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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Combining Web and Mobile technologies to Support Sustainable Activity Design in Education.</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Didac Gil de la Iglesia, Linnaeus University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <volume>7</volume>
      <issue>2015</issue>
      <abstract>
        <p>In this paper, we describe an approach for designing and developing technological solutions to support teachers in creating their own outdoor teaching activities. We elaborate on one particular case, TriGO, in which primary school students perform outdoor tasks to experience concepts and constructions in the field of mathematics. The application designs and an initial evaluation of the developed technological solutions is provided based on the results obtained from school activities performed with more than 10 teachers and 50 students.</p>
      </abstract>
      <kwd-group>
        <kwd>ubiquitous learning</kwd>
        <kwd>web authoring tool</kwd>
        <kwd>mobile development</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Background</title>
      <p>
        During the last 5 years, our research group has conducted research studies with the focus of TEL to be applied
within the field of mathematics and with special interest in geometry
        <xref ref-type="bibr" rid="ref2 ref5">(Gil et al., 2015)</xref>
        . These activities involve
use of mobile technologies outdoors, allowing students to explore the mathematic concepts in authentic settings
and support the traditional lectures with the experiences gained in the field. GEM (GEometry Mobile)
        <xref ref-type="bibr" rid="ref2 ref2 ref5 ref5">(Sollervall &amp; Gil, 2015; Gil et al., 2015)</xref>
        is one example of these studies. In GEM, students from 4th to 6th grade
have participated in activities in which they used GPS-enabled mobile devices to explore spatial orientation
based on landmarks on a field via triangulation to engage the students in triangle-based constructions.
      </p>
      <p>
        From our previous experiences, we have learnt that mobile technologies can support a reflection and
discussion process that allows the students to understand concepts in the field of geometry, and teachers have
shown capability to make efficient use of the provided software
        <xref ref-type="bibr" rid="ref2 ref5">(Sollervall and Gil, 2015)</xref>
        . However, the
adoption of mobile technologies does not suffice to fulfill the requirements for a seamless learning activity. The
application must be able to transfer the data that has been gathered in groups in the outdoor phase (via mobile
phones) to a reflection phase that can be performed by the whole class in the classroom environment (via a
desktop computer). Teachers cannot be expected to hold software development skills that would be needed for
transferring the data between different devices and to create tools that can process these data for supporting
follow-up discussions. Therefore, their dependency on researchers and software developers becomes a limitation
for their future independent use of the technologies. To address this gap, we designed TriGO, as an evolution of
GEM, and we reflect on our experiences to identify a number of technological requirements that are needed to
support the activity’s didactical goals. We divide an activity in three main phases, Design, Experimentation and
Reflection based on the model “Activity plan, Field trip and Reflection”
        <xref ref-type="bibr" rid="ref3">(Krepel and DuVall, 1981)</xref>
        . The
Experimentation phase begins with an Introduction phase in which the teacher introduces the activity to the
students.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Application Design</title>
      <p>
        We want to create an ICT solution that supports seamless learning across locations and devices in order to
encompass informal (outdoor phase) and formal (indoor follow-up phase) learning phases
        <xref ref-type="bibr" rid="ref4">(Milrad et al., 2013)</xref>
        .
The Design, Introduction and Reflection phases are handled indoors with desktop computers, while the
Experimentation phase is executed outdoors by making use of mobile devices. Even though the following
descriptions refer to the TriGO application, the reader will find the structure reusable to create other seamless
learning activities in which design, experimentation and reflection phases are desired.
