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Major problems related to mLearning
Literature Review July, 2005
Authorship: Mercedes Luna Contact Email: [email protected]
1. Introduction Mobile Learning (mLearning) describes a new trend of learning that uses
innovations like wireless communication, personal digital assistants, digital
content from traditional textbooks, and other sources to provide a dynamic
learning environment and to lay the framework for uniting education and
technology together into a single consortium. Anyone involved in training a
group – students and professional office workers, for example – can benefit
from mLearning.
This review seeks to examine existing information about the documented
advantages (i.e. access to educational content anywhere at anytime) and
disadvantages (i.e. technology limitations and security issues) associated with
the use of mLearning.
The objective is to identify potential actions that can be implemented in the
instructional design of educational materials, to solve or at least mitigate some
current technological limitations. The final objective behind the instructional
design contributions is to make the learning experience through mobile devices,
meaningful, useful, and engaging for the learner.
2. Major supporting points 2.1 Definition of mlearning For the purpose of this work, the definition proposed by the American Society of
Training & Development (ASTD) that defines mLearning as the “Learning that
takes place via such wireless devices as cell phones, personal digital assistants
(PDAs), or laptop computers” will be used as a starting point. Queen (2000)
stated that mLearning is a type of eLearning and share characteristics with each
other.
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2.2. Distance learning evolution The transition from ‘instructor-led training only’ to the use of blended
approaches (still using instructors but incorporating technology for distance
learning) has occurred in the past two decades.
Kiffmeyer (2004) describes the development of e-learning in the following
stages:
Before 1983 – Instructor-led training era, 1984-1993 – Multimedia Era
(Windows 3.1, Macintosh, CD-ROMs, PowerPoint), 1994-1999 – Web Infancy
(e-mail, Web browsers, HTML, media players) and 2000- current – Next
Generation Web (Java/IP network applications, better and riche streaming
media, high-bandwidth access, wireless and mobile technology).
This history helps to illustrate how the application’s time of new technologies is
close to the speed of the technology industry developments in the last years.
In this ‘classroom’ to ‘distance’ approach transformation, within the distance
education Keegan (2002) characterize the evolution as: 1) distance learning
(dLearning), 2) eLearning (through the incorporation of technology to
dLearning) and finally anticipating the next wave as 3) mLearning (as a result
of the wireless revolution of the late 1990s).
In fact, modern e-Learning is based on the Internet infrastructure, hypermedia
technology, advanced graphical user interface, sophisticated communication
and cooperation services interests (Kravcik, Kaibel, Specht & Terrenghi, 2004).
Standard formats, as the Sharable Content Object Reference Model (SCORM),
enable the plug-and-play interoperability, accessibility, and reusability of Web-
based learning, developing the content as Learning Objects. Also metadata
usually supports the searching features.
Recalling that mLearning can be conceived as a type of eLearning, many of the
characteristics above, also apply to mobile learning. According to Quinn (2000),
mLearning is the intersection of mobile computing and eLearning: accessible
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resources wherever you are, strong search capabilities, rich interaction,
powerful support for effective learning, and performance-based assessment.
2.3. Learning approaches applicable to mLearning In terms of learning approaches, the use of technology to enhance the learning
experience, are more focused on cognitivism and constructivism (Kravcik,
Kaibel, Specht & Terrenghi, 2004).
Cognitivism implies that instructional design can generate both appropriate
environmental stimuli and instructional interactions, and thereby bring about a
change in cognitive structures of the learner (Striebel, 1995 in Maschke, 2005).
Constructivism enounces that by reflecting on our experiences, we construct
our own understanding of the world we live in. Learning, therefore, is the
adjustment our mental models to accommodate ourselves in new experiences.
2.4. Advantages of mlearning Both Keegan (2002) and Strohlein and Fritsch (2003) consider that a mLearning
solution should enable the possibility to access course content and other
materials, World Wide Web (www), student support services, tutors and other
students.
With the eLearning solutions accessed through desktops the “any time access”
was one of the main benefits of that evolution in the education field. The
portable nature of devices as PDAs, laptops, tablet PCs, cell phones offer
additional benefit of accessing the contents independently of time or space
(Quinn, 2000).
In addition to mLearning, the mobile devices can also used as a performance
support tool for the learner; because mobile devices share one of the EPSS
affordance in providing information to the user when they need it (Scales &
Yang, 1993, in Scales, 1994).
One of the main advantages of m-learning, according to Chris von
Koschembahr - IBM’s Worldwide Mobile Learning Executive- , is the ability to fill
learners’ dead time (Koschembahr, in Kaplan-Leiserson, 2005).
