Mobile Learning Applications Ubiquitous Characteristics and Technological Solutions
Mobile Learning Applications Ubiquitous Characteristics and Technological Solutions
1. Introduction
The development of ubiquitous learning is tightly connected with the general
e-Learning progress. According to the short- and middle-term prognoses of the
European technology platform Networked and Electronic Media (NEM) [1] the eLearning solutions will be driven by the following scenarios:
Personal environments will be populated by personal communication and
computing devices, accessories, wearables, implants. e-Learning services will be
adapted to the users individual situation, location and preferences.
Business environments will benefit from e-Learning solutions creating a
competitive advantage for European business and will facilitate especially SME?s
exploring new markets.
Mobility and ubiquitous access will be a key challenge for in-field job training
needs.
Nowadays e-Learning, in order to obtain real iniquitousness, demands high
bandwidth broadband, new high quality graphical environments, the introduction of
new and innovative services in handling digital content. e-Learning services also
require interoperable networks, such that the content could be accessed through
different channels in a seamless fashion by the end users. The widespread broadband
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The research has been supported by LdV project RF-8103 CHIRON Referring Innovative
Technologies and Solutions for Ubiquitous Learning.
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access implies for the user an overflow of information. In this way, intelligent agents
and other smart service discovery mechanisms are needed to allow users to have a
personalized media experience. A user should be able to search for content he/she
likes without dealing with different access networks (like UMTS, DVB-H etc). Further
research on semantic preferences at the various levels is needed.
Tablet PC and Notebooks Modern notebooks and Tablet PCs are equipped
with wireless network card and Bluetooth or/and infrared ports. Processor power,
screen resolution an operation system memory of todays machines is enough to allow
usage of reach multimedia content. An obvious disadvantage of such as devices is
that their mobility is less then mobility of PDAs and Mobile Phones. Different versions
of Windows or Linux distributions are used as operating system.
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quizzes but also automatic checking of the results, evaluation of performance and
comparison with others results.
Tools to support learners and tutors in managing their learning resources
some systems can allow different users to have their own workspace and to upload
personal resources (links, documents, notes, etc.). The access to resources must be
controlled by permissions, checked against user authentication.
Common services
Support of different actors (User management) students, teachers, tutors,
administrator and sometimes guests. Different registered users can have different
levels of permissions.
Collaboration synchronous (whiteboards, chat rooms, web-cast),
asynchronous (discussions, forums, message/news boards, e-mail, mailing lists),
cooperative work (shared electronic whiteboards, video/audio conferencing, multiparty game simulations). Usually few different services are offered for communication
between users of the system (learners, lecturers, tutors, mentors). Some activities
group the users for cooperative work, other are for posting important or topical
information.
Events management usually calendars and schedulers are provided for all
the users. They can take into account the single student/lecturer events and also group
events.
Presentation
Presentation of content The common requirement is that e-learning system
must be accessible from a single point (e.g. a portal) by using a WEB browser, but
also special applications can be used.
User/activity tracking and monitoring history of the interaction of the actors
and the system and statistics on the performance are often important sources of
information and basis for adaptation of the system.
Fig. 1
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On Fig. 1 eLMS [8] denotes traditional LMS and mLMS is an extension that
utilize usage by of learning content by the mobile users. The functionality of eLMS
functional blocks is widely know and wont be discussed. The mLMS layer is
composed by the Context Discovery, Packaging and Synchronization and Mobile
Content Management and Presentation Adaptation [8].
The Context Discovery automatically detects the devices capabilities and
limitations (software and hardware) and check what services can be provided. Context
Detection adds additional abstraction that can hide the details about the different
physical methods of context discovery. For example for finding location different
positioning systems can be used in one case the user will be outside and can use a
GPS system and in other will be inside the building and will use the local network.
The Mobile Content Management and presentation adaptation is responsible
for selecting the services proper for the device capability and adapt them. The
presentation adaptation can include adaptation of the structure, adaptation of the media
format, quality or even type, etc. This subsystem is also used to adapt the presentation
for auxiliary services, not only presentation of content.
The Packaging and Synchronization subsystem is responsible for supporting
disconnected scenario. During offline operations the subsystem continues tracking
of the user activities and feeds back the statistics to the LMS.
More details for Mobile Content Management and presentation adaptation
block are used by the project Walkabout U-Learning [7, 9]. On Fig. 2 basic elements
of the project architecture are shown. Common store is a place where learning objects,
learning tasks, learning expositions, learning communication and administrative
functions are stored for access of both mobile devices and desktop computers. The
filters all objects from the common store according to a set of filtering criteria. Such
criteria might include: whether the object can be implemented technically on a
particular mobile device, or whether the object is useful for the learner in a mobile
context. An application of a technical criterion might determine that, for example,
downloading large files to a handheld is not feasible, while streaming audio lectures
is quite feasible. An application of an educational criterion might further determine
that the streaming of audio lectures to a mobile device is also quite useful, and so this
Fig. 2
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Display Limitations
Anyone who has looked even briefly at a handheld system realizes that the display
is smaller and has a lower resolution than that of a PC. While 1024768 pixels is a
common resolution on PCs, mobile devices typically have screens with resolutions
of 240320 pixels or less. Within this small space, wireless OSs do not normally
support multiple windows, though dialog boxes for input, messages and so forth may
be available.
