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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Moore, M., (</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Mobile-Enabled Language Learning Eco-System</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Agnieszka Palalas</string-name>
          <email>apalalas@georgebrown.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Author Keywords Mobile-Enabled Language Learning (MELL), English for Special Purposes (ESP)</institution>
          ,
          <addr-line>Ecological Constructivism, MALL</addr-line>
          ,
          <institution>Design-Based Research (DBR)</institution>
          ,
          <addr-line>contextualized learning</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>George Brown College Toronto</institution>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <volume>3</volume>
      <issue>2</issue>
      <fpage>2011</fpage>
      <lpage>2016</lpage>
      <abstract>
        <p>This paper provides an overview of a Design-Based Research (DBR) study which resulted in a prototype of the MobileEnabled Language Learning Eco-System (MELLES) and replicable design principles to guide development of practical innovative mobile learning interventions. The MELLES solution was generated to augment in-class practice of ESP skills with learning embedded in real-life dynamic communicative situations. The solution was developed over multiple cycles of design, development, and testing which involved students and practitioners representing all relevant fields. The study and design activities were conducted at a Canadian community college and were guided by the Ecological Constructivist framework which evolved as a result of the initial stages of the project. The DBR methodology and the study outcomes are discussed along with the key features and various interdependent components of the MELLES system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The inherently multi-cycle process of creating effective technology-based solutions necessitates recursive steps to be
carried out over an extended period of time. Accordingly, the outcomes and feedback of the iterative design,
development, implementation and evaluation activities were fed back into the successive cycles of the study to facilitate
the design of an educational intervention reflecting the requirements of the study participants. At the same time, the
participative and collaborative character of the process allowed for interactivity and cooperation amongst practitioners,
students, experts, and the researcher. Being grounded in a naturalistic setting and focused on issues of everyday practice,
the study resulted in practical solutions leading to reusable design principles. The DBR approach also provided an
appropriate framework to examine the complex educational needs and solutions holistically resulting in the design of a
multi-component mobile learning system. Lastly, this flexible structure afforded gradual refinement and creation of two
interdependent outcomes: the MELLES intervention and the corresponding theory in the form of design principles.
In order to address the complexity of the context and ensure a systematic approach, a proven DBR model was adopted
the Integrative Learning Design Framework (ILDF) (Bannan, 2009). This comprehensive four-stage model offered a
methodical framework allowing for “rigorous, research-based cycles within a technology-based instructional design
process” (p. 53). The framework comprises four phases: (1) Informed Exploration, (2) Enactment (3) Evaluation: Local
Impact, and (4) Evaluation: Broader Impact (out of scope of this research). While the IDLF model guided the macro and
micro cycles of the process, the key research question served as the pivotal element of this multidimensional study.
Research question
The overarching research question, repetitively asked at the various stages of the study, inquired what characteristics of
the MELL intervention were considered vital for its design to be effective and pedagogically-sound: What are the
characteristics of an effective, pedagogically-sound MELLES for students’ mobile devices, through which adult ESP
students in a community college enhance listening skills, while expanding their learning outside of the classroom?
It is worth noting that, based on the findings of the Informed Exploration phase, the question evolved from its original
version and consequently the notion of a learning object was replaced with that of a MELL ecological system. The
attribute of being pedagogically-sound referred to an intervention (1) created and evaluated following the main
theoretical framework of Ecological Constructivism, and (2) designed to promote learning of listening skills. In terms of
the effectiveness of MELLES, it was measured by participant feedback on perceived learning as well as their satisfaction
with the design of the intervention and the learning experience.</p>
      <p>The intervention was designed for ESP college students studying at the college programs in the area of business,
accounting, hospitality, and technology. Using their own mobile devices students piloted MELLES in the streets and at
landmarks of Toronto, where they interacted with the tasks and interlocutors in a dynamic language environment, which
both supported their language practice and challenged them to make meaning and communicate.</p>
      <p>Research design
The study encompassed three phases: Informed Exploration, Enactment and Evaluation: Local Impact. These phases
overlapped resembling what in software design would be referred to as an agile approach with the results of both formal
and ad-hoc feedback being dynamically integrated into the design. The focus of the first phase was on needs analysis,
audience characterization, literature review, as well as the development of the conceptual model and theoretical
framework. The Enactment phase concentrated on the design of the prototype, as well as testing and refinement of both
the model and the design principles. The third phase, the Evaluation phase, entailed testing, piloting, and evaluation
leading to further theory and design refinement. In addition, ad-hoc feedback was exchanged across all cycles of the three
phases thus allowing for more responsiveness to changing design requirements. Figure 1 provides an overview of the
timelines, main activities, data, participants, and outcomes of the three phases.</p>
      <p>Data collection and analysis
Mixed data were collected throughout the project as specified in Figure 1 below. All qualitative data were analysed using
the NVivo9 Qualitative Data Analysis System. The manifold iterations of coding and re-coding resulted in several
recurrent themes distilled based on their relative frequencies. To reflect participant feedback, these themes were
organized into two super-categories: Pedagogy and Technology and indicated the design features deemed by participants
as vital for the desired MELL intervention. They were then validated by the quantitative data, collected through the
surveys, and analyzed with Excel and the SPSS statistical predictive analytics software. The ensuing findings
encapsulated the essential characteristics and elements of MELLES discussed below.</p>
      <p>Participants
This interdisciplinary study benefited from contributions and feedback from 163 students (excluding the 191 students
from the Mobile Device survey), eight professors from a variety of George Brown College programs — School of
Computer Technology (3), School of Design (2), School of Business (1), Centre for Hospitality and Culinary Arts (1) and
the Intensive English (IEP) program (1)—as well as two external IT and mobile programming experts. The Digital
Design professors contributed their expertise in the design of content for mobile devices as well as in interactive game
design. One IEP and three Communications (COMM) professors offered their knowledge of ESP and language learning.
Two School of Computer Technology professors shared their extensive applied knowledge of wireless technologies and
mobile programming. Students from the above-mentioned departments were involved in two different roles: two cohorts
of Digital Design and Computer Programmer Analyst students as designers and developers, and five groups of IEP and
COMM students, representing eight different college programs, participated in the pilots and evaluation of these designs.</p>
      <p>LIMITATIONS
There were two key limitations to the study with the scope of DBR being the principle one. Due to the complexity of the
studied system, some of its constituent elements could not be examined in-depth (e.g. cross-platform development). A
decision was made to choose the breadth over depth of investigation. Moreover, with respect to measuring MELLES
effectiveness, students indicated high satisfaction with the system based on their perceived learning and positive learning
experience, but no evidence of learning was collected through formal tests of students’ language proficiency.
Other limitations resulting from the nature of the DBR methodology included the overwhelming amounts of data, having
impact on data collection and analysis procedures, difficulty managing multiple DBR activities and coordinating
participants over the stretch of the study, as well as the intensity, complexity and messiness of the context.
In terms of the researcher role, while she was able to rely on a team of practitioners and experts, the researcher had to
wear many hats during the study. She had to assume the roles of an investigator, project coordinator, instructional
designer and theorist, software designer, evaluator, m-learning Subject Matter Expert, and negotiator. That resulted in
having to assume the conflicting roles of advocate and critic of the MELL design. Another challenge resulting from the
joint role of designer and researcher was having to evaluate own intervention designs which put the researcher objectivity
and reflexivity to test. The next three sections provide a brief overview of the DBR phases and their key findings.
PHASE 1: INFORMED EXPLORATION
During Informed Exploration, data were collected through mixed methods from students and practitioners who had
participated in the pilot of the mobile solution before the DBR study, as well as from Digital Design and Programming
students who were working on MELLES prototypes as part of their course assignments. The college-wide Mobile
Device Usage Survey was also deployed and its findings enriched the understanding of how students use mobile
technologies. The outcomes of this phase formed the basis for the subsequent DBR activities. The ideal model was
created reflecting the main characteristics of the intervention as identified by the participants. These were translated into
the first set of design guidelines. The Ecological Constructivist framework also evolved at this stage.
Phase 1 Findings: Emerging Themes
Starting with the Informed Exploration phase and throughout the two other phases qualitative feedback was captured in
text, images and audio files. To conduct rigorous data analysis, all data sources were integrated into the NVivo system,
and codes were generated in a cyclical fashion. Thematic codes were assigned to phrases and sentences through
repetitive thematic analysis always going back to the main research question. The set of categories and sub-categories
that were eventually developed was a result of many coding sessions spreading across the DBR phases with the final set
of categories (Table 1) emerging when all the aggregate data was revisited in the final stage of the data analysis. The
quantitative results are excluded here for reasons of length and because the subsequent qualitative analysis not only
validated the quantitative findings but provided a much more elaborated and informative perspective.
Phase 1 Findings and Discussion: Emerging Ecological Constructivist framework
Phase 1 also produced an ecological framework referred to as Ecological Constructivism (Hoven &amp; Palalas, 2011). The
ecological paradigm demonstrated to be an appropriate approach for the exploration of the MELLES system. The
specific context of learning listening in the real-world with the help of mobile technologies required a theoretical
framework which supported a more holistic and systemic approach to the process of learning - mediated by mobile
technology and interaction with other people as well as its context. The Ecological Constructivist metaphor aimed to
capture the interconnectedness of psychological, social, cognitive, and environmental processes as well as the
coexistence of pedagogical and technological elements interplaying in a dynamic real-life language learning environment.
Ecological Constructivism integrates the Socio-Cultural Theory constructs of (1) knowledge co-creation being socially
and culturally mediated with the help of tools, and (2) those tools being applied in active learning (3) targeting real-life
communicative goals. It also melds Vygotsky’s notions of (4) ZPD and (4) scaffolding as well as (4) co-dependence of
individual cognition and collaborative learning. It stresses that the fluid nature of the changing context and the active
engagement of learners are both required to co-construe knowledge. The notion of context affordances was also
introduced and defined as “a particular property of the environment that is relevant—for good or for ill—to an active,
perceiving organism in that environment” (van Lier, 2000, p. 252). Accordingly, context affordances mediate the process
of learning by providing linguistic cues and other meaning-making supports to those learners who perceive them. Mobile
technologies enable noticing the affordances and interaction with those learning supports. All in all, the ecological
metaphor emphasizes the wholeness of the MELLES learning system and the interconnectedness of all its elements.
PHASE 2: ENACTMENT
The Enactment phase entailed the design of the successive prototypes, testing and refinement of both the model and the
design principles. Digital Design and Programming students as well as practitioners were very active creating, testing
and recreating four functional prototypes of the MELLES system. Continuous evaluation of those prototypes, which was
part of the concurrent Phase 3, allowed producing the final version of the mobile website which connecting the MELLES
users with its resources and functionalities.</p>
      <p>Phase 2 Findings and Discussion
The mobi-english.mobi website was constructed using the WordPress Mobile Pack, a reliable cross-platform tool. The
website served as a gateway to all MELLES resources, as well as the hub of communication and interaction for learners
and their facilitators. Eight listening tasks, which ESP students could access through the website, represented a range of
approaches to listening skills acquisition, including individual and collaborative activities, two way communicative
challenges and non-reciprocal listening practice. The tasks did not have to be completed in a linear fashion - any one of
them could serve as an entry point into the MELLES network. All tasks were related and fed into each other. Following
the key principles of ecological thinking—relationships, connectedness, dynamic process and fluid context in which all
elements interact to form a web—the prototype solution was designed to encourage collaboration and interaction, thus
interlinking the members of the learning community. Consequently, students were asked to complete some of the tasks in
groups or pairs. They were also encouraged to co-create multimedia artefacts and evaluate each other’s work by leaving
comments and rating their audio recordings. Communication was enabled through more traditional channels, such as
email and telephone, as well as by blogging, phlogging (blogging by phone), and by exchanging audio recordings.