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The aim in eLearning and therefore in mLearning too, is to provide personalized
adaptive learning in open and distributed environments, specially related to
student’s preferences, knowledge, learning styles, objectives, and interests
(Kravcik, Kaibel, Specht & Terrenghi, 2004).
2.5. Technical limitations of mobile devices for learning purposes
Kossen (2001) uses a metaphor from the automotive industry to illustrate the
path that still needs to be walked. He stated that the current mobile devices are
like the Model T in cars. In this section, we will review the main technical
limitations documented.
Connectivity
Whenever we talk about mLearning, is important to differentiate the smaller
devices from laptops. All mobile devices currently share some limitations about
connectivity, mainly related to intermittent connection (Quinn, 2000); but small
devices as cell phones and PDAs, also have additional restrictions for learning
purposes, because of their size and the current technological limitations.
Access to contents procedures
Mobile devices present some differences related to download content
procedures. Strohlein and Fritsch (2003) differentiated content from real-time
access to content from off-line access with mobile phones.
They characterized the levels of content accessed from the web server as
“mobile access” although the content was access by a cellular phone using
wireless access protocol (WAP) as the medium and Wireless Markup Language
(WML) as the meta language. If the cellular phone was used as a tool (like a
modem to a desktop computer) to connect other devices to the Internet with
Hyper Text Markup Language (HTML), the authoring language used to create
documents on the World Wide Web, as the meta language medium, it would be
called mobile off-line access.
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WML is a programming language used for handheld devices such as mobile
phones. When a mobile device is WAP-capable, it means it has a micro
browser, which interprets or understands WML.
Screen size, processing time and battery power duration
Continuing with the list of current limitations of mobile devices, Quinn (2000)
mentioned the small size of the screens, the slow processing time and the
limited storage capacity. Strohlein and Fritsch (2003) added to the technical
issues list, the problem of battery power duration, which is “too small for
convenient use”.
Security issues Security is another important issue that needs to be considered (Wagner,
2005). The security issues include not only the protection of mobile devices
against viruses but also interceptions of the shared content by unintended
recipients.
Storage capacity
Even though the storage capacity of some mobile devices has improved, for
instance back in 2001, many palm devices came with 2MB to 8MB of memory,
in 2005 – i.e. Tungsten E2 from Palm Pilot – offers 32 MB; this new capacity is
still insufficient to compete with the learning experiences when the content is
accessed through a laptop. The small memory capacity of cellular phones is an
issue as well.
Cross-platform, learning tracking and device-independent delivery issues In addition to the technical issues mentioned above, Kravcik, Kaibel, Specht
and Terrenghi (2004) documented some additional important new issues for
mobile learning:
- “Develop-once deliver-many” idea as new authoring tools for learning
content enable the authors to deliver their content in a variety of formats.
What Quinn (2000) calls “device-independent delivery”.
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- Contextualized information, delivered adapted to the current user context,
where the context may include the personal preferences, the current task,
the location, and the time (Abowd, Day, Abowd, Orr, Brotherton, 1997;
Gross, Specht, 2002)
- Direct cooperation and integration of the learning process into the learning
context (Slotta, Cheng, 2001)
The cross-platform issue, not only referring to the development of content, but
also including learning performance tracking and accuracy of the feedback
given to the learner.
As mentioned above, even though the use of mobile technology is widespread,
the characteristics of the devices itself, the cross platforms solutions and the
connectivity capabilities, still needs to be further developed to accomplish equal
what can be delivered through web based training accessed through
computers.
Quinn (2000) exemplifies this lack of maturity in the solutions to address the
cross-platform issue, with the Avantgo case. This Palm-deliverable content
solution that includes learning content, but is not connected with any Learning
Management System to track the learning experience progress and results.
The future solution seems to move from a hosted service to device-resident, for
the fact that learning should move from an organizational function to an
individual necessity. Improvements in programming languages (i.e. extensible
mark-up language, XML) are working on “information representation that
separate out the content from the format”, which will be addressing the device-
independent delivery issue (Quinn, 2000).
2.6. Instructional design common flaws in mLearning solutions Lack of technological development, accounts for the low use of mLearning in
work and life. Mistakes made during the instructional design, including
misapplication or underestimation of factors as GUI size on the small devices,
might led the learners to dislike the educational products and thus creating a
user-unfriendly experience.
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As mentioned before, the cross-platform issue affects the learning performance
tracking and therefore accuracy of the feedback given to the learner.
