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Technological Institute of the Philippines

938 Aurora Blvd. Cubao, Quezon City

Journal Synthesis
“Mobile Learning”

Submitted By:
Cantara, Franz Ivan M.
Submitted To:
Renato M. Villegas
Date of Submission:
Feb. 13, 2013
1st Article

Use of mobile phones to enhance collaborative learning


Publication Type:
Thesis
Authors:
Jason Webb
Source:
Computer Science, California State University, San Marcos (2012)
Keywords:
Design, Game-Based Learning, museum
Abstract:
As mobile devices evolve to become more sophisticated, users obtain a greater portion of their information
from these devices. Museums are trying to capitalize on this trend to stay relevant and meet the needs of
how mobile device users consume information. In this paper we established an architecture that enables a
collaborative learning environment and utilizes museum visitor’s mobile device technology. Through
collaboration with the Birch Aquarium, we implemented a game called Wind Explorer. This game extends
the visitors’ experience with the Birch Aquarium’s Endless Energy Exhibit by allowing visitors to use their
Android devices to control game activities on a large centralized screen. The game focused on the strategy
of wind turbine placement to maximize the renewable energy of our wind resources. Players can navigate
their airship on a 3D map and check weather stations for wind speed. Players can then choose to place
wind turbines around weather stations to generate power. The 3D map, which is provided by NASA’s World
Wind Project, is displayed on a central screen where players can coordinate with each other to move
through the game more efficiently. Wind Explorer was designed to handle transient visitors. It supports four
concurrent players at any time. Players can join the game, play for a few minutes and then move on to
other exhibits. This design lets players have a collaborative environment while also having the flexibility to
enjoy their museum experience at their own pace.
2nd Article

An observational study of undergraduate students' adoption of (mobile) note-taking software


Publication Type:
Journal Article
Authors:
Schepman, Astrid; Rodway, Paul; Beattie, Carol; Lambert, Jordana
Source:
Computers in Human Behavior, Volume 28, Issue 2, Number 2, Amsterdam, The Netherlands, p.308–317
(2012)
URL:
http://dx.doi.org/10.1016/j.chb.2011.09.014
Keywords:
Cloud computing, Idea generation, m-Learning, Mobile learning, Note taking, Portfolio
Abstract:
Mobile learning is increasing in popularity, but not all university students have mobile devices to support it.
Our study investigated cross-platform software that has the potential to allow education practitioners to
provide mobile support to their students' learning, while offering similar functionality to non-mobile users via
more traditional computing platforms. Undergraduate students were trained in the use of multi-platform
cloud-based note-taking software (Evernote), and used the software in independent study for 8weeks. Data
show adoption for a range of functions, particularly gathering and managing information, organisation and
planning, and the recording of ideas. Multimedia functions were also adopted innovatively by some
students. Use for reflection was rare. Non-adopters were in a minority, giving low utility appraisals and
difficulty in changing habits as reasons. Subjective evaluations and recommendations showed that a
majority of students felt positive about the software and found it quick and easy to use. Mobile and non-
mobile users only differed on the number of locations in which they used the software, and the proportion of
notes classified as ideas, both being higher in mobile users. The data provide decision support for
education practitioners who wish to provide mobile learning to their students alongside traditional platforms.
3rd Article

Mobile Digital Storytelling for Promoting Creative Collaborative Learning


Publication Type:
Conference Paper
Authors:
Susanna Nordmark; Milrad,Marcelo
Source:
Seventh International Conference on Wireless, Mobile and Ubiquitous Technology in Education, Institute of
Electrical and Electronics Engineers, Takamatsu, Kagawa, Japan (2012)
Keywords:
collaboration, creativity, design-based research, Mobile digital storytelling, multimodality, seamless
learning, user-generated content
Abstract:
This paper presents our on-going research efforts related to the use of mobile storytelling to support
alternative ways of learning about cultural heritage. In a joint effort to promote creative collaborative
learning we are working together with a local museum and an elementary school on actively engaging a
group of Swedish school children in mobile digital storytelling. Divided into eight groups of three children
each, the pupils took on specific roles and areas of responsibility concerning the collection of story data,
such as photographs, script and sound. Before venturing into the final processing and producing of the
stories, each group had to negotiate their collected data and agree on what to use for and in their story.
That decision had to reflect the opinions and choices for the whole group. The outcomes of these efforts
provided us with valuable insights on how mobile digital storytelling can be used in authentic contexts to
support creative collaborative learning.
4th Article

