M-Learning

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Designing Designing m-Learning Learning based based on on SE SE principles principles ดร.ศศิพร อ ษณวศิน ผอ.หลักส ตรปริญญาโท สาขาวิศวกรรมซอฟต์แวร์ สถาบันวิทยาการสารสนเทศ (ISIS) มหาวิทยาลัยศรีปท [email protected]

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Transcript of M-Learning

Page 1: M-Learning

DesigningDesigning mm--LearningLearning

basedbased onon SE SE principlesprinciples

ดร.ศศิพร อุษณวศินผอ.หลกัสูตรปริญญาโท สาขาวศิวกรรมซอฟต์แวร์

สถาบันวทิยาการสารสนเทศ (ISIS)

มหาวทิยาลยัศรีปทุม

[email protected]

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Why are we here?

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e- vs. vs. m- Learning

• e-Learning refers to online learning, web-

based learning, virtual universities and

classrooms, digital collaboration and

technology assisted distance learning.technology assisted distance learning.

• m-Learning is an e-Learning that is

independent of time and space.

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m-learning = effective learning

Misconception

m-learning = effective learning

Replace instructors & class room

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m-learning = effective learning

It’s TRUE only when..

m-learning = effective learning

GOOD DESIGN

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Software Engineering Principle

Software engineering (SE) is an application of a

systematic, disciplined, quantifiable approach to the

development, operation, and maintenance of development, operation, and maintenance of

software. [WiKi]

Software => solution/tool that fulfills USER NEEDs

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Who are the USERS?

Content Developers

Educational InstitutesThailand Cloud Platform

for Education Servicesm-learningContent Developers

Students

Teachers

Parents

m-learning

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User Tasks

Content Developers

Educational Institutes

Develop and Publish

m-contents

Thailand Cloud Platform

for Education Services

Manage m-learning environment

m-learningContent Developers

Students

Teachers

Parents

Learning using

m-contents

Create &

Manage

m-contents Observe & Collaborate

in some learning activities

Monitor students’

learning performance

m-learning

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Problems in Current Education

Based on the survey conducted by KRC Research in USA

– 84% of middle-school students would rather clean

their room, eat their vegetables, go to the dentist, or

take out the garbage than do their math homework.

– 33% of students liked math– 33% of students liked math

– 43% of students have difficulty understanding the

math they are taught in school.

– 45% of students described

math as boring.

– 67% of students want to do better in math

– 94% think math is important to their lives.

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The OECD's comprehensive

world education ranking report in 2009

Below Average!!!!

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Effects of m-Learning

• The K-Nect Project in North Carolina, USA.

– aims to improve students’ MATH & SCIENCE skills by

integrating digital lifestyle technologies into their

formalized educational process

Ref: http://www.projectknect.org

http://www.mobl21.com

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M-Learning Changes Student Behavior

Based on the K-NECT project:

• Kids who hate doing homework, get it out of the

way on the bus ride home.

• Students who would never consider cracking

open a book, are reading classic Englishopen a book, are reading classic English

literature.

• Students also used social networking facilities to

help one another other with the problem solving.

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Obviously, we can see that

technology such as mobile devices

changes students behaviorsK

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What about their

LEARNING OUTCOMES?

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Technology in courses positively impacts

student engagement

� 58% of instructors believe that

technology in courses positively impacts

student engagement.

� 42% of instructors believe that

The 2010 survey, “Instructors and Students: Technology Use, Engagement and Learning Outcomes”

conducted by Eduventures,

Population: 201 instructors and 751 students across the United States

� 42% of instructors believe that

technology in courses does not positively

impact student engagement.

� This has a direct relationship with

learning outcomes.

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Barriers to learning and engagement

The 2010 survey, “Instructors and Students: Technology Use, Engagement and Learning Outcomes”

conducted by Eduventures,

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Improving engagement and learning outcomes

The 2010 survey, “Instructors and Students: Technology Use, Engagement and Learning Outcomes”

conducted by Eduventures,

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Improving engagement and learning outcomes

The 2010 survey, “Instructors and Students: Technology Use, Engagement and Learning Outcomes”

conducted by Eduventures,

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m-Learning

• m-Learning needs to differ from e-Learning in the following ways: �More personal

�More fun

�More interactive

� NetworkedNeed to � Networked

� Spontaneous

� Shorter duration

�More connected

� Directly to the point

� Just-on-time learning

� Engaging users to contribute and share

� From reader to producer of content

Source: http://uwstoutmobilelearning.wikispaces.com

Need to

improve

learning outcome

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More PersonalLearning Styles

– Visual (spatial): prefer using pictures, images, and spatial understanding.

– Aural (auditory-musical): prefer using sound and music.

– Verbal (linguistic): prefer using words, both in speech and writing.

