Mobile device ownership has exploded with the majority of adults owning more than one mobile device. The largest demographic of mobile device users are 18–29 years old which is also the typical age ...of college attendees. This systematic review provides the scholarly community with a current synthesis of mobile learning research across 2010–2016 in higher education settings regarding the purposes, outcomes, methodologies, subject matter domains, educational level, educational context, device types and geographical distribution of studies. Major findings include that the majority of the studies focused on the impact of mobile learning on student achievement. Language instruction was the most often researched subject matter domain. The findings reveal that 74% involved undergraduate students and 54% took place in a formal educational context. Higher education faculty are encouraged to consider the opportunity to expand their learning possibilities beyond the classroom with mobile learning.
•The majority of the studies focused on the impact of mobile learning on student achievement.•Language instruction was the most often researched subject matter domain.•Of the studies, 74% involved undergraduate students.•Of the studies, 54% took place in a formal educational context.
•This paper analyzed the adoption of using mobile learning in higher education.•This paper, with a study of “what is the impact of the mobile phone usage in education?” provides approaches and ...theories of mobile learning in training.•The factors related to adoption of mobile learning in higher education was classified into seven main categories as: ease of use, trust, characters and personal qualities, context, perceived usefulness of using, behavioral intention, and culture of using a research model.
This paper analyzed the adoption of using mobile learning (m-learning) in higher education. Mobile Learning as a model of e-learning refers to the acquisition of knowledge, skills and attitudes by utilizing mobile technologies. With the increasing coverage of mobile networks, learning services can play the increasing and effective role in education at any time and place. Continuous access via mobile devices creates special facilities like sending and saving the learning content to learners etc, it is accompanied with continuous education. This paper, with a study of “what is the impact of the mobile phone usage in education?” provides approaches and theories of mobile learning in training. The paper aimed to evaluate the essential factors for the adoption and application of education information system that has been created by students. The survey was based on the history of technology adoption and covered students. Furthermore, a case study from students of K. N. Toosi University in Iran was presented to indicate the performance of this method in practice. The statistical society included 300 members from Information Technology students of Iran's K. N. Toosi University of Technology. The factors related to adoption of mobile learning in higher education was classified into seven main categories as: ease of use, trust, characters and personal qualities, context, perceived usefulness of using, behavioral intention, and culture of using a research model. From the results, mobile learning could be one of the promising educational technologies for development in educational environments and culture of using. The context of applications has a significant positive effect on the ease of use factor and usefulness and the ease of use has a positive effect on the usefulness factor. The trust factor has a positive and significant effect on the behavioral intention. The personal features and characters factor have a significant positive effect on the culture of using and the culture of using the application has a significant positive effect on the behavioral intention.
Pendidikan menyangkut kesehatan menjadi bagian penting dunia global saat ini. Pendidikan kesehatan sebagai salah satu pokok bahasan dalam pembelajaran mata kuliah yang diajarkan disetiap jenjang ...pendidikan dan memberi dampak pada sikap peserta didik. Pandemi covid-19 yang melanda dunia selang dua tahun terakhir ini telah memberi dampak perubahan model pembelajaran. Sebelumnya proses belajar dilakukan secara tatap muka dan saat ini berevolusi menjadi mobile learning. Dampak positif yang terjadi antara lain adalah berupa percepatan proses digitalisasi termasuk dalam pembelajaran jarak jauh namun bagi mata kuliah yang sifatnya pendidikan membutuhkan pendekatan pada kontrol sikap. Adapun metode penelitian adalah deskriptif kualitatif namun data dikelola secara kuantitatif, sedangkan penentuan sampel dilakukan dengan cara purposive sampling. Data terkini terkait kegiatan dan berbagai masalah pembelajaran mobile learning melalui observasi wawancara mendalam dengan beberapa informan. Wawancara dilakukan dengan teknik snowball sampling. Hasil dan analisis diketahui bahwa masalah pembelajaran mobile learning tersebut diakibatkan yang belum berjalan secara optimal. Penelitian ini menemukan tiga hal pokok masalah yang perlu ditangani yaitu praktek penggunaan learning manajemen sistem, dukungan internet teknologi aplikasi yang dapat diakses dengan mudah oleh peserta pembelajaran serta proses interaksi antara peserta yang harus mampu dikondisikan oleh pengajar. Berdasarkan ulasan diatas maka upaya yang dapat dilakukan untuk mengoptimalkan kondisi belajar mobile learning adalah dengan membuat arahan dalam bentuk tutorial, memperbanyak latihan sistem manajemen belajar online, dan melalui penggunaan media sosial.
Mobile learning, or m-learning, has become an umbrella term for the integration of mobile computing devices within teaching and learning. In the literature, however, use of the terms has been ...unsystematic. The purpose of this article is to critically examine the principles of mobile learning. First, I examine the extant literature with regard to defining mobile learning. Four definitions of mobile learning categories are described: (1) relationship to distance education and elearning, (2) exploitation of devices and technologies, (3) mediation with technology, and (4) nomadic nature of learner and learning. Second, in an effort to provide a basis on which to ground future mobile learning research, I propose a framework of design characteristics for mobile learning environments. Seven design characteristics are identified and discussed. Finally, I present implications for future research and instructional design. This paper contributes to the field of mobile learning by providing researchers more precise ways to identify and describe the characteristics of mobile learning environments, as well as describe the attributes of successful mobile learners.
