What is Mobile Learning?
"With respect to technologies, ‘mobile’ generally means portable and personal, like
a mobile phone.
Many examples of learning with mobile technologies fit into this description. Personal digital assistants and mobile phones
are the most commonly used technologies for mobile learning, but they exist within the larger space of possible mobile technologies
that can be broadly categorised on the two dimensions of personal vs shared and portable vs static." (Naismith,
Laura [et al], 2004, Literature review in mobile technologies and learning, [online], Available at: http://www.futurelab.org.uk/resources/documents/lit_reviews/Mobile_Review.pdf)
- Top 10 mobile web products of 2008
- ReadWriteWeb has produced a list of the top 10 mobile web products of 2008. They are: Twitter, Friendfeed, Google Maps, Fring, Brightkite, Pandora, Shazam, Opera Mini/Mobile, NYTimes iPhone App, and i.TV. Reviews are provided for each application.
- Mobile learning: towards a research agenda
- This publication features a selection of research papers presented at a symposium on mobile learning on 9 February 2007 in the UK. They are focused on learning rather than on technology, and attempt to take stock of where m-learning is positioned as a field of research. There are papers on learning contexts and mobile devices; mobile learning games; m-learning and media; pedagogical forms of mobile learning; and case studies in the research.
- Literature review in mobile technologies and learning
- This review of the literature reveals six broad theory-based categories of activity associated with mobile learning: behaviourist, constructivist, situated, collaborative, informal and lifelong, and leisure and teaching support. Learners, teachers and curriculum developers must consider the following key issues: context, mobility, learning over time, informality, and ownership. This report also includes research-informed guidelines which also address more practical concerns such as cost, usability,and technical and institutional support.
- Mobile, collaborative and location-based learning
- 'MobiMissions' is based on the concept of creating and responding to 'missions' on a mobile phone. It is trialled over a period of five weeks with 17 volunteers, aged between 16 and 18 years old. Key findings are: reciprocal play is preferred with other people at the same time in the same place. The majority of players felt it was important to create interesting missions rather than respond quickly to a large number of them even though they could achieve maximum points. Play took place at home at night in short episodes, in a limited number of locations. MobiMissions has the potential to support learning conversations through the exchange of photos in specific located contexts. This learning could be expanded by focusing on networks created at the intersections of content (including curriculum content), social groups, and locations.
- Teemu Arina: Mobile learning
- Teemu Arina, CEO of Dicole Oy, a Finnish company in the social technology space, speaks about mobile technology and how it utilises learning contexts in a way that has never been done before.
- M-learning standards report - Background, discussion and recommendations for usable and accessible m-learning
- The convergence of computer-based learning with 'new learning' pedagogies and powerful, portable digital devices has provoked considerable interest from the national education sector in digital mobile learning (m-learning). This paper presents the interim results of a literature review into formats for delivering and participating in mobile learning, including a discussion of pertinent issues surrounding various delivery and interaction formats. It is intended to recommend an initial set of format standards and practices for analysis and discussion by m-learning practitioners and support professionals.
- 10 reasons why mobile learning matters
- This blogpost by Leonard Low explains why flexible, online, and mobile learning is increasingly important in 21st century learning and teaching practice.
- A guide to working with m-learning standards: A manual for teachers, trainers and developers
- This guide by the Australian Flexible Learning Framework is a companion document to the Australian Vocational Education and Training (VET) system's M-learning Standards report. It covers topics such as display resolutions, storage, memory and processor capacities of digital mobile devices, and outlines what could be considered default specifications for hardware and software for mobile devices and supporting technologies.