2.7. How Instructional design can help to increase the use of mlearning For mLearning solutions, the latest trends suggest the design of learning
objects as one of the best practices. Longmire (2000) indicates that “learning
technology standards organizations are quickly moving towards open and
industry-wide standards”. Learning objects, as defined by the IEEE's Learning
Technology Standards Committee (http://ltsc.ieee.org), are "any entity, digital or
non-digital, which can be used, re-used or referenced during technology
supported learning."
As Longmire (2000) stated “The object approach can satisfy both immediate
learning needs--such as a knowledge-based or skills-based course--and current
and future learning needs that are not course-based” (pp.1)
Several actions can be implemented, to mitigate technical problems of mobile
devices through a better instructional design. Compensating the technical
limitations from the educational technology side will contribute to increase the
rate of use for mLearning.
Detect the better type of knowledge and activity to deliver through mobile devices The current trends suggest educational games and language instruction as the
areas where mLearning can play a major role (Wagner, 2005). As the rest of
technology assisted-learning, mobile devices also can become useful
performance-support and decision-support tools for learners (Wagner, 2005).
For Quinn (cited in Kaplan-Leiserson, 2005) even though the mobile devices
can carry any content, they cannot carry a lot. Quinn stated that mlearning is
closer to
performance support and that the “content delivered through mobiles devices
can and should … keeps the learning active over a long period of time with
smaller bits”
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In terms of design, it is clearly better take advantage of what the learner already
know how to use, like browsing documents through a PDA or playing games on
cell phones, to take advantage of mLearning. If the learner needs to learn how
to navigate first, the educational objective can be dissipated.
According to Bronagh McMullen, an eLearning Program Manager from Ericsson
Education Online, “Mobile games may do for the wireless Internet what e-mail
did for the wired one… A recent study by Datacomm Research and Phoenician Ventures concluded that mobile games are the wireless Internet’s killer app,
and that 3G handsets with color displays are its killer devices”
(mCommerceTimes, 2002 in McMullen 2002)
Design learning objects based on current mobile devices features As was stated in the section 2.5 of this document, several technical limitations
(i.e. screen size, connectivity, storage capacity, etc.) become instructional
design constrains to consider. If exists restriction about the mobile device
available, the selection of the activity might respect the technological limitations
of the device into the instructional design.
If several devices will be available, the selected educational activity should
consider a design that allows the learning object be used in as much devices as
possible, to address the cross platforms issues.
Some examples of ‘mLearning’ learning objects can be viewed at the following
URLs:
− Navowave -not animated- examples: http://www.navowave.com/Gallery_mobilelearning.html
− Mlearning consortium -animated- examples:
http://www.mcgrawhill.ca/college/mlearning/Note: once in the page, click on the ‘mContent objects’ in the left pane of the screen. Then click on the links called ‘quizzes’, ‘journal entries’, etc. A new window will pop up showing the interactive example. (does your professor allow footnotes? This is a good example of why you should use a footnote for elaboration.
− M-Learning (pan-European research and development programme) –animated- examples: http://learn.m-learning.net/iframe_page.htm
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Perform fast and effective prototyping and user testing The instruction of mLearning delivered through simple and specific but well
designed, prototyped and tested solutions can help to encourage the learners to
adopt mlearning.
When designing learning objects, rapid prototyping should be used to ensure
proper and sufficient learner-device interaction.
As Scharage (1996) stated “Prototypes too often confirm that what we wish for
is unrealistic or ill conceived. Conversely, prototypes can reveal that the
designer’s wishes were not sufficiently imaginative” (pp. 194).
There are cases such as Strohlein & Fritsch’s study (2003) for evaluating
courses through design, prototyping, and testing that revealed the best
technology to use (like HTML instead of WML) for devices like mobile phones,
smart phones, and PDAs.
Another important aspect in the testing of the learning object design is to verify
how useful it is for the learner in terms of knowledge acquisition or
reinforcement of existing knowledge. As Becker (2000) stated “in order to more
directly understand the consequences of high intensity computer experiences or
computer- based instruction motivated by different pedagogical objectives, we
… need a new set of assessment instruments”. As the same author explained,
while these new instruments are ready, the approaches used will be less direct,
but still provides information about the characteristics of the learning
experience.
Designing activities that includes interaction and engaging characteristics The use of mobile devices in the process of learning certainly will help in
“reciprocal teaching” defined by Curtis & Lawson (2001) as a form of
collaborative learning within the learner’s community.