MELLES included both learning tasks requiring students to be at a particular location and those that could be completed
at the time and place of their chosing. Blending learner autonomy with peer and expert support was a significant aspect
of how the system functioned. In addition, to provide support in the form of scaffolding, resources and motivation, the
system had to be resource-rich and consistently stable. It was the role of the moderator to step in when the instability was
apparent. Based on the participant feedback, MELLES was designed to function like an eco-system connecting the
actors, resources, and the context of learning at any time, any place, and any point of the learning process. Figure 2
presents two screenshots of the MELLES interface: mobile and desktop.
38
14
13
PHASE 3: EVALUATION - LOCAL IMPACT
Phase 3 included testing of the MELLES software and piloting the tasks and the complete system by the target users.
Speakers of English as a second language from a number of College programs completed the tasks and evaluated the
MELLES system. Practitioners and the students, who were involved in the design and redesign of the intervention, also
shared their input. As a result of the analysis of that feedback the design and corresponding design guidelines were
refined and finalized. The gist of the qualitative data is provided in the table of the most frequent themes below (Table 1).
These themes indicate the features and functionalities of the system identified as its most vital elements.
Phase 3 Findings: Key Research Outcomes
The Evaluation phase refined and finalized the following key outcomes:
1. a practical model of a MELL system was created for ESP practice and future studies,
2. the theory evolved to produce the MELLES design principles and the Ecological Constructivist framework, and
3. the DBR method was thoroughly tested and optimized.</p>
      <p>Reference</p>
      <p>Freq
Stdnts</p>
      <p>Rltv Freq</p>
      <p>Stdnts</p>
      <p>Reference</p>
      <p>Freq
Practn</p>
      <p>RltvFreq
Practn</p>
    </sec>
    <sec id="sec-2">
      <title>Ref Freq Total</title>
    </sec>
    <sec id="sec-3">
      <title>Rltv Freq</title>
      <p>Total)</p>
      <sec id="sec-3-1">
        <title>Essential Elements of MELLES</title>
        <p>
          Codes (NVivo Nodes)
SUMMATIVE DISCUSSION
The design guidelines distilled from the research data encompassed both substantive and procedural knowledge: they
identify the critical characteristics of MELLES as well as strategies required to incorporate these features in the design
(Table 2). Due to the scope of this paper, any further discussion of the procedural design principles and the rationale for
their inclusion had to be omitted
          <xref ref-type="bibr" rid="ref3">(see Palalas, 2012, for an in-depth discussion of the design principles)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Essential Characteristic</title>
      <p>(Substantive Emphasis)
2
Learner-generated
linguistic artefacts (audio,
video, photos, images)</p>
      <p>Strategy
(Procedural Emphasis)
 Include audio recordings (video, images, photos)
created by students in response to communicative
tasks
 Share and showcase learner-generated artefacts
 Provide tools for recording, editing, upload and
viewing/listening on-the- go (or demonstrate the
usage of device built-in tools)
 Provide clear directions on creating artefacts
 Build in a rating system for artefact evaluation
 Accompany website peer eval. by expert feedback
 Encourage creativity</p>
      <p>Rationale
(in order to …)
 Encourage autonomous and creative learning
 Promote meaningful learning through creation,</p>
      <p>construction, and sharing of artefacts
 Enhance individual and group motivation
 Support cognitive processes through hands-on</p>
      <p>construction of artefacts
 Blend creativity and competition in
learner</p>
      <p>generated artefacts exchange
 Encourage abstract and creative thinking leading to</p>
      <p>engagement and motivation
 Promote learner ownership and agency
It is worth noting that the participants agreed that none of the individual elements of the MELLES educational
intervention could exist on their own, instead they were interconnected and supported each other. For instance, students
could not produce any audio recordings (pedagogical principle 2) without the MELLES artefact authoring tools
(technological principle 5) or expert facilitation (pedagogical principle 4). Most importantly, the mobile technology was
viewed as the glue and enabler of all the pedagogical features which facilitated situated learning and the acquisition of
aural skills. The abbreviated substantive guidelines, both pedagogical and technological, are presented below.
Design Principles
The ten pedagogical essential characteristics of MELLES include:
1. Balanced combination of individual and collaborative (group work) tasks;
2. Learner-generated linguistic artefacts (audio, video, photos, images);
3. Game-like real-life communicative tasks;
4. Expert facilitation: scaffolding, feedback, and coordination;
5. Feedback mechanism (immediate and delayed);
6. Focus on authentic listening tasks in the dynamic real-world communicative situations;
7. Support of self-paced individual audio tasks feeding into/preparing learners for the real-life tasks;
8. Integrate all four language skills but focus on listening outcomes;
9. Linguistic resources (task-related): relevant vocabulary, dictionaries, pronunciation, clear task directions and
explanations, examples of language usage;
10. Support of out-of-class learning with in-class (f2f) instruction and practice (blending in-class and out-of-class).
To enable the above pedagogical features, the following technological components should be integrated into the system:
1. One-point access to all resources;
2. Exchange and communication platform;
3. Scalability, flexibility and adaptability of the system;
4. Scalable rating scheme (from artefact to learning structures to the whole system);
5. Multimedia (including text) - artefact authoring, management and usage capabilities;
6. Cross platform and multi-technology support;
7. Integrated technology support and tutoring/instruction;
8. Personalized user progress tracking capabilities.</p>
      <p>The interdependencies between pedagogical and technological constituents formed a network of relationships which,
combined with the actors and the learning context, resulted in the Mobile-Enabled Language Learning Eco-System.
Mobile-Enabled Language Learning Eco-System (MELLES)
The holistic approach encapsulated in Ecological Constructivism put more emphasis on the interdependence of the
MELL solution components and the context in which they were intended to be used. The constituent elements of the
recommended system need to co-exist for the intervention to promote learning. In fact, it is imperative for the MELLES
components to interact and maintain a dynamic balance, as exemplified by the combination of collaborative and
individual language activities.</p>
      <p>Considering the multiplicity of elements recognized as critical for the effective mobile design, and how they interrelate
and support each other, MELLES has to provide a learning environment in which the parts of the system could interact in
various configurations promoting the flexibility and evolution of the whole system, and most importantly, enabling
seamless mobile learning experience.</p>
      <p>Hence, the central feature of the MELLES approach is the coexistence and the relationship of its learning tasks, learners,
facilitators, the dynamic language environment in which these tasks are completed, as well as the technology that enables
and mediates the learning process and the collaboration between the actors involved in the process. Mobile devices
enable communicative exchanges, storage and access to ESP content, learning support and scaffolding. They also help
capture linguistic evidence by way of learner-generated artefacts and assist in interaction with contextual affordances
used for linguistic action. In addition, the MELLES network of peers, experts and authentic language speakers facilitates
learning by means of authentic discourse, feedback, resource sharing and social support.</p>
      <p>Additionally, MELLES instruction should encourage dynamic interaction with the English speaking environment to help
decode the meaning offered by the real-life language situations. Regular in-class instruction should also be combined
with the out-of-class practice and linked into a cohesive learning experience via the MELLES platform and its
communication management tools. Furthermore, offering on-demand connection to the system promotes social,
cognitive, teaching, and emotional presence (Swan et al., 2008). This results in a collaborative network which has
become the predominant structure of the recommended MELLES solution. All in all, MELLES provides mobile access
to people, linguistic resources, and context affordances (Hoven &amp; Palalas, 2011) mediating real-life language practice.
Accordingly, new knowledge is generated across the web connecting (1) language, (2) mobile technology, (3) artefacts,
(4) learners, experts and (5) other speakers, in (6) a real-life context of learning which all co-mediate the learning process
(Figure 3).
SUMMARY AND CONCLUSIONS
Guided by the research question the study resulted in the evolution of theory and practice. The study resulted in a set of
replicable design principles to guide the design and development of practical innovative mobile learning interventions.
These guidelines are formulated to help practitioners to select and apply the substantive and procedural principles
suitable for their specific design in their own contexts.</p>
      <p>Guided by current second language learning pedagogy and a Constructivist framework, the original theoretical
framework was reconceptualized during the first phase of the study to use a more systemic ecological metaphor. As a
result, Ecological Constructivism was proposed as a theory of learning which matched the MELL design requirements
emerging from the study. The ecological metaphor offered a holistic lens through which to examine the complex process
of learning situated in a dynamic language environment. It also facilitated the investigation of the many dimensions of
technology-assisted second language learning amongst adult learners in the out-of-class real-world context. Accordingly,
the MELLES approached the learning of listening within the context of whole language learning experience, that is, (1)
practicing listening as part of a whole language system (including four language skills, communication versus grammar,
socio-cultural competencies), (2) learning it in the whole context of students’ life (accommodating their busy schedules
and interest), (3) co-construing knowledge as part of the whole learning community, and (4) actively practicing listening
in the whole communicative context of the real-life language situations that learners encounter. The systemic perspective
on the MELL intervention stresses the wholeness and connectedness of the constituent parts of the learning context. It
also supports whole learning by providing mobile tools which connect the learner with facilitators and peers, learning
tasks and instructions, linguistic resources and supports, as well as context affordances which learners can perceive.
To that end, the MELLES prototype, offers a network of artefact exchange and communication tools that can be used
wherever and whenever. It is an innovative model for learning aural skills in an authentic language setting using learners’
mobile devices. It was tested and retested for its applicability in the dynamic, often messy and unpredictable context of
language learning. Hence, it provides a practical model for replication in similar educational contexts and further studies.
Finally, the DBR methodology adopted in the study was tested, adjusted, and optimized for the specific environment. In
the process, the DBR approach demonstrated to be valid, useful and informative for educational context.</p>
      <sec id="sec-4-1">
        <title>Mobile Assisted Language Learning:</title>
      </sec>
      <sec id="sec-4-2">
        <title>A Literature Review</title>
        <p>Olga Viberg
Örebro University Business School,
Örebro, Sweden
ovi@du.se</p>
        <p>Åke Grönlund
Örebro University Business School,</p>
        <p>Örebro, Sweden
ake.gronlund@oru.se
ABSTRACT
Mobile assisted language learning (MALL) is a subarea of the growing field of mobile learning (mLearning) research
which increasingly attracts the attention of scholars. This study provides a systematic review of MALL research within
the specific area of second language acquisition during the period 2007 - 2012 in terms of research approaches, methods,
theories and models, as well as results in the form of linguistic knowledge and skills. The findings show that studies of
mobile technology use in different aspects of language learning support the hypothesis that mobile technology can
enhance learners’ second language acquisition. However, most of the reviewed studies are experimental, small-scale, and
conducted within a short period of time. There is also a lack of cumulative research; most theories and concepts are used
only in one or a few papers. This raises the issue of the reliability of findings over time, across changing technologies,
and in terms of scalability. In terms of gained linguistic knowledge and skills, attention is primarily on learners’
vocabulary acquisition, listening and speaking skills, and language acquisition in more general terms.
Author Keywords
Mobile assisted language learning, MALL, mobile learning, second language acquisition, mobile technology
INTRODUCTION
Mobile technologies are rapidly attracting new users, providing increasing capacity, and allowing more sophisticated use.
