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Mobile Learning Applications Ubiquitous Characteristics and Technological Solutions

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Mobile Learning Applications Ubiquitous Characteristics and Technological Solutions

kkk

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meght
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© © All Rights Reserved
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BULGARIAN ACADEMY OF SCIENCES

CYBERNETICS AND INFORMATION TECHNOLOGIES Volume 6, No 3


Sofia 2006

Mobile Learning Applications Ubiquitous Characteristics


and Technological Solutions1
Danail Dochev, Ivo Hristov
Institute of Information Technologies, 1113 Sofia
E-mails: dochev@iinf.bas.bg collin@iinf.bas.bg

Abstract: The paper describes ubiquitous characteristics and technological aspects


of m-Learning. The most common abstract architecture is presented. Todays mobile
OS and mobile browsers are described in the context of available tools and frameworks
for design and development of mobile e-Learning applications.
Keywords: e-Learning, ubiquitous learning, m-Learning

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
1

The research has been supported by LdV project RF-8103 CHIRON Referring Innovative
Technologies and Solutions for Ubiquitous Learning.

6 3

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.

2. Specific characteristics of mobile learning


2.1. Learning characteristics
Mobile learning is regarded as an emergent paradigm in a state of intense development
fuelled by the confluence of three technological streams ambient computing power,
ambient communication and development of intelligent user interfaces [2]. Mobile
learning /m-Learning/ has been defined as learning that takes place via wireless devices
as mobile phones, Personal Digital Assistants (PDAs), or laptop computers. According
to many definitions in the literature, it is only the employment of specific types of
technology that seem to differentiate mobile learning from other forms of e-Learning.
However, when considering mobility from the learners point of view rather
than the technologys, it is much more important that mobile learning goes on
everywhere e.g. pupils revising for exams on the bus to school, doctors updating
their medical knowledge while on hospital rounds, language students improving their
language skills while travelling abroad. All these instances of formal or informal
learning take place while people are on the move. Thats why a definition of mobile
learning should be widened to include:
Any sort of learning that happens when the learner is not at a fixed, predetermined
location, or learning that happens when the learner takes advantage of the learning
opportunities offered by mobile technologies [3].
2.2. Mobile Devices
Capabilities of mobile devices include hardware and software features. The focus
will be kept on base OS software equipment of devices, because it encapsulates specific
hardware implementation for the needs of development of application that supports
ubiquitous learning. The mobile devices may be classified as four major types: Personal
Device Assistants (PDA), Smart Phones, Cell Phones, Tablet PC and Notebooks.
Bellow some basic characteristics of devices are summarized:
Personal Digital Assistant (PDA) has small sizes and significant processor
power. New models support more than 65000 colours. Recognize handwritten text
and can play different types of multimedia files. Screen size is larger then the size of
Smart Phones.
Smart Phones those kinds of devices are hybrid devices which combine the
abilities of cellular phones and PDA. They have smaller sizes than PDAs and bigger
than cellular phones. Typically there is no full sized keyboard. Windows Mobile OS
[4], Symbian OS [5], Palm OS or Linux Mobile [6] OS is used.
Cell Phones low class devices mainly can be used for voice communication
and sending and receiving of text messages (SMS). Some of their disadvantages are
low memory capacity and low data transfer rate. The cellular phones from the higher
class can be used to Internet access via WAP or GPRS technologies.
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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.

3. Abstract architectures for mobile applications


Without support of concepts and approaches of traditional e-Learning, using mobile
devices and technologies cannot serve efficiently for educational needs. On the other
hand, mobile technologies give to the e-Learning the power of ubiquitous access
independent of to time and place. Ubiquitous learning can be often being presented
as binding e-Learning with diverse communication technologies, e.g. mobile
technologies [7]. By technical point of view an appropriate architecture have to be
able to support solutions that overcome limitation of mobile devices such as screen
size, screen resolution, ability to input data and etc., and to be able to take the advantage
of PDAs that exceed in mobility traditional PC used in e-Learning.
A generic architecture that utilize usage of existing Learning Management System
(LMS) is presented on Fig. 1 [8]. The architecture provides all possible e-Learning
services and additional services to the mobile users by enhancing LMS functionality
in three aspects: Context Discovery; Mobile Content Management and Presentation
Adaptation and Packaging and Synchronization. The following services of an
existing LMS have to be modified to support mobile learning:
Resources
Support of learning objects (LO) any written digital material, applet, link to
other sources, simulations, etc. Breaking the educational content into small pieces
allows modularity and reusability of the content.
Tests and quizzes the lecturers can a priori define questions and the
corresponding answers for automatic formal examination or self-assessment of the
students.
Learning Metadata repositories specific data can be kept to additionally
describe the learning content elements, which can be used to catalogue learning objects,
to facilitate searching and reusing.
E-Learning specific services
Content management services for grown people studying by default is
arranged in courses, lectures, classes, etc. thus an e-learning system must have the
notion of Course and Lecture. The course can be composed by series of resources:
syllabus, one/many lectures, structure for describing lecture sequence, forum, board,
etc. A lecture is usually composed by many resources: presentation section, exercise
section, additional material section. All these components should be organized and
accessed through a proper engine. There could be searchable directories of courses,
programs, etc.
Self-assessment one of the main advantages of computer-supported learning
is the automation of some important processes. The a priori defined questions and
corresponding answers allow automatic generation of different versions of tests and

