Quality issues are commonly reported following the development of mobile learning applications. To evaluate and increase the chance of the successful development of new mobile learning products, the ...adoption of a complete and well-defined set of technical quality aspects for mobile learning development and their adoption in the education environment are proposed. This work describes a model that captures most abstract and generic technical aspects of mobile learning service quality, including availability, fast response times, flexibility, scalability, usability, maintainability, functionality, functionality, reliability, connectivity, performance, user interface and security. A set of technical quality aspects was developed following a literature study focussing on standards and guidelines for learning and mobile application software quality. The presented case studies point to a set of contextual technical quality factors that influence the choice of mobile learning application. The findings also indicate that there are causal relationships between learner satisfaction and the overall proposed model technical quality aspects. The model has a positive impact on overall learning process outcomes by evaluating the technical aspects while maintaining the quality of mobile learning delivered. The model components purportedly affect learning outcomes by assessing and improving the acceptability to stakeholders of the technical aspects of mobile learning.
•We propose a new model that captures most abstract and generic technical aspects of mobile learning.•Four case studies were conducted with selected technical quality aspects in cumulative exercise.•The case studies point to set of contextual technical quality factors influence mobile learning.•The model evaluates technical aspects while maintaining delivered mobile learning quality.•This effort is part of an Omani-funded research project investigating mobile learning in Oman.
Diagnosing Adoption to Mobile Learning Ayo, Eliza Bundoc; Anacio, Marcial Leyton; Sakay, Lani Estrada ...
International journal of interactive mobile technologies,
08/2019, Letnik:
13, Številka:
8
Journal Article
Recenzirano
This study was undertaken to address the need to modernize the modes of teaching and learning pedagogy by taking advantage of the proliferation of electronic gadgets and mobile devices since, as ...counted there are more computers than the people in the world (Boren, 2014). This research found out how learning in the new platform could be adopted by teachers and students. In addition, it tested the different variables involved in the use of mobile in learning by faculty and students of Centro Escolar University (CEU) to determine factors that made implementing technology a success or a failure.To attain the set objectives, this study made use of descriptive and inferential method to the data gathered from respondents via stratified random sampling. Specifically, it employed frequency, mean, standard deviation, t-test, analysis of variance and multiple linear regressions for the treatment of data derived from the survey questionnaires. To complete the triangulation approach and for consistency of findings, observation and interview were also conducted.Subsequently, in order to determine adoption to mobile learning the modified Unified Theory of Acceptance and Use of Technology (UTAUT) model was employed. This model shows relationship of moderating variables which are age, gender, voluntariness of use and experience from independent variables like performance expectancy, effort expectancy, social influence, facilitating conditions, anxiety and self-efficacy. After all the statistical treatments were applied, Anxiety, Self-Efficacy, Effort Expectancy, Performance Expectancy and Facilitating Condition contribute to the success of the introduction of technology to the organization, while social influence was excluded as the reasons why users adopt it.
Mobile-Based Assessment (MBA) is an alternative or complementary to paper- or computer-based assessment delivery mode. Its successful implementation depends on users' acceptance. However, no study ...exists exploring the factors that influence students' acceptance of mobile-based assessment. Furthermore, research that combines acceptance with motivational factors is limited. The current study builds on the theoretical framework of the Self-Determination Theory (SDT) of Motivation and the Technology Acceptance Model (TAM) and proposes the Mobile Based Assessment - Motivational and Acceptance Model (MBA-MAM), a combined model that explains and predicts Behavioral Intention to Use Mobile-based Assessment. One-hundred and forty students (N = 140) from a European senior-level secondary school participated in mobile-assisted assessment activities and self-reported their perceptions about ΜΒΑ afterwards. Structured equation modeling used to analyze quantitative survey data. The study confirmed the proposed model, explaining and predicting students’ intention to use MBA in terms of both acceptance and motivational (autonomy, competence and relatedness) factors. The study provides a better understanding towards the development of mobile-based assessments by relating acceptance and motivational factors into an integrated model. Implications are discussed within the wider context of mobile learning acceptance research.
