

2.3 Mobile Learning Architecture


Android, an open-source mobile operating system and application framework supported by Google is a

recent addition in the mobile application platform. By providing an open development platform, Android offers
developers the ability to build extremely rich and innovative applications with a rich set of User Interfaces,

support for broad range audio and video file formats. Developers and mobile handset manufacturers around the

world has embraced this new platform due its open-source and diverse application development and running
capabilities with programming language as Java [10].

Figure 1. Ubiquitous Mobile Learning Architecture Figure 2. Unified Theory of Acceptance and Use of

Technology (UTAUT) Model

The Ubiquitous Mobile Learning Architecture as seen in figure 1 has three main factors that consists of
the learning environment which signifies the “anytime, anywhere learning” which can be conducted in the

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..100
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

traditional classroom setting or outside the classroom like travelling in a bus or being at home using a wireless

network with both 3G and WiFi to connect with the University server at all-time using Web Services

architecture. The inclusion of pedagogical information is based on constructivist theory, allowing students to
create knowledge from what they see, hear, read and perceive. Interactive learning application which have both

client module running on mobile devices with different form factor suitable for varying learning environments

like Tablet PCs for classroom learning, Mobile Phones for anywhere learning outside the classroom and
Notebook PCs to be used at home environment and linked with the server module which runs through Web

services middleware architecture [11].

2.4 Unified Theory of Acceptance and Use of Technology (UTAUT)


The Unified Theory of Acceptance and Use of Technology Model (UTAUT) theory seeks to explain

intentions to use an information system and subsequent usage behavior. The theory holds that the key constructs

performance expectancy, effort expectancy, social influence, and facilitating conditions are direct determinants
of information system usage intention and usage behavior). The UTAUT dependent constructs are behavioral

intention and usage behavior. The independent constructs are performance expectancy, effort expectancy, social

influence, facilitating conditions, gender, age, experience, and voluntariness of use. The four key determinates

for usage intention and behavior intention to use are performance expectancy, effort expectancy, social

influence and facilitating conditions [12].

Performance Expectancy. Performance expectancy is defined as the extent to which a person believes

using an information system/technology will support the user’s gain benefits from job performance.

Performance Expectancy and Mobile Learning. In the perspective of mobile learning, performance

expectancy suggests that individuals will find mobile learning useful because it permits them to access
information quickly, at a time and place of their convenience, and on the device of their choice.

Effort expectancy. Effort expectancy is the degree of ease an individual associates with the use of an

information system/technology.
Effort Expectancy and Mobile Learning. In the context of effort expectancy in the use of mobile

learning in community colleges, it seems likely that effort expectancy will affect behavior most strongly during

the initial and early stages of mobile use of academic or library content.
Social influence. Social influence is the extent to which users distinguish that others important to them

believe that the users should use a new information system.

Social Influence and Mobile Learning. In the context of mobile learning, this paradigm suggests that
social influence (e.g. teachers, parents, peers, etc.) will strongly affect younger students’ intention to accept and

use mobile devices for academic purposes.

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..101
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610
2091 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

Facilitating Conditions.. Facilitating conditions is defined as the degree in which an individual believes

that an organizational and technical infrastructure exists to support use of the system. Facilitating conditions is

an important predictor when performance


ormance and effort expectancy are not existing.
Facilitating Conditions and Mobile Learning.
Learning. Without training and support for mobile learning, lack of

technology skills may be a potential barrier.

Self-Management
Management of Learning. Self-Management of learning iss observed as a determinate in this study.
Successful learning is derived from learner control of the learning activity, exploration and investigating, asking

questions, and engaging in collaborative learning [13].

2.5. Android Architecture


Android is an open source platform. The underlying operating system of Android is licensed under

GNU General Public License Version 2 (GPLv2), a license where any third-party
third party improvements must continue

to fall under the open source licensing agreement terms. The Android framework is distributed under the
Apache Software License (ASL/Apache2), which allows for the distribution of both open and closed source

derivations of the source code. Commercial developers and handset manufacturers can choose to enhance the

platform without
ithout having to provide their improvements to the open source community. Instead, developers can
profit from enhancements such as handset-specific
handset specific improvements and redistribute their work under whatever

licensing they want. [14].