Reiterating the concept of mLearning as a type of eLearning, the social and
communicative interactions teacher/student (Picciano, 2002), and the relations
of each one with peers and support elements, the differentiation between
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“presence” and “interaction” concepts in relation with learner participation, are
also present in mLearning.
When designing learning objects for mobile learning, it is important to consider
the need of creating engaging learning experiences (Kearsley & Shneiderman,
1999). One important concept to keep in mind is that the ‘ability to engage’ does
not necessarily mean technical complexity.
Experiences constructing wireless technology enhanced classrooms (WiTEC)
as explained by Liu and his/her colleagues (2003) demonstrate how in a
technologically lean solution “the teachers and students in the WiTEC
environment can use technology unobtrusively and seamlessly to reduce the
time spent in tedious tasks, engage in various types of teaching and learning
activities, and then record their process as portfolios” (pp. 378).
Apply usability principles adapted to the new GUI of mobile devices In relation to Graphic User Interface (GUI) design, even though screen sizes
vary depending on the type of the chosen mobile device, usability principles as
“the content should account for … closer to 80 percent and navigation should
kept below 20 percent …”, types of hypertext links – embedded, structural or
associative – to be used, and keep the pull-down menu and graphics for
navigation purposes only (Nielsen, 2000); are critical in order to keep the
learner focused and motivated.
Response times in navigation of content are also an issue, even though for the
cases where the access to the content is in real time – where the impact of
technology in the connectivity capabilities, is higher - can be mitigated by design
of links and information display. According to Nielsen (2000), “… one tenth of a
second is about the limit for having the user feel that the system is reacting
instantaneously; meaning that no especial feedback is necessary … one
second is about the limit for the user’s flow of thought to remain uninterrupted,
even though the user will notice the delay. Ten seconds is about the limit for
keeping the user’s attention focused on the dialogue”.
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Some attributes of a rich mobile experience (Wagner, 2005) as the following,
should be considered into de design and in the checklist for testing a prototype:
− Richness: Do pages load quickly? Do animations play in a smooth and
seamless manner? Does the streaming media (media that is consumed—
read, heard, viewed—while it is being delivered) flow at a sufficiently rapid
rate?
− Reliability: Will content be displayed in a consistent manner, regardless of
the browser, device, and screen size?
− Interactivity: Does the application allow users to interact freely with the
display and the content?
As mentioned before, is important consider new GUI dimensions (screens, key
sizes, resolution) of the mobile devices into the instructional design, relying
more in content than in visual effects.
Design learning object for well tested and ubiquitous mobile devices As instructional designers is important to be cautious and do not rely
necessarily in latest innovations (i.e. smart phones vs. regular cell phones),
improved PDAs, as the hard-drive palmtop LifeDrive manufactured by PalmOne (Pogue, 2005) or the “convergence” in technological devices (Tedeschi, 2005).
The comment of John C. Burris, Sprint's director for wireless data services,
about that “… carriers and manufacturers focused on trying to shoehorn a PC
into a phone, rather than developing applications that respect the hand-held
device on its own merits” quoted in an article for the New York Times (Schiesel,
2005) shows that still the industry itself, is working on find the balance of the
right capabilities for mobile devices. As instructional designers is better stick
with conservative choices considering ubiquity of the type and capabilities of
mobile devices to be used for educational purposes.
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3. Conclusions According to Kravcik, Kaibel, Specht and Terrenghi (2004), “it is improbable that
mLearning will soon substitute eLearning as we know it today. There is still no
real reason to omit powerful desktops with large screens. One should rather see
mobile solutions as enhancements of the current educational Technologies” (pp.
25). While the solutions to the technological issues arrives, and even though the
assessment instruments are not perfect yet, it is possible from the educational
side start to design, build, test and implement solutions in mLearning initiatives.
The use of blended approach seems to be a feasible option until technology
maturity of mobile devices - other than laptops – allows using them as the single
channel to deliver the learning objects required to accomplish the instructional
objectives of a complex learning solution. Based in current characteristics the
mobile devices, they seem to be more suitable for activities to reinforce the
learning and complement the knowledge delivered through other channels. The
lessons learned of past eLearning implementations, can be assimilated as well
to improve educational designs.
Answering questions as the follows will provide more insightful information to
instructional designers in order to create and prototype potential mLearning
contents:
− How many different mobile devices potential learners usually have
− Explore based on their backgrounds potential contents and topics to
learn trough mLearning
− Based on the GUI features of the potential learner owned mobile
devices, which one can be more suitable
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