•The study explores students' acceptance of Mobile-Based Assessment (MBA).•We propose Mobile Based Assessment - Motivation and Acceptance Model (MBA-MAM).•The model is based on Self-Determination Theory and Technology Acceptance Model.•Intention to use MBA is explained in terms of motivation and acceptance factors.
The study aimed to probe the effect of solving mathematical problems through using Mobile Learning (ML) on the seventh grade students' ability to solve them in Jordan. The study sample consisted of ...fifty-four (54) students of seventh basic grade in Zarqa in Jordan who were divided into two groups randomly: experimental group which included twenty-six (26) students who were taught through using mobile learning methodology and control group which consisted of twenty-eight (28) students who were taught through using the traditional ways of teaching. Mathematical problem solving test were prepared which were verified to check their validity and reliability. In general, the results related to problem solving and its dimensions revealed the understanding and reading of the problem, setting forth a plan for solving and implementing it as well as revising the solution). The students of the experimental group were taught by using mobile learning methodology were more excellent than their counterparts in the control group who were taught through using traditional teaching.
In recent years, using game concepts for educational purposes in digital environments has become continually more popular and relevant. Games can be used to motivate and engage users in regular ...system use and, in the end, support learners in achieving better learning outcomes. In this context, different kinds of game concepts exist, such as gamification or serious games, each with a different perspective and usefulness in digital learning environments. Because developing and using with game concepts in digital learning environments has recently become more important, and developing them is still not fully established, questions arise about future research directions involving games in digital learning. Therefore, this study aims to identify the state of the field and determine what is relevant when using game concepts in digital learning. To achieve this goal, we present the results of a bibliometric analysis considering more than 10,000 articles between 2000 and 2019 and summarize them to develop a research agenda. This agenda supports researchers and practitioners in identifying avenues for future research. We contribute to theory by providing a detailed understanding of the relevance of game concepts in digital learning. We propose a research agenda to assist researchers in planning future approaches with and about gamification concepts in digital learning. Practical implications are proposed by demonstrating what should be considered when using game concepts in learning environments.
•Summary of existing research about game concepts in digital learning considering more than 10.000 studies.•State-of-the-art analysis of how game concepts in relation to digital learning have developed from 2000 to 2019.•Detailed research agenda about how and what we can research about game concepts in digital learning.•Clarification of what is relevant and important when we consider game concepts in digital education.
The purpose of this research is to develop mobile learning-based e-module teaching materials for research methods courses.This research method is a research and development method using the ADDIE ...model with e-module development steps, namely: 1) Analysis; 2) Design; 3) Development; 4) Implementation; 5) Evaluation. The sample in this study were all tarbiyah students, namely the PAI study program who took research methods courses, namely semester 5 with a total of 93 students. The sampling technique is a saturated sample technique from the population used as a sample in the study. The data collection techniques of this research are observation, questionnaires and documents. This research instrument is in the form of expert validation sheets and practical assessments by students. This research design is experimental with pre-post test only design with piared sample t test analysis.The results showed that the analysis of product design and data that could be presented in expert judgment showed that the e-module had very good criteria with a significance value of 0.000 0.005, which means that there is a significant difference between learning before and after learning using e-modules based on mobile learning. E-module has a very practical assessment by students as a reference in independent learning with an average score of 4.5 with a very good category. This e-module provides an alternative for students to learn independently, more efficiently and effectively in the learning process outside the classroom.
Mediated lifeworlds and a diversity of physical, geographical, technological, cultural, and social mobilities involve new challenges for education and learning in a digital age. In recent years, a ...variety of corresponding conceptualizations and methods has been developed in educational research and practice. One the one hand, we find technologically or culturally abridged concepts and reductionist approaches, more or less dealing with one category or dimension of the topic. On the other hand, there are ambitious approaches dealing with the enormous complexities of the issues concerned. The latter frequently refer to ecological or mobilities frameworks. Moreover, among the many ‹turns› that have been claimed after the linguistic turn, especially the ecological turn and the mobilities turn play an important role in the context of theorizing mobile learning and education. For one thing, a new mobilities paradigm has been proposed, then again various ecological approaches have been promoted, among them media ecology, information ecology, knowledge ecology, socio-cultural ecology, communicative ecology, political ecology, and ecologies of affect. In addition, there are different understandings of ecology, for example, as environment, social movement, moral norm, or network theory. The paper reflects on potentials and limitations of mobilities and ecologies as theoretical frameworks in the context of mobile learning.
