Mobile+Learning

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** Bill Morrison **
media type="custom" key="5804629" **Summary:** The focus of this research effort is to explore how school curriculum may be personalized to an individual student through the use of mobile technology. This article describes a small, 4-month case study involving indigenous students in northern Australia who were given mobile camera phones. Students were asked top capture and deliver aspects of they everyday lives with the devices. The researches used the school assignment to explore student/teacher relationships, the importance of developing critical literacy, and changes that teachers need to make if they are interested in utilizing mobile technology. GREAT paper, even though the project was small.

media type="custom" key="5805929" **Summary:** The purpose of this research project is to describe the educational inequalities of 50-60 million children in Latin America, the positive effect mobile technologies mat have in their lives, and possible design implications for those technologies. The article is a synthesis of available literature on the topic. Another GREAT paper offering practical suggestiosn on how to bring mobile education. to millions of undeserved children

media type="custom" key="5805261" **Summary:** The purpose of this research effort is to report the findings of a case study involving 46 forth-grade students in Taiwan. The students were to explore aquatic plants in part with the use of a mobile, talbetPCs. The researches set out to explore 1) designing mobile learning activities based on the 5E Learning Cycle, 2) the effect of mobile learning activities on student performance, and 3) what the students thought the mobile learning activities. Interesting paper, very formal with solid methodology.

media type="custom" key="5805043" **Summary:** The focus of this research project is to deliver an agenda for the research of mobile learning. The authors anticipate that mobile learning will be a critical component in future learning environments. The authors lay out a road map for research efforts aimed to promote and develop seamless, formal and informal learning environments. Methodological concerns are also offered.

media type="custom" key="5776033" Summary: The focus of this research project conducted in Taiwan was to determine how m-learning was being use, who was using m-learning, and what are some of the behavioral patterns exhibited by people that adopted m-learning. Using a framework developed for Information Technology, Unified Theory of Acceptance and Use of Technology (UTAUT), the researchers were able to explore age, gender and intention of m-learners. There were five significant findings derive from the study. First, the perceived playfulness and self-management attracted usage of m-learning. Second, no gender or age differences were found to exist when analyzing performance expectancy and perceived playfulness. Third, the effects of effort expectancy were significantly higher for older user versus young users. Fourth, social influences on usage were generally moderate across age and gender. Finally, the effects of self-management of learning were significant across age and gender.
 * // Ellie R. Start //**

Evaluation: This article is very detailed and dense with information. It uses and applies theories from other disciplines, such as Information Technology, to frame its research. It provides graphs and charts to give a visual understanding to the flow of theories and processes. The researchers also identify the limitations to the study and finding and recommend suggestions for future research.

Reflection: Three things I enjoyed about the article, first, it explored m-learning as a means of complementing education. Second, the research team developed their hypothesis within a known framework, and third their finding will help developers of m-learning better understand the needs of users adopting m-learning. Three things I felt were overwhelming about the article, first the information was dense and founded in multiple theories and framework. Second, that there were too many varying hypothesizes to be determined by this complex study. Finally, the limitations and method of collecting data may inhibit the research findings and conclusions.

media type="custom" key="5776049" Summary Conducted at the International Islamic University in Islamabad, a research team examines the role of mobile technology among PH. D scholars and the faculty of the Department of Education. The research team focused on three main objectives, first the role of mobile technology within higher education, second, how mobile technology could promote campus-wide learning, and third to identify varying problems with mobile learning. The research was descriptive by nature, so the research team used a series of surveys and questionnaire to collect data on the main objectives. The findings concluded that mobile technologies can promote campus-wide learning. User of mobile technology primarily use demand based devices, such as USB and cellular phones. Mobile technology does have the advantage of flexibility, accessibility and interactivity. Devices that are compatible are relatively cheap and user-friendly. Some of the problems identify by the research was that mobile technology can be viewed as a status symbol, causing some students to feel inferior to their peers, it breaks down social interaction among individuals and promote technology phobias, and can be misused to harass and or bully others. Also noted by the research team, students waste time listening to music instead of studying.

Evaluation: This article was very explicit in its approach, examination and findings of the role of mobile technology use in regards to campus-wide learning. It provided an introduction and rationale, which gave the study creditability and held readers attention. The article also provided graphs and reasonable explanations for their conclusions.

Reflection: Three things I like about the article, it appeal to readers interested in the role of mobile technology on a university campus. It provides a detailed explanation of its findings, as well as some of the problem associated with mobile technology users. Third, it provides a framework for future research to build on as mobile technology becomes prevalent at among students and staff at a university. Three things that I felt the research team could have done to improve their findings is to included a big sample size population, to categorize findings by topic or theme and to not generalize that listening to music is a waste of students time.

media type="custom" key="5776053" Summary This article is about capturing cultural memory, using mobile technology as the dissemination process. The focus of this article to determine what is memory, how memory is perceived and stored and the how mobile technology could influence the dissemination of memory. An example given in the article about the relevance of mobile technology and cultural memory dissemination is when visitors visits an archeological site and use a portable handheld device to learn about the varying features and discoveries. This particular study investigates three particular areas of cultural memory and the dissemination process using mobile technologies; perception, memory and expectation. The finding of the research project indicates that by using mobile technologies, cultural memory can be more than just an informational process but an experience.

Evaluation: This article begins with a very detailed examination of memory and the varying ideas of how memory is constructed. Constructing a foundational understanding of the concept of memory, this article references the philosopher Aristotle and psychologist Sigmund Freud. The article also uses varying references of other disciplines, such as information technology and education.

Reflection: This is an interesting article for anyone interested in capturing experiences using mobile technology. I appreciate the idea that cultural memory could be preserve in such a manner, that it can be re-experienced. I felt that the article created a foundation for future research in the area of recording experiences using mobile devices. However, I felt that the simplicity of some of the finding did not take into account the human factor, and how people perceive, interpret and interact with their natural environments. The research claims that using an infrastructure, cultural memory can be disseminating scientifically. I disagree with the notion that it is that simple.

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Summary: Created to stimulate the learning experiences of students in a 5th grade health class, this action research project was created to use photo journaling as a quantitative data collection method. The research project purposed one questions to the students, “How healthy do I eat?” To determine how healthy students eat, the students were given disposable cameras and instructed to take photographs of everything they eat for three consecutive days. When the pictures where developed, students created a photo journal of all the things they consumed. Using the pyramid guide and the recommended nutritional guidelines provided by [|www.mypyramid.gov], students analyzed, compared and provided explanations about their healthfulness. In conclusion, the research team thought the project provided students with a means to capture and reflect on everyday experiences.

Evaluation: This article provided twenty-five references to other articles and journals that discuss that some of the major themes developed in this research project. Some of the main themes were student-centered learning, uses of mobile devices to capture learner’s experiences and reflection as a method of learning from an experience. The researchers did acknowledge some of the complications that arise from the project, such as recording food items with multiple ingredients or when ingredients were unknown.

Reflection: I thought this was a clever research project. From using cameras, to creating a photo journal this project gave students the opportunity to engage in an authentic learning experience. This article would be beneficial to educators or researchers, who are interested in providing students the opportunity to learn from capturing real life experiences using mobile technologies.


 * Ellie R- End**

Serena Muranaka-Start

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 * Brian Nakamoto - Begin**

media type="custom" key="5822229" media type="custom" key="5599293" The PDF file of this article can be found here.

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media type="custom" key="5822243" media type="custom" key="5777437" The PDF file of this article can be found [|here].

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** Frank Jumawan Start **

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