This influences cultural practices and enables new contexts for learning (Pachler et al., 2010). The integration of such
technologies into teaching and learning has been more gradual, as educators need to understand how they can be
effectively used to support various kinds of learning (Kukulska-Hulme &amp; Shield, 2008) and develop effective methods
and materials for mobile assisted language learning (MALL), a specialization of mobile learning (mLearning). The main
characteristics of mobile learning, such as permanency, accessibility, immediacy, interactivity, situating of instructional
activities, are summarized and introduced by Ogata &amp; Yano (2005). While definitions differ, it is obvious that not only
technology but also people can be mobile. For the purpose of this paper we define mLearning as a “process of coming to
know through conversations across multiple contexts among people and personal interactive technologies” (Sharples et
al., 2007, 225) with a focus on contexts. The technology to assist in this process includes any kind of handheld mobile
devices such as cell phones, personal digital assistants (PDAs), smartphones, pads, pods, etc. Laptops are today typically
not considered mobile in this context, even though they obviously are to some extent. Ogata et al. (2010) state:
“computer assisted mobile learning uses lightweight devices such as personal digital assistant (PDA), cellular mobile
phones, and so on” (p.8). In the lack of a strict definition, for the purpose of this paper we refer to anything that can be
used when walking around.</p>
        <p>As mobile technologies provide many advantages: flexibility, low cost, small size and user-friendliness, researchers are
exploring how to use mobile technology to support language learning (Huang et al., 2012). However, there are also
obvious disadvantages, such as small screen size, limited presentation of graphics (Albers &amp; Kim, 2001), and dependence
on networks that may not always provide very high transmission capacity and may be subject to disturbances of many
kinds. Despite such shortcomings Thornton and Houser (2005) show that mobile devices can indeed be effective tools for
delivering language learning materials to the students. Kukulska-Hulme &amp; Shield (2008) offer a seminal overview of
MALL asking whether and how mobile devices support collaborative practice in speaking and listening. The study
presented the two main approaches to MALL, content-related and design-related studies. These approaches still dominate
in the literature, although the focus is shifting towards design-oriented studies when creating authentic and/or social
mobile learning environments (Wong &amp; Looi, 2011).</p>
        <p>This review presents an extensive coverage of empirical research, as published in English during the period 2007-2012,
concerning the use and effectiveness of MALL in second and foreign language (L2) education with a focus on the
methodological, theoretical and linguistic knowledge trends. What theories, research approaches and methods are used
when analyzing MALL? Which aspects of MALL are being researched? What are the results so far, and what research
gaps are there?
The review follows the Webster and Watson (2002) method combining keyword searching and examination of leading
journals. First, a set of keywords was identified. Primarily the keywords mobile learning together with (AND) language
learning were used. Further, different combinations of such keywords as handheld device, cell phone, mobile phone,
PDA, smartphone, mobile, application together with language learning were used. To ensure reliability, search strategies
were refined by examining the retrieved articles’ abstracts. To further enhance reliability, manual searches were carried
out in key journals, including Computer Assisted Language Learning Journal, Computers and Education, Journal of
Computer Assisted Learning, Educational Technology and Society and Language Learning and Technology. A further
search technique was “snowballing”, i.e. following up references in the identified papers and identifying most cited
papers. The selection of articles to be included in the review was based on the inclusion criteria presented below. Several
international conference papers (such conferences as EUROCALL (European Computer Assisted Language Learning),
International Conference on Wireless, Mobile, and Ubiquitous Technologies in Education, mLearn etc.) are also included
due to the fact that many of the results of the ongoing projects have not been published yet in peer-reviewed journals as
the field of mobile learning with the specific reference to language learning is still in its infancy (Kukulska -Hulme &amp;
Shield, 2008).</p>
        <p>Papers included were those covering: effects of the use of mobile technology within foreign and second language
learning, learners use of technology and attitudes and/or intentions, empirical studies, overview, and/or summary of
MALL and CALL (with a focus on the use of mobile technology) research, mobile technology in its relation to language
learning within educational settings, published in peer-review journals and conference proceedings in the period 2007
2012, effects of technology use on the acquisition of linguistic knowledge and skills (reading, vocabulary learning,
writing etc.).</p>
        <p>All the identified articles and conference contributions were analyzed in order to assess the papers’ quality in terms of the
applied theory, approach, method, and themes, using the Grönlund &amp; Andersson (2006) model. After retrieving the
relevant literature, the abstracts and the findings/conclusions of the articles were examined. Secondly, approach and
method was examined so as to assess the credibility of the claims in the papers. Thirdly the main concepts were identified
and organized in an author-centric matrix suggested by Webster and Watson (2002). Finally, the papers were examined
to identify the language skills’ focus when using mobile technologies in second language and foreign learning and
teaching. As most of the reviewed articles were retrieved from highly ranked and cited journals, the methods and
approaches employed could be trusted for their quality and credibility. Initially 89 papers were found. 54 of them
fulfilled the selection criteria and are thus included. The categories for the analysis of research type and method used
were adapted from Grönlund and Andersson (2006).</p>
        <p>FINDINGS
Research Approach
In our sample most research was descriptive (44 %), presenting various cases where technical appliances were used. We
found only one theory generating study and no theory testing one (Table 1). Theories were used in 46 % of the papers,
but mainly to illustrate or interpret findings. We found only one theory specifically designed to cover the MALL field
(Sharples et al., 2007). Noticeably, several descriptive studies also include elements of philosophical or theoretical
concepts or models.</p>
        <p>Descriptive Describes a phenomenon in its appearance without any use of theory. 24 44%
Philosophical
Theoretical
Theory use
Theory generating
Theory testing
Total</p>
        <p>Reflects upon a phenomenon without data and any use of theory.</p>
        <p>Reflects on a phenomenon based on some theory but without empirical
data
Applies a theory/theories &amp; models as a framework for the conducted
study
Attempts to analyze quantitative/qualitative data in a systematic
manner with the use of theory with a purpose of (taking steps towards)
theory building
Attempt to test a theory using quantitative or qualitative data in
systematic manner, i.e. just strict theory testing.</p>
        <p>2
2
25
1
0
54
4%
4%
46%
2%
0%
100%
The most commonly applied method is experiment, with 47 % of the papers (Table 2). Second most common are
interpretive studies (28 %). This indicates that the MALL field is in an emerging phase, still under development and in
need of more solid empirical evidence in order to underpin theoretical conclusions about how mobile technologies can
assist language learning and in order to build theoretical models that are specific to this scientific field.
A significant number of studies illustrate for MALL specially designed intelligent systems for individuals’ use when
practicing different language skills (Chang &amp; Hsu, 2011; Chen &amp; Chung, 2008; Chen &amp; Li, 2010; Huang et al., 2012;
Kaneko et al., 2008 etc.), such as use of Artificial Intelligence methods and technologies. In experiments, use of such
systems is frequently compared to a ‘traditional’ way of teaching and learning a language in educational settings,
attempting to show results of the developed software’s use on, among others, individuals’ second language vocabulary
acquisition, listening and/or speaking skills etc. Thus most of these studies present explorative and comparative
knowledge. Additionally when exploring learners’ intentions and attitudes towards the use of the proposed systems and
applications, evaluative knowledge is offered.
The theories and models applied in the reviewed literature most often originate from previously established theories of
learning, such as constructivism and situated learning theory. The experiments in the reviewed papers are hence typically
applied on mature pedagogy. There are, however, also a few studies discussing mobile learning or Mobile Learning
Theory or even Modern Mobile Learning Theory in attempts to formulate field-specific theory. There are also more
general theories used, such as Activity Theory and Sociocultural Theory. Some theories originate from psychology, such
as Cognitive Load Theory and Dual Coding Theory, and some relate directly to technology use, e.g. the commonly used
Technology Acceptance Model (TAM). Many papers, however, do not exhibit any clear theoretical background.
Research Content
Analyzing the research topics of the papers, three major categories were found: ‘technological concepts of learning’ (e.g.
Mobile-device supported peer-assisted learning), ‘technology-centered concepts’ (e.g. SMS –based learning), and
‘learning environment’ with two subgroups: ‘theoretical development’ (e.g. Contextualized meaning making) and
‘practical aspects’ (e.g. Usefulness). Table 4 provides a complete list and shows that most specific concepts, in particular
those concerned with theory, are used only in one or very few papers.1 Only general concepts like MALL are widely
shared. This means there is little cumulative research.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Thematic</title>
      <p>categories</p>
    </sec>
    <sec id="sec-6">
      <title>Examples</title>
    </sec>
    <sec id="sec-7">
      <title>Concepts</title>
      <p>1 References in the table are available from the author. Excluded due to lack of space.
Chen &amp; Li (2010)
Chen &amp; Chung (2008); Hsu et al. (2008); de Jong et al. (2010);
Cheng et al. (2010); Oberg &amp; Daniels (2012); Petersen et al.
(2011); Sandberg et al. (2011); Huang &amp; Sun (2008); Hwang &amp;
Chen (2011); Abdous et al. (2012)
Chang &amp; Hsu (2011)
Chang &amp; Hsu (2011); Chen &amp; Chung (2008);Chen &amp; Li (2010);
Huang et al. (2012); Kaneko et al. (2008); Petersen &amp;
Markiewicz (2008); Stockwell (2007, 2010); Cheng et al.
(2010); Sandberg et al. (2011)
Comas-Quinn et al. (2009); Hsu et al. (2009)
Godwin-Jones (2011); Chang &amp; Hsu (2011); Chen &amp; Chung
(2008); Chen &amp; Li (2010); Fallahkhair et al. (2007); Huang et al.
(2012); Liu (2009); Petersen &amp; Markiewicz (2008); Petersen et
al. (2011); Sandberg et al.(2011); Stockwell (2007, 2008, 2010);
Huang et al. (2012)
Fallahkhair et al.(2007)
Jian et al. (2009)
Li et al. (2010)
Liu (2009)
Nah (2011)</p>
      <p>Sandberg et al. (2011)
g
n
i
n
r
a
e
L
f
o
s
t
p
e
c
n
o
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l
a
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l
o
n
h
c
e
T</p>
      <p>Gromik (2012), Nah (2011); Fallahkhair et al. (2007)</p>
      <p>Learning with a cell phone
Language learning outside the classroom
Context-aware ubiquitous learning
Mobile learning
Constructivism, situated learning, informal learning
CALL
Situated learning
Knowledge gain
Authentic learning
Game-based learning
Ubiquitous learning
MALL
MALL from cross-cultural perspective, constuctivism
Learner-led innovation
Mobile-device supported peer-assisted learning
Adaptive learning
Communicative mobile English learning
Collaborative learning
Immersive learning
Self-pace instruction
CALL, informal learning, game-based learning
CALL
Podcasting
Seamless language learning design
SMS –based learning
Usage of multimedia/hypermedia intelligent systems
Exchange of ideas through presentations
Mobile blogs</p>
      <p>Mobile applications for language learning</p>
      <p>Language learning support via iTV and cell phones
Electronic pocket dictionaries
Mobile-based e-mail learning (MESLL)
Sensor and handheld augmented reality(AG)-supported
ubiquitous learning
WAP site’s use for listening activities
Added value of mobile technology
English
for learning
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e
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a
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o
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T
s
t
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p
s
A
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a
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i
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a
r
P
Chen et al. (2008)
DISCUSSION AND CONCLUSIONS
This review sought to offer a general picture of research trends in MALL with a focus on second and foreign language
acquisition published since 2007 in terms of research approaches, methods, theories and models, and results.