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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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feature would be implemented in the m-learning environment. As indicated by the


arrows in Fig. 2, objects in the common store could be deemed technically feasible
and educationally suitable in either the e-Learning or the m-Learning environments,
or both. Having filtered all objects for their environments, the architecture needs to
render each object according to its e-Learning, m-Learning or u-Learning requirements,
taking into account the environments browser capabilities and device technical
limitations.
The architecture on Fig. 2 serves as base line for development of Ubiquitous
learning application using different development tools and development environment.
It can support fully connected scenario and disconnected scenario. In connected
scenario the learner is permanently connected to Internet and he/she can request any
learning object, if learning design allows it. This scenario may not be cost efficient in
many situations. Disconnected scenario on the other hand suggests that learner connects
to the Internet; take a part of the learning content locally in memory of his/her mobile
device and disconnects from Internet. After getting a part of learning content, he/she
connects to Internet and synchronizes local data with these stored on the central server.
Sometimes this way of interacting is called download on demand and the control of
when to reconnect/synchronize is responsibility of the learner. Support of the
disconnected scenario is very important, because the Wi-Fi hot spots even becoming
more and more popular, probably will not cover all places where learners may learn.
The disadvantage is that learner cannot use all learning material while disconnected
or the price for data transmission is relatively high.
The layered architecture described above is very general and deals with wide
range of functionality the LMS has to support. The layered approach implemented
allows extensibility and flexibility in supporting wide variety of learning activities.
Implementation of such as architecture may not be cost efficient for very specific or
small learning activities. In fact there are a lot of stand alone educational applications
that are based on monolithic architecture where user interface, business logic and
data are not separated. This kind of applications usually covers a very specific aspect
of learning activities, represents a stand alone unit of learning (usually fixed) or support
trainers and tutors in some specific task. Those kinds of applications are not intended
to be integrated at any curriculum.

4. Development principles targeting mobile devices


Development of ubiquitous learning application is dependent of four key factors,
affecting effectiveness of usage of application: capabilities of communication protocol
being used, architecture implementation, learner device capabilities, software tools
and technologies used for development.
The following characteristics are typical for development of mobile applications,
which supports ubiquitous learning [10]:
Narrow Bandwidth
The first big difference in contrast networking programming is the narrower
transmission bandwidth available in the wireless medium today. In addition, developers
need to think in terms of whether their applications can operate with different feature
sets and image quality, depending on the bandwidth available.
System Resources used where the application is processed
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Wireless bandwidths must be considered together with system resources in


making decisions about client-server applications. With all networks, developers must
determine where the processing will take place in the local system or in the network
server. Factors that enter into this determination not only include the transfer rate, but
also the amount of performance available in the local system. In the case of mobile,
battery-operated systems, the power consumption required by a program is an issue,
and so is the available memory.
All of these factors make a difference in determining how much of the processing
should be performed in the handset and how much can be offloaded to the network.
Generally speaking, if the application produces a lot of data, especially in real time,
the goal will be to reduce the need for data transfer through compression and
decompression. On the other hand, if the application is computation-intensive but
involves relatively little data, the goal will be to offload as much processing to the
network as possible.
Different types of operations lend themselves to each approach. For instance,
searching a large data base for information would produce relatively little data for the
amount of processing involved. This application, which is limited by processing rather
than by bandwidth, is clearly better performed on a server. On the other hand, decoding
an MP3 file is more appropriate for handset processing. Bandwidth is the constraint
in this case, and the goal is to minimize the amount of data that has to be transmitted.
Memory Consumption
Within the system itself, an important constraint for programmers is the amount
of available memory [10]. Whereas PCs today have gigabytes of program storage and
virtual swapped memory, wireless handsets typically have up to 32 MB that is shared
between stored and active program memory. This memory is not readily expanded by
upgrading (in most cases), and it cannot be virtually enlarged, since hard disk drives
are not a component of most hand-held wireless systems.
Memory constraints make it essential that applications programmers minimize
program and data space requirements by optimizing software and removing any
unnecessary features. Optimization may require a more granular approach than PC
developers are accustomed to, with a line-by-line analysis of the source code to examine
how compact it can be made, as well as how efficiently it executes. Programs may
need to be designed modularly, so that more routines operate at the server end than
with PCs, or so that individual program features can be downloaded through the
network to the handset only when they are required during the course of a session.
Programmers who are accustomed to the transparency of memory utilization in
PCs and workstations should realize that memory management in embedded OS is
not as sophisticated. Since there is no virtual swap space on hard disk drives, dynamic
memory allocations must be monitored carefully to avoid running out of memory. In
addition, some embedded OSes will not clean up all allocated memory when exiting
processes. Therefore, the application should not only eliminate unnecessary memory
allocations, but it should also free all memory allocations on exiting processes to
prevent memory leaks.
Among programming techniques, developers should beware of recursive
functions and other procedures that push stacks to large sizes. When applications
must use a function that calls itself, the function should not be deeply nested. Similarly,
copying large objects or passing them by value should be avoided whenever possible
in favour of using pointers or passing the objects by reference.
6 9