– Physical (kinesthetic): prefer using your body, hands and sense of touch.

– Logical (mathematical): prefer using logic, reasoning and systems.

– Social (interpersonal): prefer to learn in groups – Social (interpersonal): prefer to learn in groups

or with other people.

– Solitary (intrapersonal): prefer to work alone

and use self-study.

Source: http://www.learning-styles-online.com

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More fun & interactive:

Games based learning

Ref: Digital Learning Futures by Steve Wheeler

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More Network & Collaboration

• Middle and high school students are using social

media to connect with one another on homework

and group projects.

– For example, Facebook and similar social media

programs allow students to gather outside of class to programs allow students to gather outside of class to

collaborate and exchange ideas about assignments.

Some schools successfully use blogs as teaching

tools, which has the benefit of reinforcing skills in

English, written expression, and creativity.

Source: Ito M, Horst H, Bittani M, et al.Living and Learning With New Media: Summary of

Findings From the Digital Youth Project. Chicago, IL: John D. and Catherine T. MacArthur

Foundation Reports on Digital Media and Learning; 2008

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m-Learning

• m-Learning needs to differ from e-Learning in the following ways: �More personal

�More fun

�More interactive

� NetworkedNeed to � Networked

� Spontaneous

� Shorter duration

�More connected

� Directly to the point

� Just-in-time learning

� Engaging users to contribute and share

� From reader to producer of content

Source: http://uwstoutmobilelearning.wikispaces.com

Need to

improve

learning outcome

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Just-in-Time Learning

• Precise and Concise

Common estimates for

sustained attention to a freely

chosen task range from about 5chosen task range from about 5

minutes for a two-year-old child, to

a maximum of around 20 minutes

in older children and adults.

Source: Dianne Dukette; David Cornish

(2009). The Essential 20: Twenty

Components of an Excellent Health Care

Team. RoseDog Books. pp. 72–73. ISBN 1-

4349-9555-0.

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Limited

memory & storage

Screen size variations content management

Technical Constraints of

m-Learning

Intermittent connectivity

Cross-platforms

Reuse of existing

applications

Security issue

m-Learning

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5 Things to Consider1. Weigh the Options — Mobile App or Mobile Website

Source: http://mashable.com/2010/07/07/designing-mobile-apps/

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5 Things to Consider2. Consider Where Your App Will Be Used

3. Be Aware of Various Screen Sizes

4. Follow Existing UI Conventions

5. Design for Touch

Source: http://mashable.com/2010/07/07/designing-mobile-apps/

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Design Criteria of m-Learning Content

• Content should be delivered in short ‘nuggets’ rather than

large units of information

• Content should be platform and device independent

• Content should be adaptive to each student’s lifestyle

• Content should be design as reusable objects that can be

re-configured and re-packaged

• Content should be described with ‘metadata’ so that it can

be easily discover

• Content delivery mode should be selected to effectively

facilitate the learning activity using user friendly interface

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Learning Learning 22..00

Sharing

ToolsCollaborating

Learning 2.0 User generated

content

NetworkingVoting

Tagging

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Green IT

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Carbon Footprint

– The carbon footprint is an estimate of the

amount of CO2e emitted by the use of ICT.

– Computers and telecommunications equipment– Computers and telecommunications equipment

contributes about 2% to greenhouse gas

emissions.

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ICT Energy Consumption

35Image from: Fujitsu

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Energy Consumption

– Operating energy is a measure of the energy used

to operate the ICT equipment.

• This can be measured directly using an energy meter

(electric meter) which measures the electrical energy

used.

• Alternatively, the energy use may be estimated from• Alternatively, the energy use may be estimated from

the power the equipment uses (specified in Watt),

multiplied by the estimated amount of time the

equipment will be used (in Hours) to give the energy

(in Kilowatt hours).

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Greenhouse Gas Conversion

• Greenhouse gas conversion factors are used to calculate

the amount of greenhouse gas emissions caused by

energy use.

• The conversion factor is used to convert energy

consumed in kWh to kg of equivalent carbon dioxide.

• For example,• For example,

– a computer using 200 W of power for 10 hours per day

uses 2 kWh of energy. Multiplying by a conversion

factor of 0.537 Kg CO2/kWh produces a total of 1.074

Kg CO2 per day.

Example of online calculator:

http://thaicfcalculator.tgo.or.th/37

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Reduce Environmental Load by Leveraging IT

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Image from: Fujitsu

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"Technology maybe fosters some

things and dampens others.

It's definitely about balance.”

Rosemarie Truglio, from the children's TV

producers Sesame Workshop,

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THANK YOU

FOR FOR

YOUR ATTENTION

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Master of Science in Software Engineering (MS.SE)