What Research Approaches and Methods Are Used When Analysing MALL? The scientific field of mLearning and
MALL generally, as well as L2 acquisition specifically, are emerging so unsurprisingly we found a large number of
approaches and theories employed. Most of these originate from other areas, such as applied Cognitive Load Theory
(Oberg &amp; Daniels, 2012) and Dual-Coding Theory (Huang et al., 2012) derived from the cognitive psychology; TAM
(Cheng et al., 2010) from informatics research, and a number of learning and language acquisition theories. A number of
studies introduce mobile learning, MALL and even the Theory of Mobile Learning but it is often not clear how these new
concepts differ from other technology-enhanced learning perspectives, for example e-learning or CALL. In general,
theories are vaguely used; we found only one theory generating study (Liu et al., 2008) and no theory testing one. The
dominating research approaches within MALL for the reviewed years are descriptive studies (44 %) and what we call
“theory based studies” (46%), where the authors present a theory which in some way is related to their experiments or
case studies. For example, de Jong et al. (2010) employ sociocultural perspectives, where emphasis is on the social
motive for second language learning. There is often a lack of a clear connection between the theory and the discussion
part in the reviewed papers. There are exceptions, e.g. TAM which is strictly operationalized, but then there may be other
gaps; TAM, again, is not related to learning, only to use of technology.</p>
      <p>As for the descriptive studies, a typical example is Godwin-Jones (2011) who illustrates the state of language learning
applications, the devices they can be applied to, and how they are developed. The descriptive studies often include
embryonic elements of philosophical or theory generating categories. For instance, the research conducted by
KukulskaHulme (2009) describes findings from previous research and reflects upon the phenomenon of MALL without any
explicit use of theory.
‘Experiment’ (non-strictly defined) is the most commonly applied method in the reviewed studies (47 %), followed by
interpretive case studies (28 %). Together these two methods make up 75% of the research published 2007 – 2012. Most
studies are small-scale, exploratory, and conducted within a short period of time, which makes them rather anecdotal in
terms of reliability. This is not surprising given that the field of MALL is in its developmental experimental phase and
still needs more solid empirical evidence and guidance in order to underpin conclusions about how mobile technologies
can assist language learning acquisition and in order to build theoretical models specific to this field. It is hence still an
open question to what extent MALL in the L2 area is indeed different from MALL in other areas.</p>
      <p>Within What Theoretical Frameworks the Studies Have Been Carried Out? Theory use in the sample is very
scattered. A large number of theories were found but most theories appeared only in one paper; we saw no cumulative
theory use. Notably, many concepts appear only in one or a few papers. As one commonly cited criterion of a scientific
field is that a common set of theories is applied, this finding indicates that MALL is yet only a potential field, united
mainly by the studies of mobile technologies.</p>
      <p>However, despite this character of being an emerging research field undergoing a rapid evolution there are already
attempts to create field-specific theory. Sharples et al. (2007) introduces the Theory of Mobile Learning which examines
how (mobile) learning stretches across locations, times, topics, and technologies. According to this theory, which is
discussed and extended in several papers (Sandberg et al., 2011; Petersen et al., 2011; Hsieh et al., 2010 etc.), learning
which takes place in one context can become a resource in other contexts. This effort of creating theory indicates
attempts to distinguish the MALL field from other scientific learning areas and theories by raising and discussing its own
theoretical perspective. Our study finds that there is, as yet, a lack of specific reference to mobile learning conceptual
frameworks and theoretical models, which makes it difficult to clearly distinguish the theory of mobile learning from
other learning theories and approaches. MALL theory development is work in progress.</p>
      <p>The theories and models applied in the reviewed literature on MALL often originate from grand theories of learning,
including constructivism, social constructivism. Activity Theory and Sociocultural Theory are examples often mentioned
by studies on MALL (Nah et al., 2008, de Jong et al., 2010). One of the most fundamental concepts of Sociocultural
Theory is that the human mind is mediated (Lantolf 2000). This mediation is often assisted by the tool use. Hence mobile
technology use plays a dominant role in the process of meaning making in terms of mediated nature of human mind.
MALL research often employs learning theories where such mediation is an issue, including Situated Learning Theory
(Hsieh et al., 2010, Hwang &amp; Chen, 2011), collaborative learning (Chang &amp; Hsu, 2011; Lan et. al., 2007), self-paced
learning (Oberg &amp; Daniels, 2012), and seamless learning integrating formal and informal ways and contexts of learning
(Wong et al. 2010; Wong &amp; Looi, 2010).</p>
      <p>In order to investigate learners’ perceived ease of use, perceived usefulness, intentions, and attitudes towards the use of
mobile technologies for language learning, TAM, an established theory for this purpose, is commonly applied (Chang &amp;
Hsu, 2011; Huang et al., 2012). Most studies show that learners have a positive attitude towards the use of mobile
technologies for the second and foreign language acquisition, but there are differences. For example, Huang et al. (2012)
show that the designed system (ubiquitous English vocabulary learning system, UEVL) was readily accepted by the
students in the sample but while active students were concerned about the perceived usefulness of the system, passive
ones were more concerned about the perceived ease of use of the system.</p>
      <p>There are theories emphasizing cognitive aspects of learning, such as the Cognitive Load Theory (CLT) which measures
the limits of people’s working memory capacity in order to investigate individuals’ working memory load when, for
example, using different specially designed intelligent systems for mobile devices for language learning (Chen et al.,
2008; Chen &amp; Chang, 2011; Oberg &amp; Daniels, 2012). Other models applied in the reviewed papers include Moderation
Model (Chen &amp; Chang, 2011), Working Memory Model (Chen et al., 2008), and Structural Model (Huang et al., 2012).
A number of papers, however, do not have any clear theoretical background but are rather descriptive.
Despite the fact that many authors mention and make an attempt to define mLearning and mLearning theory in the
introductions to their studies, it is often unclear how these concepts and theories are operationalized.
What Aspects of MALL Are Being Researched? Studies analyzing the mobile technology’s use in the different aspects
of language learning have supported the idea that mobile technology can enhance learners’ second and foreign language
acquisition. Learners’ attitudes towards technologies, their intention to use it, and the various actual uses of mobile
technology integrated in their second and foreign language learning is a dominating research focus (Chang &amp; Hsu, 2011;
Cheng et al., 2010 etc.). The impact of mobile technology on language learning has often been measured by individuals’
stated perceptions. This exemplifies what Orlikowski &amp; Iacono (2001) call the proxy view of technology. Effectiveness
studies focus on how this technology is viewed by individual users where the perceptive, cognitive, and attitudinal
responses to technology become the critical variable in explaining mobile technology. This tool view of technology is
criticized as it fails to take into account the transformational nature of technology; technology brings with it changes not
only in procedures – how we do things – but also in our perceptions of what is doable or not, e.g. in terms of accessing
distant materials and people. Hence technology itself plays a role in reshaping people’s preferences, perceptions, and
attitudes and the new teaching and learning methods that evolve are co-constructed in a sociotechnical system rather than
engineered. This is called the ensemble view of technology (Orlikowski &amp; Iacono, 2001), and this idea of sociotechnical
construction – as opposed to purely social construction – is something often lacking in MALL studies.
Three key themes have been identified. First, technological concepts of learning, where the mobile learning and
specifically MALL are often seen as the separate forms of learning together with more established learning theories like
constructivism and collaborative learning. A number of other approaches to learning such as situated learning, mobile
learning; authentic learning, self-paced learning are discussed when investigating individuals’ adoption and integration of
mobile technologies in their language learning.</p>
      <p>Second, techno-centered concepts focus on technology itself as a means of communication between the learner and the
content as well as teacher and learner where a shift from sms-based learning towards the development and use of mobile
language learning applications in form of intelligent multimedia tutorial systems is noticeable. Finally, the learning
environment theme focuses on theoretical development and practical aspects of such environments. Much attention is
paid to the different contexts of formal and informal learning, and how mobile technologies are available and can
contribute to the individual’s language learning acquisition in these different situations.</p>
      <p>Despite the fact that a number of authors attempt to define and use the concept of MALL as an independent scientific
field, language learning with the support of mobile devices is often seen as a part of CALL (Chang &amp; Hsu, 2011;
Sandberg et al., 2011 etc.), mobile-(assisted) learning (Hsu et al., 2008; de Jong et al., 2010). This conceptual ambiguity
indicates that the field of MALL needs more conceptualized knowledge in the form of field-specific definitions, theories,
models, and solid evidence on how the use of mobile technology can assist second and foreign language acquisition.
In What Ways does the Use of Mobile Technology Facilitate the Acquisition and Development of Linguistic
Knowledge and Language Skills? In terms of the gained linguistic knowledge and skills, most of the reviewed papers
examine vocabulary acquisition, listening and speaking skills, and language acquisition in more general terms. The
review finds several suggestions for language learning benefits in the use of MALL, such as integrating the mobile
technology in both formal and informal contexts; the ‘fun’ moment when engaging learners in authentic learning
contexts; the learners’ contribution to the creation of the learning content; the use of mobile devices to support the
practice of achieving listening and speaking skills effectively etc. Often the usefulness of the mobile technology use for
vocabulary acquisition is measured by surveying learners’ attitudes. There are also a number of studies attempting to
analyze the outcome in terms of learners’ language proficiency. However, as most studies are implemented within a short
period of time and involve a small number of participants, results are yet inconclusive in this respect.
Studies focusing on grammar learning, pronunciation and writing skills are underrepresented in the reviewed literature.
However there are the papers which analyze mobile technology applications on language acquisition in general terms
(Rosell-Aguilar, 2007; Fallahkhair et al., 2007; Petersen &amp; Markiewicz, 2008, Liu et al., 2008; Cheng et al., 2010;
Abdous et al., 2012; Oberg &amp; Daniels, 2011; Hsu, 2012), often indicate positive attitudes towards the mobile technology
use and suggest better results in terms of language proficiency. Very little attention is devoted to individuals’ language
learning strategies and learning styles when employing mobile devices for their language learning. This knowledge can
have a crucial impact on both educators, when for example designing language learning activities adopting mobile
devices (development of new applications and intelligent tutorial systems for mobile devices for language learners) and
learners, as they can achieve higher proficiency.</p>
      <p>Are There Research Challenges in the Field of MALL Research that Require Further Investigation and What Can
Be Suggested for the Further Research? There is a lack of empirical studies providing concrete evidence on how the
mobile technology use can enhance individual’s language learning results. In order to ensure reliability longer studies and
larger test groups are required.</p>
      <p>In terms of language knowledge and skills, more experimental cases testing more specifically how mobile technology can
assist and improve learners’ writing process, reading comprehension, pronunciation performance, and second language
grammar acquisition are needed.</p>
      <p>Moreover, empirical research investigating the possible changes in individuals’ learning strategies when employing
mobile devices in their language learning is needed in order to be able to make the language acquisition process more
effective and to be able to influence the second and foreign language proficiency results. It would also be beneficial to
analyze the interconnection between individuals’ learning strategies, learning styles, and use of mobile technology. Such
knowledge would make an important contribution not only to educators and learners but also to systems developers.
From a pedagogical point of view, research on how the use of mobile technology affects individuals’ time management
when learning a new language is needed to understand if this technology can open additional learning possibilities, for
example in terms of engaged time.</p>
      <p>Overall, more theory generating research developing mobile learning theory and constructing new theoretical models in
MALL is needed to be able to distinguish the field from other kinds of technology-assisted learning, such as CALL.