Figure 3. Android Architecture

Figure 3 depicts the architecture of Android operating system. An Android system acts like a stack of

software components built upon the Linux 2.6 kernel. Linux provides basic system functions such as process
and memory management, multithreading,
multithreading, and security. The Android runtime kernel operates above the Linux

kernel and it contains both runtime libraries and the Dalvik virtual machine (VM). The runtime libraries

comprise open-source
source building blocks such as the WebKit browser, the SQLite database,
database, and the FreeType font
engine. The Dalvik VM--designed
designed specifically for Android--provides
Android provides two key capabilities: First, programmers

can instantiate it, or create it, as needed so each application has its own private copy running in a Linux process,

which
ich protects its code and data from other applications. Second, the Dalvik VM uses registers rather than a
memory-based
based stack to improve memory-use
memory use efficiency. The Dalvik VM implements bytecode, designed for

rd
This Paper was Presented on : 3 International Conference on E-Learning
Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..102
………..
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

efficient execution of java classes within Android's Application Framework layer to provide higher level

services for applications.

The top applications layer comprises standard applications, such as a Web browser, email, and other
apps within Android. This form of function "exposure" lets programmers reuse software and helps provides a

consistent "user experience." Applications also can transfer, exchange, and share data. An Android application

includes resources bundled into an archive called an "Android package” and an application includes four
components: activities, services, broadcast receivers, and content providers, which the application instantiates

and runs as required [15].

III. Statement of the Problems


The purpose of this study is to assess the readiness and perceptions of faculty members and college

students in the use of mobile devices for learning inside and outside the classroom. Specifically, it will answer

the following problems:


1. What is the respondents’ prior knowledge on the use of mobile device as to:

a. Personal Use

b. Educational Use

2. What is the respondents’ perception on the use of mobile learning as to:

a. Performance Expectancy

b. Effort Expectancy

c. Social Influence

d. Voluntariness of Use

e. Facilitating Conditions
f. Perceived Playfulness

g. Self-Management of Learning

h. Behavioral Intention to Use Mobile Learning


3. Is there a significant difference between the respondents’ prior knowledge and perception on the use

of mobile learning?

IV. Methodology

Research Design
Descriptive research will be used. Descriptive research answers the questions who, what, where, when

and how the condition is of the situation under study. In this research, this applies as this will determine the
perceptions of both faculty and students towards mobile learning. The results will be the basis for future

development of mobile learning application.

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..103
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

Population and Locale of the Study


The study will be conducted at Don Mariano Marcos Memorial State University-South La Union

Campus, College of Computer Science with faculty members, and students as respondents. Quota Sampling will
be used to sample the big population of 1676 with the desired degree of accuracy. It established the idea on how

large sample size should be to ensure the accuracy of results. A total of 85 students out of the population of

1676 or five (5) percent per year level will serve as the respondents. Total enumeration will be used to the
faculty members due to their manageable number of thirty-one (31); therefore, using any other techniques may

not be necessary.

Table 1.

Respondents N n

Faculty Members 31 31
Students

1st Year 605 30

2nd Year 500 25

3rd Year 281 14

4th Year 290 16

1676 85

Total 1707 116

Distribution of respondents

Instrumentation
To determine the level of knowledge and perception of the respondents on mobile learning, a Likert-

type questionnaire based on Unified Theory of Acceptance and Use of Technology Model (UTAUT) will be
employed. The questionnaire s composed of the following areas: (a) Performance Expectancy, (b) Effort

Expectancy, (c) Social Influence, (d) Voluntariness of Use, (e) Facilitating Conditions, (f) Perceived

Playfulness, (g) Self-Management of Learning, and, (h) Behavioral Intention.


Library research technique is employed that enables the researcher to explore more ideas, principles

and concepts related to the study. Internet surfing is employed to view references which will serve as basis in

developing the system.

Data Analysis
Frequency counts and means are the primary statistical treatment to be used to analyze and interpret

the survey results. The mean scores obtained along the different areas will be analyzed using the following scale
of equivalents: 4.20- 5.00= “Strongly Agree,” 3.40- 4.19= “Agree,” 2.60- 3.39= “Neutral,” 1.80- 2.59=

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..104
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

“Disagree,” 1.00- 1.79= “Strongly Disagree.” The mean scores ranging from 2.60-5.00 indicate a high level of

perception of the respondents which means that they accept and are ready with mobile learning implementation.

On the other hand, mean scores ranging from 1.00-2.59 indicate a low level of perception which means that
respondents may not be ready to be introduced with mobile learning applications.