Medialisierte Lebenswelten und die Vielgestaltigkeit physischer, geografischer, technologischer, kultureller und sozialer Mobilitäten stellen neue Herausforderungen für Bildung und Lernen im digitalen Zeitalter dar. In den letzten Jahren wurden in der Bildungsforschung und -praxis eine Vielzahl einschlägiger Konzeptualisierungen und Methoden entwickelt. Einerseits finden wir technologisch oder kulturell verkürzte Konzepte und reduktionistische Ansätze, die sich hauptsächlich mit einer Kategorie oder Dimension des Themas befassen. Andererseits gibt es ambitionierte Ansätze, die sich mit der enormen Komplexität der Thematik befassen. Letztere beziehen sich häufig auf Paradigmen der Ökologie oder Mobilität. Weiters spielen unter den vielen ‹Wenden›, die nach dem linguistic turn proklamiert wurden, vor allem die ökologische Wende und die mobile Wende eine wichtige Rolle im Kontext der Theorie des mobilen Lernens. Zum einen wurde ein neues Mobilitätsparadigma vorgeschlagen, zum anderen wurden verschiedene ökologische Ansätze entwickelt, darunter Medienökologie, Informationsökologie, Wissensökologie, soziokulturelle Ökologie, kommunikative Ökologie, politische Ökologie und Affektökologie. Dabei bestehen unterschiedliche Auffassungen von Ökologie, z.B. als Umwelt, soziale Bewegung, moralische Norm oder Netzwerktheorie. Der Beitrag reflektiert Potenziale und Grenzen paradigmatischer Aspekte von Mobilitäten und Ökologien im Kontext des mobilen Lernens.
Perceived novelty in mobile applications is an inevitable aspect of today's technologies. Studies suggest that this perceived novelty effect increases motivation but wanes once the user becomes ...accustomed to the product. Using a Self-Determination Theory approach, the present study investigates how different tools relate to students' motivation, basic psychological needs, and achievement, over and above the effect of perceived novelty. The results from a randomized controlled experiment show that a mobile-learning tool and a digital version of a textbook are perceived as more novel than a traditional textbook. However, only the mobile-learning tool enhances the students' basic psychological needs. Additionally, using path-analysis, we find that the mobile-learning tool, need-satisfaction within the mobile-learning tool, and autonomous motivation account for achievement and internalization, over and above the effect of novelty. We argue that this finding is due to the inherent need-supportive elements within the mobile-learning tool that satisfy the basic psychological needs.
•Study investigating the novelty effect of different learning tools.•Mobile learning tool and digital textbook perceived as more novel relative to traditional textbook.•Mobile learning tool enhances achievement and need satisfaction relative to digital textbook and traditional textbook.•Path-analysis show that mobile learning tool uniquely enhances need satisfaction, autonomous motivation and internalization.•Results are in line with Self-Determination Theory.
This research aims to find out the feasibility of mobile learning product. This research refers to the development model by Alessi & Trollip. The procedure of mobile learning development consists of ...(1) planning, (2) designing, and (3) developing that was equipped with component attributes including standards, ongoing evaluation, and project management. The product testing consists of alpha test assessed by media experts, material experts, and instructional experts, while, the beta test involvs impairment students. The data collection techniques used questionnaire. The instrument of data collections used questionnaire. The data analysis techniques used descriptive analysis techniques. The research results showed the feasibility of the product was considered as highly-feasible based on the assessment of media experts, material experts, instructional experts, and the first students’ responses.