REFERENCES
Abdous, M., Facer, B.R., Yen, C.-J. (2012). Academic effectiveness of podcasting: A comparative study of integrated versus
supplemented use of podcasting in second language classes. Computers and Education, 58, 43-52.</p>
      <p>Albers, M., &amp; Kim, L. (2001). Information design for the small-screen interface: an overview of web design issues for personal digital
assistants. Technical Communications, 49 (1), 45-60.</p>
      <p>Chang, C.-K., &amp; Hsu, C-K. (2011). A mobile-assisted synchronously collaborative translation-annotation system for English as a
foreign language (EFL) reading comprehension. Computer Assisted Language Learning, 24(2), 155-180.</p>
      <p>Chen, N.-S., Hsieh, S.-W., Kinshuk (2008). Effects on short-term memory and content representation type on mobile language
learning. Language Learning and Technology, 12(3), 93-113.</p>
      <p>Cheng, S.-C., Hwang, W.-Y., Wu. S.-Y., Shadiev, R.,&amp; Xie, C.-H. (2010). A mobile device and online system with contextual
familiarity and its effects on English learning on Campus. Educational Technology and Society, 13(3), 93-109.
Chen, I.-J., &amp; Chang C.-C. (2011). Content presentation modes in mobile listening tasks: English proficiency as a moderator.</p>
      <p>Computer Assisted Language Learning, 24(5), 451-470.
de Jong, T., Specht, M., &amp; Koper, R. (2010). A Study of Contextualised Mobile Information Delivery for Language Learning.</p>
      <p>Educational Technology &amp; Society, 13(3), 110–125.
Godwin-Jones, R. (2011). Emerging Technologies. Mobile Apps for Language Learning. Language Learning and Technology, 15(2),
2-11.</p>
      <sec id="sec-7-1">
        <title>Sohaib Ahmed</title>
        <p>Institute of Information &amp; Mathematical</p>
        <p>Sciences (IIMS),
Massey University, Auckland, New Zealand
s.ahmed@massey.ac.nz</p>
      </sec>
      <sec id="sec-7-2">
        <title>David Parsons</title>
        <p>Institute of Information &amp; Mathematical</p>
        <p>Sciences (IIMS),
Massey University, Auckland, New Zealand
d.p.parsons@massey.ac.nz
ABSTRACT
There is growing interest from science educators and researchers to develop technology-assisted inquiry based learning
environments in the domain of school science education. Traditionally, school science education has been dominated by
deductive and inductive styles of enquiry investigations, while the abductive style of inquiry investigation has previously
been sparsely explored in the literature related to technology enhanced learning. We have therefore designed and
evaluated a mobile learning application „ThinknLearn‟ for the abductive style of inquiry investigation. This study uses
the M3 evaluation framework for evaluating this application with high school science students. The results indicated in
this paper showed improvements in the students‟ understanding of the learning domain as well as developing their
positive attitudes towards mobile learning.</p>
        <p>Author Keywords
Abductive, inquiry based learning, mobile learning, science education, technology-assisted learning
INTRODUCTION
Inquiry based learning is a pedagogical approach in which learners get knowledge through exploration and investigation
with authentic situations, and develop their higher level thinking skills (Lim, 2004; Shih et al., 2010). It is suggested that
these learning activities foster learners‟ motivation and interest in science (van Joolingen &amp; Zacharia, 2009). Rapid
advances in digital technology have increasingly attracted the interest of science educators and researchers for developing
systems to support learning experiences about the sciences. In recent years, the use of mobile technologies has
increasingly supported access to web-based contents on-the-go “anywhere, anytime” because of their portability
(Svetlana &amp; Yonglk-Yoon, 2009). Further, these technologies not only support the learning experience inside the school
(e.g. lab, classroom, library) but allow learners to perform inquiry based learning activities in natural environments (e.g.
park, woodland, museum) (Rogers et al., 2005). This is due to the affordances of these technologies that offer many
different levels of engagement (Looi et al., 2010). This makes it possible to build learning environments that can enable
inquiry based learning activities in multiple contexts.</p>
        <p>In the literature related to school sciences, a number of mobile science inquiry based learning applications have been
discussed which reflect the diversity of inquiry investigations and their use in both indoor and outdoor settings. Among
these, the Ambient Wood Project (Rogers et al., 2005) and Savannah (Facer et al., 2004) are well-known mobile science
projects in which learners are engaged in science learning activities by exploring virtual or natural environments in
outdoor settings. There are some other recent mobile science projects in which learners are involved in both indoor and
outdoor learning activities such as LET‟s Go! (Vogel et al., 2010) and nQuire (Sharples et al., 2011). For indoor school
settings, BioKIDS Sequence (Parr, Jones, &amp; Songer, 2004) and WHIRL (Yarnall, Shechtman, &amp; Pennel, 2006) use
mobile technologies in science classrooms in order to support more frequent assessment practices.
There are many studies (Chen et al., 2008; Huang, Lin, &amp; Cheng, 2010; Shih et al., 2010) showing that the participants
enhanced knowledge significantly when they were equipped with mobile learning applications as compared to the
traditional ways of science learning. Specifically to hypothesis formation activities, there are some studies found in the
literature that highlight the importance of technology-assisted environments which can help students to construct
scientific hypotheses and their explanations during science inquiry investigations (Mulder et al., 2010; Oh, 2011; Peker &amp;
Wallace, 2011).</p>
        <p>Most of these mobile science learning applications follow a hypothetico-deductive or inductive means of inquiry
investigation in which learners are required to process ideas (or hypotheses) (Grandy, &amp; Duschl, 2007). In contrast,
abductive scientific inquiry emphasizes the development of hypotheses observed from the natural environment (Oh,
2011). In the technology enhanced learning literature, this kind of inquiry has not been previously exploited (Grandy &amp;
Duschl, 2007; Oh, 2011). Since no previous studies have demonstrated the benefits of mobile learning in hypothesis
formation activities in the context of abductive science inquiry investigations, this provides us with an opportunity to
explore some new approaches to technology-assisted learning in the sciences.
ABDUCTIVE SCIENCE INQUIRY
In inquiry based learning, one of the important learning activities is to provide scientific explanations of natural
phenomena. An abductive science inquiry is also implemented in a similar way that leads learners towards new
explanations on the basis of background theories and observations (Raholm, 2010). In this trait of inquiry, learners are
not sure about the conclusions but they get some possible explanations of a given problem, and those potentially possible
explanations guide learners to construct some meaningful learning (Eriksson &amp; Lindstorm, 1997). Substantially, this is
the essence of abduction that it starts with the incomprehensive nature of explanation and concludes with the construction
of satisfactory new knowledge by relating observed phenomena and the underlying concepts of a given domain (Raholm,
2010).</p>
        <p>The concept of abduction was coined by C.S.Peirce (1839-1914) who classified abduction as a form of inference. He
further explained that the logic of scientific inquiry is divisible into three fundamental modes of inference (Raholm,
2010): (1) deduction or explicative inference (2) induction or evaluative inference and (3) abduction or innovative
inference. The following example, taken from our domain of study, will show the relationships more clearly. Here, the
ideas relate to black surfaced tins (cans) containing hot water losing heat more quickly than white or shiny surfaced tins.
In these examples, the Case (Hypothesis), Result (Observation) and Rule (Condition or Suggestion) are defined to show
the differences in order.</p>
        <p>Deduction:
Rule–The water particles in a black surfaced tin vibrate faster than the other tins.</p>
        <p>Case– A black surfaced tin absorbs more heat energy than the other tins.</p>
        <p>Result–A black surfaced tin cools more quickly.</p>
        <p>Induction:
Case–A black surfaced tin absorbs more heat energy than the other tins.</p>
        <p>Result–A black surfaced tin cools more quickly.</p>
        <p>Rule–The water particles in a black surfaced tin vibrate faster than the other tins.</p>
        <p>Abduction:
Rule–The water particles in a black surfaced tin vibrate faster than in the other tins.</p>
        <p>Result– A black surfaced tin cools more quickly.</p>
        <p>Case– A black surfaced tin absorbs more heat energy than the other tins.</p>
        <p>From these examples, it can be observed that in both deduction and induction, a Case (Hypothesis) is processed with
either a Rule or a Result to generate the other component, while in abduction, the Rule and Result are used together to
find a Case. This trait of abduction is well-suited to inquiry problems in which learners are challenged to formulate
scientific hypotheses and explain natural phenomena (Oh, 2011). Therefore, science educators and researchers have
recently begun to study the process of hypothesis generation in the context of abductive inquiry investigations.
THINKNLEARN: A MOBILE WEB APPLICATION
In consultation with the science teachers from a local high school, we agreed on one of the science inquiry topics from
the national standard science curriculum as the experimental context to test a mobile learning application that supports
abductive inquiry. In this experiment, three tins with different surface colours are filled with boiling water in order to
compare the way they radiate heat energy. Tin A is painted white, tin B black and tin C is shiny (unpainted). Learners
have to formulate a hypothesis from collecting data about these tins and then explain it further as depicted in Figures 1a
and 1b (further details about the application can be found in Ahmed, Parsons &amp; Mentis (2012)).</p>
        <p>This mobile web application „ThinknLearn‟ follows the AIM (Abductive Inquiry Model) (Oh, 2011) which includes four
phases; exploration, examination, selection and explanation. In the exploration phase, the application asks about the
temperature of the various tins which were recorded by the students at a particular time interval after pouring boiling
water in these tins as shown in Figure 1a. After submitting all values for the given tins, the application poses a series of
Multiple Choice Questions (MCQs) regarding the collected values of these measures one-by-one in the examination
phase. This feature makes students use their observational abilities to answer the given questions. Further, it gives
suggestions based on the answers chosen by the students. This question-suggestion module of the application guides
students towards a point where they are able to formulate hypotheses about the given measures and understand the
knowledge presented in this application. These context-sensitive suggestions are generated from an ontology which may
lead the students to think about the various aspects of heat energy related to different coloured surfaces. The ontology is
used for the representation of the domain of interest (Uschold &amp; Gruninger, 2004).</p>
        <p>In the selection phase, students are asked to select one of the appropriate hypotheses about the observed phenomena as
depicted in Figure 1b. There are two hypotheses defined in this application; one is related to the vibration of the water
particles and the loss of heat energy from the different coloured tins while the second is about the heat absorption and the
loss of heat energy from the different coloured tins. The application uses a random function to ask about one of these
hypotheses. In addition, the application extracts all the possible hypotheses including one correct and other three
distracters by using the domain ontology and its inter-related concepts. At the end, students express their complete
explanations of the observed phenomena in the explanation phase.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Figure1b Hypothesis selection</title>
      <p>EVALUATION
It is suggested in (Sharples, 2009) that mobile learning applications evaluation can inform systems by examining how the
learning activity and the underlying technology can be developed to enhance learning and offer new learning
opportunities. For the purposes of evaluation, part of the M3 evaluation framework (Vavoula et al., 2009) is used in this
study. This framework consists of three levels of granularity (Vavoula &amp; Sharples, 2009); Micro, Meso and Macro.