The value of social studies learning for junior high school students in several schools still needs to be higher. One of the factors of low student scores is the need for more variety in learning ...methods used by teachers, low student motivation, and the use of learning media that could be more optimal. One way to do this is to develop a learning model with engaging learning media. This research aims to develop mobile understanding by integrating artificial intelligence at the evaluation stage. The methodology used in this research is the waterfall approach method with requirements analysis, design, implementation, testing, operation, and maintenance. The mobile learning prototype was tested on media experts and junior high school student respondents. The dimensions of expert assessment are reviewed from media appearance, quality and use of media, navigation, product strength, media interface, product attractiveness, and material delivery in the media. The dimensions of questions for students consist of 4 points: content, interface, feedback and assessment, and personalization. The research results show a mobile application’s results, including a brain gym menu, problem identification, materials, discussion forums, assignment results, and quizzes. The menus presented make it easier for students to learn. The questionnaire results from experts show that the highest average is 5.00, with a standard deviation of 0.00. The questionnaire results from student respondents had the highest average of 49.714, with a standard deviation of 0.169. The results of the scores obtained in the expert and student respondent questionnaires show that mobile learning is acceptable.
Mobile learning (M-learning) has become an important educational technology component in higher education. M-learning makes it possible for students to learn, collaborate, and share ideas among each ...other with the aid of internet and technology development. However, M-learning acceptance by learners and educators is critical to the employments of M-learning systems. Attitudes towards M-learning technology is an important factor that helps in determining whether or not learners and educators are ready to use M-learning. Such attitudes will serve to identify strengths and weaknesses and facilitate the development of the technology infrastructure. This paper aims at exploring students and educators' attitudes towards the use of M-learning in higher educational universities within Oman and UAE; two neighboring countries in the Arab Gulf region. To serve this purpose, two survey questionnaires were conducted: one for students and another for educators. The participants of this study are 383 students and 54 instructors from five universities. Different factors have been examined to test where there is a significant difference among students and educators' attitudes towards the use of M-learning, such as gender, age, country, level of study, smartphone ownership, major in terms of students and age, country, academic rank, academic experience and smartphone ownership in terms of educators. Findings revealed significant differences among the students’ attitudes towards M-learning with regard to their smartphone ownership, country and age. Furthermore, results indicated that M-learning can be one of the promising pedagogical technologies to be employed in the higher educational environments within the Arab Gulf countries.
•Explore students and educators' attitudes towards the use of M-learning.•Significant differences were found with regard to the students' attitudes.•Educators have positive attitudes towards M-learning in various factors.•99% of the students have mobile devices.•81.5% of the students were using their mobile devices in their study.
Technology that continues to develop requires teachers to continue to innovate in presenting quality learning media. Mobile learning is a medium that can be used in learning because of the ease in ...the process of using it anywhere and anytime. On the other hand, critical thinking is a very important ability in mathematics. Through critical thinking skills, students are required to be able to generate thoughts and choose the right steps to solve a problem. However, the results of the field study show that students' critical thinking skills in material on compositional and inverse functions are still very low. This study aims to develop mobile learning named KORS to train students' critical thinking skills in the matter of compositional and inverse functions. This type of research is development research with the ADDIE model. The subjects of this study were practitioners and six high school students. In collecting data, assessment instruments were used by media experts and material experts, as well as student and teacher response questionnaires. The results of this study obtained KORS mobile learning media that were feasible to use with a percentage of 79% from media experts and 78.67% from material experts. The practicality of the media from the teacher's assessment obtained a percentage of 83.33% and based on the results of small-scale trials obtained a student response questionnaire percentage of 82.67%.
The ubiquity, flexibility, ease of access and diverse capabilities of mobile technologies make them valuable and a necessity in current times. However, they are under-utilized assets in mathematics ...and science school education. This article analyses the high quality empirical evidence on mobile learning in secondary school science and mathematics education. Our study employed a Systematic Literature Review (SLR) using well-accepted and robust guidelines. The SLR resulted in the detailed analysis of 49 studies (60 papers) published during 2003–2016. Content and thematic analyses were used to ascertain pedagogical approaches, methodological designs, foci, and intended and achieved outcomes of the studies. The apps and technologies used in these studies were further classified for domain, type and context of use. The review has highlighted gaps in existing literature on the topic and has provided insights that have implications for future research.
•This article presents analysis of m-Learning apps for science and math education.•We have followed standard guidelines of Systematic Literature Review.•The review has resulted in 49 studies (60 papers) published during 2003–2016.•The review has highlighted gaps in existing literature on the topic.•Some noteworthy observations in the analysis are found for future research.
This paper presents the results of an empirical study conducted on three different types of gamified learning activities—namely competitive, collaborative, and adaptive—in lower primary mathematics ...classes. The participants were students from two second-grade and one third-grade classes who used tablet computers and digital learning lessons for learning mathematics. The study included a non-gamified and competitive, adaptive, and collaborative gamified conditions, which were integrated into lesson plans. The collected log data were used to calculate the changes in performance levels through the dimensions of task completion and time under each condition, and the data were further analyzed and compared across conditions. The quantitative analysis results were triangulated with interview data from the students. Overall, the results show that gamified activities contributed to increased student performance levels in math learning. Significantly higher performance levels appeared in a gamified condition combining competition, a narrative, and adaptivity with individual performance game elements. Although the highest performance levels appeared in conjunction with the most incorrect attempts by the students, the total number of correct attempts was unaffected. Our findings suggest that whether gamification works or not is not the result of individual game elements but rather the consequence of their balanced combination.
•This study examined use of various gamification elements in a primary school.•Study results suggest that gamification improved student performance.•Different students have interest for different gamification types.•Gamification per se does not necessarily guarantee increase in student performance.•The key to success of gamification is in the carefully balancing combination of game elements.