V. Expected Outcome
The findings of this research will supplement to existing technology acceptance literature. It will also

enable proposal of another study for understanding, elucidating, and predicting factors influencing individual

acceptance of mobile learning. The study will provide valued data for future studies on respondents’ intention to
use mobile devices for learning and for the development of mobile learning system using android platform. By

understanding the determining factors of mobile learning perception using Unified Theory of Acceptance and

Use of Technology (UTAUT) model, the researcher will be able to integrate these factors into the design and
implementation phases of a mobile learning system initiative.

REFERENCES
[1] Worldbank (2012), “Information and Communications for Development 2012: Maximizing Mobile”

Retrieved from http://ttarl.org/attachments/IC4D2012Overview.pdf on January 2013

[2] TechPinas (2012), “Android Users in the Philippines Increased by 300%.”

http://www.techpinas.com/2012/01/android-users-in-philippines-increased.html
[3] Hanafi, H.F. (2012), “Mobile Learning Environment System (MLES): The Case of Android-based Learning

Application on Undergraduates’ Learning”, (IJACSA) International Journal of Advanced Computer

Science and Applications, Vol.3, No.3, 2012


[4] Chen, Y-S (2004). “A Mobile Butterfly-Watching Learning System for Supporting Independent Learning”.

Proceedings of the 2nd International Workshop on Wireless and Mobile Technologies in Education.

JungLi, Taiwan: IEEE Computer Society


[5] Johnson, L.(2011). “The 2011 Horizon Report: The New Media Consortium” Retrieved

http://net.educause.edu/ir/library/pdf/HR2011.pdf from January 2013

[6] Uys, P. (2011). “Mobile Learning in eHealth: Increasing Learning Options by Supporting the Mobility of
Learners in Developing Contexts” Retrieved from

http://www.telessaude.uerj.br/resource/goldbook/pdf/32.pdf on January 2013

[7] Traxler, J. (2005). “Institutional issues: Embedding and supporting.” In A. Kukulska-Hulme & J.Traxler
(Eds.), Mobile learning: A handbook for educators and trainers (pp. 173-188), London:Routledge.

[8] Quinn, C. (2011) “Mobile Learning: Landscape and Trends”. Retrieved January 2013,

https://commons.lbl.gov/download/attachments/77828943/mobile2011report-f2.pdf

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..105
International Journal of Information Technology & Computer Science ( IJITCS ) (ISSN No : 2091-1610 )
Volume 9 : Issue No : 1 : Issue on May / June, 2013

[9] Laouris, Y. (2005). “Educationally Relevant Meta-Data in Learning Objects: Necessary Condition for

Reusability.” Proc. 8th Cost 276 Workshop: Information and Knowledge Management for Integrated

Media Communication, May26-28, 2005 pg. 61-65.


[10] Lee, S. (2012). “Creating and Using Databases for Android Application”. International Journal of

Database Theory and Application Vol. 5, No. 2, June, 2012

[11] Shanmugapriya, M (2011). “Designing an M-Learning Application for a Ubiquitous Learning Environment
in the Android Based Mobile Devices Using Web Services.” Retrieved from

http://www.ijcse.com/docs/IJCSE11-02-01-055.pdf on January 2013

[12] Venkatesh, V. (2011). “Consumer Acceptance and Use of Information Technology: Extending the Unified

Theory of Acceptance and Use of Technology” Retrieved from

http://vvenkatesh.com/Downloads/Papers/fulltext/pdf/Venkatesh_Thong_Xu_MISQ_forthcoming.pdf on

January 2013
[13] Donaldson, R. (2011). “Student Acceptance of Mobile Learning” Retrieved from

http://diginole.lib.fsu.edu/cgi/viewcontent.cgi?article=1243&context=etd on January 2013

[14] TechTarget (2009). “Introducing Android” Retrieved from


http://media.techtarget.com/searchMobileComputing/downloads/Introducing_Android.pdf on January

2013

[15] Walls, C. (2011). “Get Started with Android” Retrieved from


http://www.ecnmag.com/articles/2011/07/get-started-android on January 2013

rd
This Paper was Presented on : 3 International Conference on E-Learning and Knowledge Management
Technology ( ICEKMT 2013 ) , Bangkok, Thailand on April 6 - 7, 2013 ………… Page ………..106

Vous aimerez peut-être aussi