However, in this study, only two levels (i.e. Micro and Meso) are applied as defined in Table 1. The reason for not
considering the Macro level at this stage is because this level is used to examine the longer term impact of the new
technology on established learning practices (Vavoula et al., 2009). At this stage of the research, this level of evaluation
is not yet possible.</p>
    </sec>
    <sec id="sec-9">
      <title>M3 Evaluation Framework Level</title>
      <p>Micro Level
Meso Level</p>
    </sec>
    <sec id="sec-10">
      <title>Form of Evaluation</title>
      <p>Technology usability
Individual and group learning activities
(Hypotheses Formation)
Mobile learning experience as a whole
Learners‟ cognitive skills and learning
performance</p>
      <p>Questionnaire
Semi-structured group discussion
Pre-Post tests
(Experimental and Control groups)
Experimental Design
The rationale for this experimental design is to evaluate „ThinknLearn‟. Evaluation at the Micro level includes the
technological usability and utility of the application. The utility covers the guidance towards the construction of
hypotheses about the underlying domain while the usability focuses on the capability of the software product to be
understood, learned, used and attractive to the user, when used under specified conditions (Bevan, 2001). Three ISO
metrics including learnability, operability and understandability are used (ISO, 2003) for that purpose. In addition, for
exploring the quality of learners‟ learning experiences in a mobile learning context, three „softer‟ metrics of quality are
applied; metaphor, interactivity and learning content (Parsons &amp; Ryu, 2006). These aspects are used in order to identify
the quality of the learning experiences of the learners during such mobile learning activities (Parsons &amp; Ryu, 2006).
Evaluation at the Meso level explores learners‟ educational aspects such as mobile learning experiences, cognitive
thinking skills and learning performance in abductive inquiries. This experimental design uses control and experimental
groups to compare learning outcomes. A control group performed the heat energy experiment in the science laboratory
using a “pre-test -&gt; heat energy experiment -&gt; post-test” method, where the participants carried out the learning activities
without using „ThinknLearn‟. The experimental group used the application „ThinknLearn‟ while performing the same
experiment in the science laboratory using a “pre-test -&gt; heat energy experiment + using ThinknLearn -&gt; post-test”
method. The learning activities involved pre and post tests around hypothesis formation activities in the context of
abductive science inquiry. These tests consist of MCQs and open-ended question which assessed learners‟ knowledge
about the topic covered in their science class.</p>
      <p>This experiment was a between-subject design. The two ways of generating hypotheses and improving learning are
considered as the independent variables; using the application „ThinknLearn‟ versus the traditional approach, while the
dependent variable is learning performance in this experiment. The measurement of the learning performance assesses
how well each participant has learnt the given science content (i.e. heat transfer energy) while performing abductive
science inquiry investigations.</p>
      <p>Participants
A total of 161 students from six science classes voluntarily participated in this experiment. They were all NCEA level 1
science students, from Albany Senior High school, Auckland, aged 15-16 years. One of the groups was treated as an
experimental group which comprised 86 students from three science classes. The other 75 students were a control group.
In the experimental group, 86 students filled in the questionnaire and participated in group discussions while 81 students
participated in pre-post activities. In the control group, 75 students were involved in pre-post activities without using
„ThinknLearn‟.</p>
      <p>For the distribution of the groups (i.e. experimental and control), science teachers were insistent on keeping the class
structure intact. Therefore, students could not be randomly assigned to any of the groups. However, three classes apiece
were selected as experimental and control groups respectively. In each class, there were previously 8-9 sub-groups for
performing their science classroom activities. So, we continued with this distribution and conducted this experiment in
the second week of February, 2012.</p>
      <p>Apparatus
Both groups were provided with three different coloured tins; Black, Shiny (Silver), and White. In addition, the
experimental group was equipped with WiFi enabled mobile devices. The control group was required to perform the
experiment in the traditional way (i.e. without any mobile devices). Both groups had used the same concepts related to
the given topic (i.e. heat energy transfer) which were already covered in their earlier classes. For the experimental group,
the „ThinknLearn‟ application was used to assist the participants to understand those concepts using their mobile devices.
For pre and post activities, a MCQ quiz was provided with the instructions according to each group. Further, a
questionnaire was also given to each participant in the experimental group, to investigate their individual learning
experiences when using the application.
Procedure
Initially, science teachers introduced the information about the experiment, the purpose of the study, and the data
collection process for each group. Both groups of participants were first asked to answer the pre-test that consisted of
four MCQs. Following this, they were required to perform the heat energy transfer experiment as depicted in Figure 2. In
this experiment, they found some data values related to each tin. These data values helped them to understand some key
concepts discussed in the given topic. At the end of the experiment, they were asked again to answer the same MCQs
with the addition of one open-ended question related to the hypothesis, with its explanation. This open-ended question
was used to understand how well the participants engaged in the learning and thinking process during the inquiry
investigation. For evaluating the usability and the utility of the application, experimental group participants were also
required to individually rate a nine-question questionnaire on a five-point Likert scale. They were also involved in
semistructured group discussions. In these discussions, participants were posed three questions which were related to the
usability and the softer aspects of the application.</p>
      <p>Abeer Alnuaim
University of the West of</p>
      <p>England
Abeer.alnuaim@uwe.ac.uk
 </p>
      <p>Praminda Caleb-Solly
University of the West of</p>
      <p>England
praminda.calebsolly@uwe.ac.uk</p>
      <p>Christine Perry
University of the West of</p>
      <p>England
Christine.Perry@uwe.ac.uk
 
ABSTRACT
The increasing adoption of smart phones and tablets has opened up many opportunities for the use of new technologies in ways that
can benefit. The challenge is to try and match the technology to educational activities that can be adapted to students’ current practices
and levels of ability, thus enriching their learning experience. Many higher education students’ assignments require critical thinking
and analysis and students with rudimentary skills need a high level of guidance and support. This paper presents the background to an
intervention, which is currently in the early stages of design, to develop students’ critical thinking skills using location-based mobile
learning. It is hoped that this intervention, which will involve the use of a mobile application, will enrich students’ independent
learning experiences by providing contextually relevant knowledge to enhance their analysis in various situations.
Author Keywords
Location-based, critical thinking, mobile application.</p>
      <p>
        INTRODUCTION
Mobile learning has become a burgeoning area of research in recent years. It is gaining increasing attention with the
advancement of mobile technologies and the widespread use of smartphones and tablet PCs. It has been applied within
many disciplines such as Science (Hwang et al., 2009; de-Marcos et al., 2010), Computing (Hwang et al., 2010; Yau and
Joy, 2008), and Languages (Chen and Hsu, 2008; Guerrero et al., 2010) to name but a few. Research has been conducted
both in schools and higher education. However, in comparison with secondary education, there is relatively little research
regarding mobile learning in higher education
        <xref ref-type="bibr" rid="ref10">(Yatani et al., 2004; Costabile et al., 2008; Shih et al., 2010; Hwang and
Chang, 2011)</xref>
        .
      </p>
      <p>This paper presents an intervention currently being designed to develop students’ critical thinking skills using
locationbased mobile learning, which showcases personalisation as one of the strengths of mobile learning (Kinshuk et al., 2009).
The next section of this paper briefly explains the relevance of critical thinking to this study. This is followed by a
summary of the related work in the area. Next, the initial concept is introduced, together with the aim and objectives of
the proposed system. Finally, the research methodology and the rationale for the adopted approach are discussed.
CRITICAL THINKING
As this research aims to encourage and develop students’ critical thinking and analysis, it is important to define what this
means. There are several relevant definitions of critical thinking, some as early as Dewey (1933). However, for the
purposes of this study one definition has been identified, Scriven and Paul’s (1987) who defined it as "the intellectually
disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating
information gathered from, or generated by, observation, experience, reflection, reasoning, or communication, as a guide
to belief and action". Their definition shows a clear relation to Bloom’s taxonomy, linking critical thinking to the three
higher levels of the taxonomy (analysis, synthesis, and evaluation) (Duron et al., 2006). This definition emphasizes the
multifaceted nature of critical thinking, expressed through a number of activities. These activities correspond to the
assessed work carried by students in this study.</p>
      <p>RELATED WORK
This section provides a brief overview of a few selected research studies in the area of location-based mobile
learning which best exemplify use in a learning environment. Chu et al. (2010) developed a location-aware mobile
learning system for a natural science course for primary students. The system uses RFID tags on plants as the sensing
technology. The system guides students to a particular plant encouraging them to ask questions and compare similar
plants. They argue that the system promotes students’ interest in natural science and improve their learning.
Shih et al. (2010) developed a mobile learning activity to guide primary students’ learning in a historic site for a social
science course. They claim that students’ achievements have risen by 10%, with 90.6% of the students strongly agreeing
that using the PDA, as a guide was more interesting.
 
 
Yau and Joy (2008) developed a framework for a mobile context-aware and adaptive learning schedule (mCALS) tool.
The framework is designed to help students plan their studies. It retrieves their context to suggest which learning material
is appropriate for the student, given their preferences, and the location.</p>
      <p>A LOCATION-BASED SITUATED LEARNING FRAMEWORK
This section describes the initial concept behind this research and the motivation for applying such a system in higher
education courses.
Motivation and Initial Concept
The idea for the research emerged from seeking to identify ways of exposing interaction design students to real world
environments, similar to those in which they will eventually be designing, in order to maximise their ability to identify
opportunities for innovation. However, sending students out into real-world environments with a brief to be evaluative
and analytical, without the presence of a teacher, can lead to a superficial and frustrating experience, especially for
students with beginning levels of analysis and limited critical thinking skills. It is not always possible for teachers to
accompany students, and moreover, it might not be beneficial for developing students to have immediate input from
teachers, but rather prompts to provoke the development of their own thinking.</p>
      <p>Hence, a system that provides location-based hints and formative feedback to students could aid students’ understanding
of the context they are in. Without guidance, students might miss out on key areas that may help them with analysing the
situation properly. The hints could give them the beginning of a thread that leads to the development of innovative ideas.
This proposed system will be designed for smart phones, providing students with structured support as they learn about
their subjects in a real-world context. When students reach a pre-specified location, the application will display a detailed
map identifying the various sub-locations which contains either text and/or images provided by their lecturer. These hints
will be designed to aid them in widening their perspectives, developing their own ideas and in critical evaluation. The
text notes will vary from simple words to questions, and in some cases to links that will open a quiz webpage; the
particular content will depend on the specific aspect that the lecturer would want the students to focus on. Furthermore,
to add a collaborative learning aspect to the activity, students will be able to post their comments for their lecturers and
fellow students to take note of.</p>
      <p>The motivation for developing the mobile application is as follows:
• We have chosen a situated learning pedagogical approach, a research topic that has been lagging behind a
location-based and context-based for mobile learning paradigm in higher education.
• The application could help students stay focussed on the purpose and outcome of the activity, rather than be
distracted by the process. Thus, maximising their benefit from the real world experience while still implicitly
developing an understanding of the process.
• Students struggling to analyse the situation and develop new ideas have the appropriate guidance from the
application.
• Sharing comments, ideas and maybe stories if desired, may enable students to benefit from their peers’
knowledge and different perspectives.</p>
      <p>The initial situated learning activity will be developed for a level 2 Human-Computer Interaction (HCI) module in the
Department of Computer Science and Creative Technologies at the University of the West of England. As part of their
work for this module, students are required to evaluate and carry out a context-based analysis as part of a requirements
gathering process for a computer-based system.</p>
      <p>Aim and Objectives of Proposed Research
The aim of this research is to investigate how smart phone applications should be designed to enable students to learn
effectively in-situ.</p>
      <p>To achieve this aim the following objectives have been identified:
• To construct a prototype for a pedagogical activity assisted by a mobile device to facilitate independent study.
• To consider various ways in which the prototype might enable reflection and critical thinking in a structured
manner.
• To review the students’ experience of using the prototype of locative media application in relation to
effectiveness and usability of the system.</p>
      <p>• To review students’ perceptions of the formative feedback provided by the mobile application.