The limitations of handheld displays seem obvious, yet they have profound
implications when it comes to designing the look and feel of the application.
Developers must take care to eliminate unnecessary data from the screen in order to
present a simple, intuitive interface that best uses the available space. Often the appeal
of an application in a larger system lies in taking advantage of the extensive capabilities
of the display and system graphics. In a handheld system, with its small, low-resolution
screen and simple graphics, the application will have to be more limited in its video
output. Here the challenge for the software developer is to take less and make the
most of it to create a satisfactory visual experience for the user.
Power Consumption
In mobile systems power consumption is an overriding concern, so developers
should be aware of and use low-power system features that are available to them.
Wireless OSs typically provides power management features that allow for the partial
shutdown of the system when there are idle cycles. Therefore, it is important for the
application to return control to the OS when it is waiting for a system resource. For
example, if the application needs input from a button on the keyboard, it should
create an event, and then wait for the OS to inform it that the event has occurred.
Doing so eliminates so-called busy waiting, when the application does not return
control to the OS while it is idling, thus saving power and enabling longer use of the
system between battery charges.
Development Environment Features
The wireless development environment is different from that of PCs. Embedded
OSs offer fewer application programming interfaces (APIs) than PCs do, and the
APIs in some OSs will feel unfamiliar to those who have programmed only PCs. OSs
that use a subset of PC APIs can reduce the learning curve and make it easier to port
software, but programmers need to be aware that not all PC functionality is supported
in mobile systems. The various OSs available each have different advantages, but in
all cases the functionality of mobile systems is more limited than that of PCs.
Popular Mobile WEB browsers used in mobile devices are Opera Mobile, Opera
Mini [13], Pocket Internet Explorer [11] and Mozilla Firefox Minimo [12].
Mobile applications that are not using mobile WEB browsers for presenting
user interface have to be developed and optimized for concrete OS and/or device
being used. In that scenario application developers have access to the specific OS
APIs and application can be optimized in more detailed aspects. Upgrading the
applications cannot be processed on the central server. User interface can be reach
and including some graphic elements, but this can lead to intensive power consumption
and/or memory usage resources that are limited in mobile devices.
Todays most popular development environments for mobile devices are: Java 2
Platform Micro Edition (J2ME), Microsoft NET Compact Framework, Opera AJAX
Platform and Palm OS Developer Suite. These development tools are targeting mobile
OS and browsers. In fact many application environment features has common purpose,
based on the some standards, but specific realizations are different. Development
environment described below are primary used for development of mobile application.
Java 2 Platform Micro Edition (J2ME) [13]
The Java 2 Platform, Micro Edition (J2ME) provides a robust, flexible
environment for applications running on consumer devices, such as mobile phones,
PDAs, and TV set-top boxes, as well as a broad range of embedded devices. Like its
counterparts for the enterprise (J2EE), desktop (J2SE) and smart card (Java Card)
environments, J2ME includes Java virtual machines and a set of standard Java APIs
defined through the Java Community Process, by expert groups whose members
include leading device manufacturers, software vendors, and service providers.
J2ME architecture comprises a variety of configurations, profiles, and optional
packages that implementers and developers can choose from, and combine to construct
a complete Java runtime environment that closely fits the requirements of a particular
range of devices and a target market. Each combination is optimized for the memory,
processing power, and I/O capabilities of a related category of devices. The result is
a common Java platform that takes full advantage of each type of device to deliver a
rich user experience.
The J2ME platform can be extended by adding various optional packages to a
technology stack that includes either CLDC or CDC and an associated profile. Created
to address very specific application requirements, optional packages offer standard
APIs for using both existing and emerging technologies such as database connectivity,
wireless messaging, multimedia, Bluetooth, and web services. Because optional
packages are modular, developers can avoid carrying the overhead of unnecessary
functionality by including only the packages and application actually needs.
Microsoft NET Compact Framework [14]
The .NET Compact Framework is a hardware-independent environment for
running programs on resource-constrained computing devices, encompassing personal
data assistants (PDAs) such as the Pocket PC, mobile phones, set-top boxes, automotive
computing devices, and custom-designed embedded devices built with the Windows
CE .NET operating system.
The .NET Compact Framework is a subset of the .NET Framework class library
and also contains classes exclusively designed for it. It inherits the full .NET
Framework architecture of the common language runtime and managed code execution.
Even the Integrated development environment includes a reach set of available
predefined classes, efficient application have to follow principles mentioned.
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6. Conclusion
Although the functions which the mobile devices offer to eLearners are similar with
those of a PC, the experience is different due to design and interface issues small
screen, lack of keyboard, slower Internet connection, and relatively expensive
connection time. At the same time there are added functionalities like GPS navigation,
ability to distribute the information between several devices designed for different
purposes to aim the needs of the learner better, e.g. to target different learning styles
[17].
With the specific m-Learning features portability, location awareness, and
ubiquitous access to information the researchers and practitioners have opportunities
to get closer to the anytime, anywhere, for everybody aims of the ubiquitous eLearning.
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(last accessed 30 May, 2006)
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