By Santi Caballe, Fatos Xhafa, Thanasis Daradoumis, Angel A. Juan
During the last decade, the wishes of academic enterprises were altering according to more and more complicated pedagogical types and with the technological evolution of e-learning environments with very dynamic instructing and studying necessities. follow url Architectures for dispensed and complicated M-Learning structures: employing clever applied sciences explores state of the art software program architectures and systems used to help disbursed and cellular e-learning structures. Containing examine from best overseas specialists, this complex e-book offers valuable references to help studying practices for academicians, researchers, and practitioners.
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Additional info for Architectures for Distributed and Complex M-learning Systems: Applying Intelligent Technologies
The Contextual Model of Learning (CML), developed by Drs. John H. Falk and Lynn D. Dierking, was selected as such a framework (Falk & Dierking 2000) for the project. This model posits that there are three contexts that influence the nature of learning (Personal, Physical, and Sociocultural), and that in order to design effective learning environments and tasks one needs to consider suites of factors within each of these contexts. Developing Tools that Support Effective Mobile and Game Based Learning Personal Context factors relate to what each learner brings to the learning task: their interest and motivations, their preferences for how to learn and their prior knowledge and experience.
Savannah was a mobile game that re-created the African savannah outside on local school grounds. Children were given global positioning systems (GPSs) devices linked to personal digital assistants (PDAs) through which they “saw”, “heard” and “smelled” the world of the savannah as they navigated the real space outdoors. , 2004). Frequency 1550 was a historically based game in which groups of students were competing acting as pilgrims in old Amsterdam while trying to find a missing holy relic. They communicated via videophones and use a GPS-equipped mobile phone for the game and for position-tracking while at headquarters they had a laptop connected to the Internet.
For maximum usability, it is recommended that the teachers and users who wish to upload questions or extended text should use devices equipped with a full QWERTY keyboard and minimum screen resolution of 480x640 or, even better, to use a desktop, laptop, or ultra portable PC. On the other hand, students and final users who answer questions and upload short comments in the framework of a logbook may use any mobile device that meets the web browser and internet access criteria mentioned above. It is also recommended to use a device with colour touch screen, as well as screen resolution adjusted to 240x 240 pixels or higher.