We are currently in the process of developing the working prototype.</p>
      <p>Research Questions
• How effectively can mobile learning/technologies provide students with the necessary guidance in a situated
learning activity without the physical presence of the tutor/lecturer? Effectiveness will be considered in terms of
improving ability for critical thinking, evaluation and synthesis.
• What evaluation criteria and techniques can be used to evaluate such systems?
• How can the prototype be designed so that it is easily customisable for different activities and scenarios?
•</p>
      <p>The power of mobile learning occurs in personalisation. Based on the technology available to students, to what
extent can the application be personalised?
Methodology
A number of research methods appropriate for human-centred design, have been reviewed to inform the research design.
It seems best to implement this research using an iterative design and prototyping approach to ensure a high level of
usability and utility. Within this approach the following phases are considered:
Requirement Gathering:
In order to have a deep understanding of the current learning activity as it is carried out, and to thoroughly underpin user
needs, the first phase has involved a number of activities:
• A secondary literature review of mobile learning, applications and technologies, giving a comprehensive
knowledge of the current state of the art. This knowledge is helping to shape the design and trigger ideas for the
system.
• Interviews with the stakeholders (lecturers, students, administrators) involved in study. These help to give a better
understanding of the structure of the activities carried out by each participating course, how the activity and
students could benefit from implementing mobile learning, and the main problems faced by students in the activity.</p>
      <p>Interviews are significant in gathering requirements and understanding the needs of the users (Lazar et al., 2010).
• A survey to give a clearer picture of student ownership and use of smartphones in the locale of this research.
• Focus groups with previous students cohorts to help understand the difficulties faced by students when performing
the activity prior to this research.
• A review of previous submitted coursework and feedback from lecturers on the work to give a better understanding
of the weak points in students’ work and the areas in which support is most needed.</p>
      <p>• A comprehensive review of the relevant technology to identify suitable technologies to be adopted for the system.
Theoretical Framework Development:
The focus of this phase is to develop the details within a framework, based on the outcomes of the first phase. One
significant framework that has been identified as being particularly relevant is the work of Ryu and Parsons (2008).
Using this framework, the design of the requirements has been derived using the information gathered from interviews
with the HCI lecturers.</p>
      <p>
        System Design and Prototyping
In this research, an iterative design and prototyping approach is being followed. Conceptual design enables the
translation of requirements into a conceptual model. A conceptual model is “ a high-level description of how a system is
organised and operates”
        <xref ref-type="bibr" rid="ref10">(Johnson and Henderson, 2002 cited in Rogers et al., 2011)</xref>
        .
      </p>
      <p>Prototyping is an effective way to discuss design ideas with stakeholders. It helps in testing technical feasibility,
understanding requirements, testing and evaluating, and assuring design compatibility (Rogers et al., 2011).
The iterative design and prototyping approach is a cyclic process of defining requirements, designing, coding, and
testing.</p>
      <p>As part of iterative approach of this project, paper prototypes, task flow models, and mock-ups are being implemented.
System Evaluation and Usability Studies
Usability testing will be performed on early prototypes of the system. This will include paper prototypes to test early
concept through to working prototypes in the lab and in situ. Conducting a valid evaluation of mobile technologies
presents a range of challenges in the field. This research is exploring a range of methods and it is envisaged that this will
be a significant contribution.</p>
      <p>Other methods for usability studies will also be employed such as observations and diary study methods. A set of
appropriate usability criteria will be identified for the usability evaluation studies.</p>
      <p>CONCLUSION AND FUTURE WORK
This paper outlines the background to the research being conducted in the area of location-based learning using mobile
technology. The initial concept described in this paper is being designed to address the key components of a successful
situated learning experience; this includes the necessity for the experience to take place in an authentic setting, in terms
of contexts and activities, and to incorporate an element of collaboration between learners.</p>
      <p>The application is focussed on helping students to develop their skills for critical thinking and analysis in real- world
situations, and as such our priority in the first instance is to develop a clear theoretical framework that enables this. In
taking a human-centred approach to the design we will be adopting an iterative design process to review the students’
experience of using the locative media application considering the effectiveness and usability of the system, which will
be critical to its success. We have completed the requirements gathering phase, translated the findings into an initial
design concept and are in the process of developing the prototype.
As this work progresses we hope to better understand how smart phone applications should be designed to enable
students to learn effectively in-situ.</p>
      <p>Yau, J., &amp; Joy, M. (2009). A MOBILE AND CONTEXT-AWARE LEARNING SCHEDULE FRAMEWORK FROM A
PEDAGOGICAL PERSPECTIVE – AN INTERVIEW STUDY. IADIS International Conference Mobile
Learning,Barcelona, Spain. 189-196.  </p>
      <p>Johan Eliasson
Department of Computer and Systems Sciences</p>
      <p>Stockholm University, Sweden</p>
      <p>je@dsv.su.se
ABSTRACT
Contextual learning activities supported by mobile devices are designed to include some kind of interaction with the
physical environment. However, students may place the mobile devices in the foreground of interaction rather than
interacting with the physical environment. We understand this as a problem of human-computer interaction, or more
specifically of human-device interaction. This leads to the research question: How do we design for contextual learning
supported by mobile devices? We approach this question from a design-based research perspective, where we design and
evaluate contextual mobile learning activities together with teachers and students in four iterations. The contributions of
this thesis are (1) a review of contextual mobile learning research, (2) a conceptualisation of contextual mobile learning
from the perspective of human-device interaction, and (3) a model of human-device interaction that can be used in
designing contextual mobile learning activities.</p>
      <p>Author Keywords
Human-Computer Interaction, Design-Based Research, Mobile Learning
INTRODUCTION
The main reasons for introducing mobile devices to learning activities outside the classroom is that it enables new
learning experiences, since it can place learning in authentic contexts, support peer collaboration, and motivate learning
(Wijers, Jonker, &amp; Drijvers, 2010). Simultaneously, one challenge of introducing mobile devices to learning activities is
that the novel technology might detract from the new learning experiences (see Figure 1). This is the challenge focused
upon in this thesis. We approach this challenge from a human-computer interaction perspective, where we arrive at a
model for designing formal learning activities outside the classroom through an iterative process of design and analysis.
MOBILITY AND LEARNING
In the research field of mobile learning many different research traditions are coming together. These traditions bring
different understandings of what is meant by mobility and by learning.</p>
      <p>Frohberg (2008) presents four different views on mobile learning, where concrete mobile learning projects may be
related to more than one of these views. In the first view, mobile learning is about accessing learning material from
anywhere, for example on the bus. The mobile device is what makes this possible and learning is understood as transfer
of information.</p>
      <p>In the second view, it is the learning environment that is mobile. In this view we find games for learning, run on mobile
devices. The learning tasks are either open ended or structured, with either not defining what is meant by learning or by
relying on formal learning. As the learning environment is mobile in this view, no other media than the mobile devices
are needed.</p>
      <p>In the third view, it is the learner that is mobile. This view is about moving outside the classroom, to another physical
environment where the understanding of learning is dependent on this physical environment. The role of the mobile
technology is to allow the learner to connect with the physical environment, for example by using sensors. In the last
view, the learning community is mobile. The mobile technology is used for accessing and creating a common learning
environment, which means that learning is seen as co-created.</p>
      <p>This paper is framed within the third view where the learner is mobile, more specifically the learner is mobile primarily
in the physical environment. For this view of mobile learning we adopt the concept of contextual mobile learning.
Contextual Mobile Learning
Brown et al. (2010) describe location-based and contextual mobile learning as learners being continually mobile: “Rather
than seeing learners as physically present in a certain place, such as a classroom or a museum, learners are active in
different contexts and frequently change their learning contexts.” (p. 3). Learners are mobile in the physical environment,
however from looking at previous projects we see that it differs to what extent the physical environment is integrated in
the learning activities. From a review of mobile learning research projects (Frohberg, Göth, &amp; Schwabe, 2009)
complemented by the review by Brown et al. (2010) we identify previous projects where learners are mobile in physical
environment. These are projects where the physical environment is used as a backdrop, like Savannah (Facer et al., 2004)
where children learned about lions by playing lions on a virtual savannah. There are also projects that uses objects in the
physical environment, like MyArtSpace (Vavoula, Sharples, Rudman, Meek, &amp; Lonsdale, 2009) where children could
collect virtual items in a museum. And there are projects that integrates the physical environment to a large extent, like
Ambient Wood (Rogers et al., 2004) where children explored a physical environment that had some added digital
properties, as for example you could listen to photosynthesis in trees. Two recent projects focus on mathematics outside
the classroom. These are MobiMaths (Tangney et al., 2010) and MobileMath (Wijers, et al., 2010), with low to medium
integration of the physical environment.</p>
      <p>The learning activities on geometry reported on in this thesis have a medium integration of the physical environment.
RESEARCH MOTIVATION
The review paper by Frohberg et al. (2009) reports that roughly one third of mobile learning research projects strive to
move learning away from the classroom to more natural environments. In the same review paper the authors noted that
there is “very little work which discusses the placement of mobile tools as means of control” (p. 318) and that “[v]ery
few Mobile Learning projects with physical context explicitly considered, positioned or focused the usage of mobile
technology as instruments to gain transparency and steer flexible learning activities there.” (ibid, p. 318). As noted in
these research projects the field trials are done with small groups of students to facilitate collaborative learning. Some of
these projects use mobile devices to not only present information about tasks to users, but also to control the flow of the
learning activity in detail. This type of design is related to device-centric approaches that lead small groups of learners to
place the mobile devices in the foreground of interaction, at the expense of their social interaction and interaction with
the environment. It is notable that mobile devices in the foreground of human interaction are just reported on in
peripheral notes in research reports from these projects, and consequently what it means that human-device interaction is
in the foreground in contextual mobile learning activities is seldom questioned or understood as a main research problem
(Göth et al., 2006).</p>
      <p>Related work
A few projects have explicitly addressed the problem of mobile devices in the foreground of interaction. Cole and
Stanton (2003) compares projects they have been contributing to; KidStory, Hunting the Snark and Ambient Wood, and
report that the students had problems focusing on anything else but the mobile device. Their analysis showed that the
problem was that the device was displaying a continuous flow of information and their solution was to deliver
information only occasionally.</p>
      <p>Hsi (2003) reports from observations on a mobile museum guide that there is a risk that the learning opportunities offered
by the physical space is turned into “‘heads-down’ one-way transmission of information via a tiny display” (p. 317). The
solution offered was careful instructional design. In the project Caerus (Naismith, Sharples, &amp; Ting, 2005) focus on the
mobile tourist guide was reported to be a problem, with “a large amount of ‘heads-down’ interaction” (p. 58). Rethinking
implementation and investigate both technical and non-technical navigational aids were the suggested solutions.
Göth et al. (2006) report on a campus guide called the Mobile Game that: “In the current version of the MobileGame the
focus of the players is permanently on the device.” (p. 159). They suggest the following five solutions: plan for
discontinuous usage, plan focus switches, use technologies only if it brings added value, do not use animations if the
application is in the background, and reduce features as much as possible. In a follow-up study Göth and Schwabe (2010)
redesigned the automatic updates of screen contents to students manually pushing an update button. The change resulted
in a marginal improvement in how much the students were distracted by the device.</p>
      <p>This review of related research work suggests that mobile devices in the foreground of students’ interaction is a problem
that is noted by other researchers. However, with one exception the solutions suggested are not elaborated. In the only
exception, Göth et al. (2006), the suggested solutions are not implemented and in the follow-up (Göth &amp; Schwabe, 2010)
the evaluation resulted in only a marginal improvement.