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.

5. Development environment and tools


User interface of mobile application is HTML based or based on functionality of OS.
Design of application that use Mobile WEB browser for presenting user interface has
advantages like: central application management and versioning on the web server;
interoperability developers do not target specific APIs that are different for different
OS; usage of standardized widely accepted features like XHTML, HTML, and
XML. Some difficulties of development of mobile applications comes from the fact,
that different browsers shows content in slightly different way, and optimization
dependent of every request may be required targeting specific WEB browser used.
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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.
7 1

The .NET Compact Framework provides the following key functionalities:


Runs programs that are independent of hardware and operating systems.
Supports common network protocols, and connects seamlessly with XML Web
services.
Provides developers with a model for targeting their applications and
components to either a wide range or specific category of devices.
Provides benefits of design and optimization of limited system resources.
Obtains optimal performance in generating native code using just-in-time (JIT)
compilation.
This documentation assumes a general understanding of the .NET Framework.
It focuses on technologies and components of special importance or that are unique
to the .NET Compact Framework. Accordingly, this documentation does not repeat
topics it has in common with the full .NET Framework. The .NET Compact Framework
uses the same class library documentation as the full .NET Framework.
The .NET Compact Framework supports Visual Basic and Visual C ++
development. C ++ development is not currently supported. Some applications
developed before .NET framework is using eMbedded Visual C++ and/or eMbedded
Visual Basic.
Opera AJAX Platform [15]
The Opera Platform SDK is a framework for developing and running Web
based applications on mobile phones. It consists of three parts: the Application Player,
the Application Framework and Applications.
The Application Player is an extended version of the Opera browser, which is
currently deployed on millions of mobile phones and personal computers. The
Application Player enables Web applications to utilize native functionality in the
phone such as messaging, calendar, battery and signal status.
The Application Framework runs on top of the Application Player and provides
interaction between installed Web applications. The Application Framework also offers
developers predefined UI elements, such as menu systems and dialog boxes, to ease
enable fast and easy application development.
Opera Platform applications are Web applications created in established, open
standard technologies such as HTML, CSS and JavaScript. They have access to the
phones functionality through the Opera Platform DOM interface (provided by the
Application Player) and can communicate with servers using XMLHttpRequest.
Palm OS Developer Suite [16]
Palm OS Developer Suite combines compilers, debuggers, simulators,
PalmSource SDKs (Software Development Kits), and related tools into a
comprehensive, integrated development suite that addresses our developers tool needs.
Palm OS Developer Suite simplifies the development of wireless, multimedia, and
enterprise applications for Palm OS by providing developers with a single, integrated
too chain based on the highly successful, open source Eclipse IDE licensed from
IBM. The Palm developer suite include following tools: Palm Simulators; Wizards;
Palm OS Protein C/C++ Compiler and Integrated Debugger; Palm OS Resource Editor
visual resource editor that creates and edits XML resource descriptions (XRD) files
for Palm OS applications; Update Manager makes it easy to install new features
into development environment without having to perform a complete download and
install; only the new features you choose are downloaded and installed; PalmSource
Installer builds product installers quickly.
7 2

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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Informatics, 60(30), 2000, 263-28
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(last accessed 30 May, 2006)


12. Mozilla Firefox Minimo.
http://www.mozilla.org/projects/minimo/
(last accessed 30 May, 2006)
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(last accessed 30 May, 2006)
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54-62.

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