Cell phone video recording feature as a language learning tool: A case study
Publication Type:
Journal Article
Authors:
Gromik, Nicolas A.
Source:
Computers & Education, Elsevier Science Ltd., Volume 58, Issue 1, Number 1, Oxford, UK, UK, p.223–230
(2012)
URL:
http://dx.doi.org/10.1016/j.compedu.2011.06.013
Keywords:
Cell phone-based learning, English foreign language learning, Mobile assisted learning, Speaking
skills, Video recording feature and speaking production
Abstract:
This paper reports on a case study conducted at a Japanese national university. Nine participants used the
video recording feature on their cell phones to produce weekly video productions. The task required that
participants produce one 30-second video on a teacher-selected topic. Observations revealed the process
of video creation with a cell phone. The weekly video performances indicated that students were able to
increase the number of words they spoke in one monologue. The surveys indicated that participants
believed that using the cell phone video recording feature was a useful activity. However, they did not
believe that such a task was transferable to other courses. The discussion emphasizes that, due to
technological advances, educators need to understand the benefits and challenges of integrating cell
phone devices as learning tools in their classrooms. In addition, whereas in the past researchers focused
on reading and writing skills, this article reveals that it is now possible to use the video recording feature to
evaluate learners' speaking skills.
5th Article

Developing digital fluency through ubiquitous mobile devices: Findings from a small-scale study
Publication Type:
Journal Article
Authors:
Wang, RuoLan; Wiesemes, Rolf; Gibbons, Cathy
Source:
Computers & Education, Elsevier Science Ltd., Volume 58, Issue 1, Number 1, Oxford, UK, UK, p.570–578
(2012)
URL:
http://dx.doi.org/10.1016/j.compedu.2011.04.013
Keywords:
Adult learning, Applications in subject areas, Distributed learning environment, Evaluation
methodologies
Abstract:
As part of the Visual Learning Lab's initiative of promoting visual learning supported through technologies in
Higher Education, this VLL funded study explored part-time mature doctoral students' use and perceptions
of a mobile device in support of their research activities. The study was conducted by the Graduate School
in collaboration with the School of Nursing at the University of Nottingham. Six students participated in the
study for a period of six months. The methodology was qualitative and included semi-structured exit
interviews. By re-analysing the original study (Gibbons, 2009), this paper raises a vital question about what
constitutes a meaningful mobile learning experience which takes into account the different biographical and
life stage factors. It challenges the ongoing debate on generational issues on uses of mobile or other digital
technologies and leads to discussion of the concept of digital fluency with all learners.
Reflection:

In the 1st article the author said that there are many mobile learners or mobile owners and they are being so
sophisticated. They developed a mobile application to measure the imagination of the mobile owner in
making their own wind turbines in 3D. In the 2nd article the author said that mobile learning is increasing in
popularity but not every single person or universities have mobile devices to support it. So they made
software that aim to give every single person an opportunity to learn mobile applications. In the 3 rd article
the author said that mobile applications can be an alternative way of learning and storytelling. In the 4 th
article the author said that they made a case study about video recording and due to technological
advances, educators need to understand the benefits and challenges of integrating cell phone devices as
learning tools in their classrooms. In the last article the author said that they are promoting visual learning
supported through technologies in Higher Education, this funded study explored part-time mature doctoral
students' use and perceptions of a mobile device in support of their research activities. The author also said
that it challenges the ongoing debate on generational issues on uses of mobile or other digital technologies
and leads to discussion of the concept of digital fluency with all learners.

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