      </p>
      <p>Although technological tools for education are designed to support achieving specific learning goals,
teachers still need to customize the tools to their specific settings. In the case of TriGO, the application requires
specifying the location in which the activity will take place, in order to define the coordinates of six landmarks
that are used for the triangulation tasks. To facilitate this process, we have developed a web-based authoring tool
(Fig. 1-a) that allows teachers to specify the activity location in a map using simple interaction methods (such as
drag and drop, search for addresses, rotate and zoom) without requiring any programming skills. These
functionalities guarantee that the activity takes place at the exact desired location. The created activity can later
be displayed to introduce the students to the activity (Fig. 1-a).</p>
      <p>After specifying the context of the activity, fourteen activity settings XML files are created. Each XML
file is used by the mobile application as a configuration file to run the activity on the field. These files are
divided into two sections. The first section reflects the customization of the activity that the teacher has defined
via the authoring tool. This section specifies the location of the six markers on the field (see Fig. 1-a). The
second section contains a list of 10 points (and their distances to the markers in the first section) that the
students need to find through triangulation. The ten points in this second part reflect a dedicated study in
mathdidactics to select tasks that are both challenging and promote exploration and reflection. The fourteen activity
settings files have equivalent pedagogical tasks, but their design has been studied to avoid simultaneous
coincidences. This prevents that the students mimic their colleagues’ actions and requires them to reason about
their own performance. The authoring tool also offers a Dashboard environment for the management and
coordination of the groups. It allows monitoring that the XML files are downloaded by the students via the
mobile application in order to ensure that the Experimentation phase will be able to take place.</p>
      <p>
        The second tool in TriGO (Fig. 1-b) offers capabilities for mobility and exploration that the students
require for the Experimentation phase, i.e. spatial orientation and triangulation tasks. During the execution of
this phase, the mobile application uses the GPS module to get the students geo-location and calculate the
student’s distance from the landmarks on the field. The interested reader can find more information regarding
the mobile application design and behavior at
        <xref ref-type="bibr" rid="ref2 ref5">(Gil et al., 2015)</xref>
        . During our years of experience in the GEM
activities, we have learnt that mobile applications should contain the minimum necessary information to be able
to perform and support the learning activity. This becomes even more important when kids are the users of these
applications. An excess of information becomes distractive to the student, who can loose focus on the learning
activity. On the other hand, lacking information on the mobile device application can be seen as a challenge for
the student, but it can also provoke the student frustration. Our mobile application has been designed relying on
simple interaction methods and reducing the amount of information on the display to the minimum. Fig 1-b
shows the application interface that displays only the information for task at hand (which comprises the two
required points for triangulation, car and horse in the Fig. 1-b, and the distances to these points, 30 and 60
meters respectively). On prior versions of our mobile device application, it was required to manually upload the
activity settings XML files to mobile devices via USB connections. With seamless interaction on mind, the
mobile device application has been designed to retrieve the XML file from the authoring tool simply entering an
activity identifier (that the teacher must give to the students). Also on prior versions, it was necessary to
manually retrieve the activity log from the mobile devices to a desktop environment, in order to process the
information in the logs and support the follow-up discussion. Also with seamless multiple device interaction on
mind, the mobile application can upload the logs to the server side by a single click on the display.
      </p>
      <p>
        The third and last tool refers to the Reflection phase. The main objective of this phase is to support
discussions and reflections through two visualization techniques (Fig. 1-c). This tool has been conceptualized to
show the actions performed during the outdoors activity. In order to do so, this tool requires the activity log
generated by the mobile application. On the left side (Fig. 1-c), the tool is designed to present the information in
a numerical way. Using a tree structure that organizes the multiple attempts in group-activity-task-attempt, the
students can observe the different measurements that they performed during the Experimentation phase. On the
right side, the tool present the information graphically on a map, which supports the numeric values with
contextual (location) information. Having the different actions plotted in a map can be helpful for describing the
actions that the students executed during the outdoors activity
        <xref ref-type="bibr" rid="ref2 ref5">(Sollervall &amp; Gil, 2015)</xref>
        . In a first version, we
have used Google Earth to offer the visualizations we described. A second version of the visualization block has
being developed using web-tools, in order to increase the tool’s usability and enhance features that such a tool
requires, such as a logging tool that will allow studying the pedagogic discussions that take place while using
the visualization tool.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Assessment</title>
      <p>The development of the three blocks of the TriGO application has been performed at different stages and
following an iterative development method. Therefore, we have run assessment studies independently for each
one of the three blocks of the activity in order to study their usability.</p>
      <p>The authoring tool created for TriGO was developed guided by the results obtained from a prior study
in the use of generic authoring tools. In a prior study, a generic authoring tool was presented in several
workshops with a total of 29 teachers in the area of Kronoberg, Sweden. Through the study, we aimed at
identifying, first, the user’s experiences in using web technologies for designing activities and, second, their
specific needs for creating learning activities. The results showed that teachers with limited technical skills
rapidly learned how to make use of the authoring tool functionalities and did not have difficulties to use the
web-technologies to design their own learning activities. The TriGO authoring tool was later presented to a
group of ten teachers from different regions in Sweden. The results from this presentation were also aligned to
our prior experiences demonstrating authoring tools, which demonstrates that the web-based solution is a
convenient approach for letting teachers design their own learning activities and enables them to coordinate the
preparation for the outdoor phase via the dashboard. Additionally, the web-based solution reduces potential
application installation issues. It is important to notice that teachers in schools may not have administration
privileges that could be required to install some new learning applications.</p>
      <p>
        The mobile application has evolved through the case studies we performed during the last 5 years
        <xref ref-type="bibr" rid="ref2 ref2 ref5 ref5">(Gil
et al., 2015; Sollervall and Gil, 2015)</xref>
        . In our most recent version, the TriGO mobile application has been used in
two different sessions by 27 students in 4th grade and 26 students in 6th grade. In order to study the application
usability in authentic settings, in which the schools will not have access to the research team, the students did
not have prior training in how to use the mobile application and interactions with researchers were avoided. The
first contact that the students had with the TriGO mobile application was ten minutes before the
Experimentation phase, in which the teacher handled the phones while describing that they were going to
participate in a mathematics activity using mobile devices. Based on the recordings, the students did not have
difficulties to interact with the mobile application interface, neither to understand the activity flow and how to
proceed during the session. Additionally, the seamless interaction between the mobile device and the web
application reduced the complexity and time required to prepare the mobile devices for the outdoor phase and to
retrieve the logs from the mobile devices for the follow-up phase. This interaction offers a seamless transition
between locations and devices
        <xref ref-type="bibr" rid="ref4">(Milrad et al. 2013)</xref>
        .
