TY - GEN
T1 - A contextual mobile learning system in our daily lives and professional situations
AU - Yin, Chuantao
AU - David, Bertrand
AU - Chalon, René
PY - 2009
Y1 - 2009
N2 - The rapid development of mobile technologies and new learning theories offer opportunities for developing mobile learning systems. Recently, contextual or context-aware mobile learning has become a special focus, as the learning context is a crucial factor for determining learning content and learning objective, or for enhancing learning experiences. What interested us is to apply contextual mobile learning theories to our daily lives and professional situations. We designed a contextual mobile learning system based on IMERA (Mobile Interaction in Augmented Reality Environment) platform, with MOCOCO (Mobility, Contextualization, and Cooperation) features. The system framework is introduced in this paper. The production of learning units using IML-SCORM and LOM standards is the starting point. We used RFID technologies to produce contextualization phases. CTTE (Concur Task Tree environment) tool was used for analyzing and modeling tasks. Mobile devices and peripherals were properly considered and configured according to learning activities and tasks. We suggest that learning methods should be properly considered and adapted based on learning activities, context, devices, etc. In our system, learning activities are very closely related to tasks. Just in time learning, learning and doing, and collaborative learning were appropriately blended into our approach to offer more effective task-centered learning experiences. In actual practice, we propose a learning strategy based on three main steps: before the task, during the task, after the task. The contextual mobile learning system was applied in two case studies: (1) Computer Hardware Maintenance Scenario: we proposed a solution that uses mobile devices (Tablet PC or PDA) and augmented reality accessories (see-through Head Mounted Display) to provide just in time learning opportunities, when users experience difficulties in carrying out computer hardware maintenance tasks. (2) HSHB (Healthy Spirit in Healthy Body) project aimed at assisting people in selecting dishes in university refectory or self-service restaurants according to nutritional composition information and personal preferences offered by mobile devices like PDA or Smartphone. Primary experiments and evaluations were carried out in our laboratory. Usability and acceptability of system and devices together with efficiency and satisfaction of learning activity were the main factors assessed by questionnaire forms. Some useful viewpoints provided by the participants are detailed in this paper.
AB - The rapid development of mobile technologies and new learning theories offer opportunities for developing mobile learning systems. Recently, contextual or context-aware mobile learning has become a special focus, as the learning context is a crucial factor for determining learning content and learning objective, or for enhancing learning experiences. What interested us is to apply contextual mobile learning theories to our daily lives and professional situations. We designed a contextual mobile learning system based on IMERA (Mobile Interaction in Augmented Reality Environment) platform, with MOCOCO (Mobility, Contextualization, and Cooperation) features. The system framework is introduced in this paper. The production of learning units using IML-SCORM and LOM standards is the starting point. We used RFID technologies to produce contextualization phases. CTTE (Concur Task Tree environment) tool was used for analyzing and modeling tasks. Mobile devices and peripherals were properly considered and configured according to learning activities and tasks. We suggest that learning methods should be properly considered and adapted based on learning activities, context, devices, etc. In our system, learning activities are very closely related to tasks. Just in time learning, learning and doing, and collaborative learning were appropriately blended into our approach to offer more effective task-centered learning experiences. In actual practice, we propose a learning strategy based on three main steps: before the task, during the task, after the task. The contextual mobile learning system was applied in two case studies: (1) Computer Hardware Maintenance Scenario: we proposed a solution that uses mobile devices (Tablet PC or PDA) and augmented reality accessories (see-through Head Mounted Display) to provide just in time learning opportunities, when users experience difficulties in carrying out computer hardware maintenance tasks. (2) HSHB (Healthy Spirit in Healthy Body) project aimed at assisting people in selecting dishes in university refectory or self-service restaurants according to nutritional composition information and personal preferences offered by mobile devices like PDA or Smartphone. Primary experiments and evaluations were carried out in our laboratory. Usability and acceptability of system and devices together with efficiency and satisfaction of learning activity were the main factors assessed by questionnaire forms. Some useful viewpoints provided by the participants are detailed in this paper.
KW - Augmented Reality
KW - Contextualization
KW - Learning theory
KW - Learning units
KW - Mobile learning
KW - RFID
UR - https://www.scopus.com/pages/publications/84901749850
M3 - 会议稿件
AN - SCOPUS:84901749850
SN - 9781622767076
T3 - 8th European Conference on eLearning 2009, ECEL 2009
SP - 703
EP - 711
BT - 8th European Conference on eLearning 2009, ECEL 2009
PB - Academic Conferences Limited
T2 - 8th European Conference on eLearning 2009, ECEL 2009
Y2 - 29 October 2009 through 30 October 2009
ER -