      </p>
      <p>
        However, in two cases, the mobile devices provided inaccurate GPS locations that lead to incorrect
distance values that did not reflect real distances on the field. In these cases, the students demanded the teacher’s
involvement to assist them with the mobile application or to reassign them to other teams. An alternative
approach to deal with failing resources consists on implementing auto-recovery mechanisms that correct
undesired device status, as presented in
        <xref ref-type="bibr" rid="ref2 ref5">(Gil et al. 2015)</xref>
        . Based on our observations, the application’s simplicity
and its high responsiveness in providing the distance measurements for each attempt have been key aspects for
achieving satisfactory usability results.
      </p>
      <p>The concepts regarding the visualization tool have been studied through the two sessions that followed
the Experimentation phase, which were also recorded for later analysis. For these sessions, we used Google
Earth to provide the visualization needed for the discussions. The visualizations were presented on a whiteboard
via a projector. For the sessions, we did not offer prior recommendations to the teachers in how to use the
visualization tools in their discussions. For the session with 4th grade students, the visualization tool was used to
show the different attempts on the map. The tool was supportive for the students presenting their ideas and
referring to actions that they did on the field. The teacher could lead the conversations by selecting which
specific student cases should be displayed and encouraging all the students to go to the whiteboard for
presenting their ideas. In comparison, the tool was used in a different manner in the session with the 6 th grade
students. The discussions led by the teacher were based only on the numerical representation of the actions (left
side of the visualization tool), and no interactions were done on the map representation. For this group of
students, the numerical visualization fits better with the curriculum and increases the level of abstraction that it
is required for discussing mathematical concepts.</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and Future Challenges</title>
      <p>
        In this paper, we have presented an approach for designing technological solutions to support teachers in
creating their own outdoor teaching activities. These activities support a seamless learning experience across
locations, times and devices via the combination of mobile and web technologies. Based on our experiences, we
have defined a set of guidelines that can be useful for software developers to design applications that support
seamless learning across locations, time and devices. We advocate the use of web-based authoring tool solutions
to allow teachers to create, adopt and adapt learning activities that connect the physical and the digital worlds.
Connecting these authoring tools to mobile devices can make seamless transitions across locations and devices
and offer the users the possibility to explore learning context in informal settings. The same way, mobile devices
should allow seamless connections back to web-technologies, in order to bring spaces for students to have
common reflection and discussions. Furthermore, we suggest the use of visualization tools that offer several
types of data presentation method. Our Experimentation phase demonstrated to be supportive for the
pedagogical discussions and complementary in their purposes, and the two data presentation methods using in
our visualization tool have allowed the teachers to direct the discussions using different strategies that fit the
needs for each particular group of students. The outcomes of our efforts show also that the combination of these
technologies can simplify the challenges that teachers currently face while desiring to create activities that cover
their specific needs. This combination benefits from using the particular strengths of each complementary
technology. Additionally, web-based solutions remove the need to install additional software on the teacher’s
personal computer, school computers or the used mobile devices. Regarding these application interfaces, these
should be designed to be simple and responsive, in order to avoid disturbing the learning objectives of the
activity. Finally, the application robustness is a critical aspect that must be considered and it can be addressed by
means of using auto-recovery mechanisms as presented in
        <xref ref-type="bibr" rid="ref2 ref5">(Gil et al. 2015)</xref>
        .
      </p>
    </sec>
  </body>
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