RESEARCH QUESTION
Contextual learning activities supported by mobile devices are designed to include some kind of interaction with the
physical environment. However, students may place the mobile devices in the foreground of interaction rather than
interacting with the physical environment. We understand this as a problem of human-computer interaction, or more
specifically of human-device interaction. This problem leads to the research question: How do we design for contextual
learning supported by mobile devices?
RESEARCH GOAL
• Contribute to a conceptualisation of contextual mobile learning from the perspective of human-device interaction.</p>
      <p>Develop a model of human-device interaction that can be used in designing contextual mobile learning activities.
RESEARCH METHOD
In collaboration with a local primary school we have developed a design of a contextual mobile learning activity in four
iterations; with one iteration per year. The first two iterations were framed within a project on geometry followed by the
last two iterations within a project on biology (Figure 2). In all four of the design iterations we worked together with
teachers and students in developing and refining a sequence of learning activities supported by mobile devices.
In approaching the research questions we designed and implemented contextual learning activities, by adopting design
practices from design-based research (Design-Based Research Collective2003), where we relied on co-design (Penuel,
Roschelle, &amp; Shechtman, 2007) for the design iterations (see Figure 2). By design practices we refer to working in
iterative cycles together with teachers in creating a sketch and later a prototype that can be tested and eventually
deployed in schools. The Design-Based Research Collective (2003) discusses design research in education and states that
“[t]he challenge for design-based research is in flexibly developing research trajectories that meet our dual goals of
refining locally valuable innovations and developing more globally usable knowledge for the field.” (p. 7). The
DesignBased Research Collective (2003) argues that design-based research blends empirical education research with the
theorydriven design of learning contexts. Design-based research has proven a suitable methodological approach for the field of
mobile learning, since design-based research attempts to combine the intentional design of interactive learning contexts
with the empirical exploration of our understanding of these contexts and how they interact with the individuals
(Hoadley, 2004). Design-based research follows an iterative cycle of identifying, developing, building and evaluating
similar to that of interaction design processes. Figure 2 shows the design-based research process as design and evaluation
phases, where the outcome of the activity design (introduction, outdoor activity and indoor activity) is shown for the
design phase and the outcome of guidelines or a model is shown for the evaluation phase.</p>
      <p>ANALYSIS AND PRELIMINARY RESULTS
The analysis relied on different methods. Initially we used interaction analysis (Jordan &amp; Henderson, 1995) where three
researchers that had been part of the data collection in the field worked together on recorded video and audio material. In
the first iteration we used the analysis foci suggested by the method (Eliasson, Spikol, Cerratto Pargman, &amp; Ramberg,
2010) and in the second study we used the analysis foci related to mobile devices in the foreground of interaction. In the
second iteration we added a more detailed analysis of the video episodes where the students’ visual focus on devices was
especially strong and episodes where it was notable that focus on devices was absent (Eliasson, Cerratto Pargman, Nouri,
Spikol, &amp; Ramberg, 2011). In the third analysis we transcribed interaction with devices from video data and mapped the
transcription to a model of six categories of interaction we suggested (Eliasson &amp; Knutsson, 2012). The result was a
concrete measurement of to what degree the students interacted with the devices and the physical environment in the
ways intended in the design of the activity (Eliasson et al., 2012). In the fourth iteration we will analyse transitions
between interaction with devices and interaction with the physical environment by comparing two conditions: students
identifying species of trees by using QR codes and by not using QR codes. The QR condition was designed using our
model of human-device interaction. Thus we hope to see more than just marginal improvements in the QR condition over
the non-QR condition.</p>
      <p>DISCUSSION OF CONTRIBUTIONS
The contributions of this thesis are (1) a review of contextual mobile learning research (2) a conceptualisation of
contextual mobile learning from the perspective of human-device interaction and (3) a model of human-device
interaction that can be used in designing contextual mobile learning activities.</p>
      <p>The contribution of the model is different from other approaches in that it is developed through a design-based research
approach focusing specifically at the problem of human-device interaction in contextual mobile learning. Our model is
better tested than other approaches since it is evaluated empirically through design iterations and field tests with students.</p>
      <sec id="sec-10-1">
        <title>Dorothy (Willy) Fahlman</title>
        <p>Athabasca University</p>
        <p>Athabasca, AB, Canada
wfahlman@athabascau.ca
ABSTRACT
This paper provides an overview of a mixed methods study focusing on how registered nurses (RNs) use mobile devices
for informal learning in the healthcare workplace. The significance of mobile devices as learning tools for RNs’ informal
learning to inform professional development and continuing competence is discussed.</p>
        <p>Author Keywords
Informal learning, mobile devices, nurses, mixed methods, sequential explanatory
INTRODUCTION
In the Canadian healthcare workplace, in-person workplace-based education and training of nurses is becoming less
readily accessible. This has created the need for RNs to seek other means for continuous learning for professional
development and ongoing maintenance of competence (Canadian Nurses Association &amp; Canadian Association of Schools
of Nursing, 2004, p. 2). In the healthcare workplace, RNs are using mobile devices for a variety of purposes, including as
learning tools (Doran, et al., 2010); however, how they use these learning tools is not well known. In response to these
challenges and to address the paucity of research in this area, this mixed methods study explored how RNs use mobile
devices for informal learning in the healthcare workplace. In doing so, this study adds to the theory base of informal
learning and to the body of knowledge on workplace learning.</p>
        <p>BACKGROUND
In the workplace, most learning is informal in nature (Cross, 2007). Although the preparation for a job or career typically
involves formal education or training, once employment is obtained, informal learning is the primary way in which skills
and knowledge are sought. It includes “any activity involving the pursuit of understanding, knowledge or skill which
occurs outside the curricula of educational institutions, or the courses or workshops offered by educational or social
agencies” (Livingstone, 2000, p. 2).</p>
        <p>
          As a regulated profession, RNs in Canada are required to maintain competency through mandated continuing education
and reflective practice for professional development (Nelson &amp; Purkis, 2004). Moreover, the RN regulatory bodies have
moved away from clocking hours for continuing professional education participation towards continuing competency
programs where RNs have the autonomy and flexibility to identify individual learning needs and select appropriate
continuing professional education activities to meet those needs. Attendance at workplace face-to-face education and
training programs has become limited due to the barriers of “workplace budget constraints, lack of employer or
administrative support, and lack of time due to staff shortages, shift work, scheduling difficulties, and family
responsibilities”
          <xref ref-type="bibr" rid="ref12">(Penz et al., 2007, p. 58)</xref>
          . Consequently, informal learning provides an appealing alternative for these
challenges and offers optimal flexibility for meeting the learning needs of RNs for ongoing professional development and
competency.
        </p>
        <p>Within the healthcare workplace, mobile devices have become more commonplace, expanding the boundaries of
just-intime learning and enabling users to interact with others, connect to information of their own choosing, and capture ideas
(Traxler, 2010). With the ongoing healthcare workplace challenges, it may be necessary to move from traditional models
of teaching and learning and consider other pedagogical practices and learning models, including informal learning using
mobile devices to assist RNs to meet their ongoing needs for professional development and continuing competence.
RESEARCH PURPOSE AND QUESTIONS
Within the context of the healthcare workplace, this mixed methods study was conducted to initiate and/or add to the
body of research by exploring how RNs engage in informal learning using mobile devices in the healthcare workplace.
The study’s research questions that were drawn from the theory on informal learning are listed below.
1. What informal learning strategies or processes do RNs engage in when using mobile devices in the healthcare
workplace?
2. For what purposes do RNs employ informal learning strategies or processes using mobile devices in the healthcare
workplace?
3. Are there differences between how RNs use individual and collaborative modes of informal learning with mobile
devices in the healthcare workplace?
4. Is there a relationship between the age of RNs and their use of mobile devices for informal learning in the healthcare
workplace?
THEORETICAL FRAMEWORK
This study’s theoretical framework is multi-faceted, drawing from theories of workplace learning and informal learning
within the field of adult education, and also involving mobile devices and their use as learning tools. The workplace is an
important context for the intertwining processes of learning and work (Streumer &amp; Kho, 2006). Learning where people
actually work includes the training and development perspectives of human resource development and continuing
professional education (Bierema &amp; Eraut, 2004).</p>
        <p>Informal learning includes learning that is self-directed and intentional, incidental or unplanned learning that becomes
conscious after an experience, and tacit learning that is neither intentional nor conscious (Schugurensky, 2000). Watkins
and Marsick’s (1992) theory of informal and incidental learning in the workplace identifies the following characteristics:
based on learning from experience; embedded in the organizational context; oriented to a focus on action;
governed by non-routine conditions; concerned with tacit dimensions that must be made explicit;
delimited by the nature of the task, the way in which problems are framed, and the work capacity of the
individual undertaking the task; and enhanced by proactivity, critical reflectivity and creativity (p. 287).
More recent models of informal and incidental learning in the workplace include the concepts of tacit/implicit
knowledge, whole-person learning theory, and communities of practice (Marsick, Watkins, Callahan, &amp; Volpe 2006).
The creation of knowledge and meaning that occurs through the informal learning using mobile devices can be viewed
from the perspective of cognitive and socio-cultural constructivism. Cognitive constructivism contends that learners
construct new knowledge individually based on previous learning; whereas, socio-cultural constructivism asserts that
knowledge is constructed collaboratively through social discourse (Crawford, 1999). Depending upon the context, either
theory may help to explain the processes involved in the use of mobile devices as a tool for informal learning. Clough,
Jones, McAndrew, and Scanlon (2009) explain that mobile devices as a learning tool can potentially support and enhance
learner-centred control, allowing learners “to engage with both the social and the physical contexts of the learning they
are undertaking … and to decide whether and how to collaborate with other learners, to pool and share resources, or
simply engage in individual reflection” (p. 361).</p>
        <p>METHODOLOGY
The mixed methods, sequential explanatory research design included two phases with a quantitative online survey and
qualitative interviews. The cross-sectional survey identified demographic information, informal strategies, processes,
purposes, and individual/collaborative modes of informal learning of RNs who used mobile devices in the healthcare
workplace. The qualitative data obtained from the semi-structured telephone interviews provided further explanations of
the quantitative results. Both of these data collection methods operationalized the research questions.
The population was composed of approximately 1450 diploma-prepared and practicing Canadian RNs in a Bachelor of
Nursing program at a single-mode distance university in Western Canada. For the cross-sectional online survey, subjects
were recruited using email. Quota sampling obtained a minimum of 15 participants reporting collaborative modes of
informal learning and a minimum of 15 participants in each of the age-generational categories of Generation Y,
Generation X, and Baby Boomers. 170 useable online surveys were obtained and quotas were reached.
A survey questionnaire was developed containing three sections: respondents’ background information, mobile device
usage, and learning modes. The strategies/processes for the informal learning mode included: (1) reflect on previous
action and knowledge using notes, diary, or some other method using my mobile device; (2) learn by trial and error; (3)
view a video, webcast or podcast; (4) search the Web (including the Intranet); (5) search an online database (e.g.,
Medline); (6) read books, magazines, and/or journals; (7) observe others on the job such as photos; (8) talking on the
phone with others; (9) interacting with others via emails; (10) asking questions in a professional listserv or online
community. The first seven strategies/processes were considered individual modes of informal learning while the last
three processes were considered potentially collaborative modes. The purposes for informal learning using mobile
devices included: (1) new procedure/treatment; (2) accessing resources for evidence-based support; (3) professional
development; (4) patient/client teaching; (5) maintaining competence. The questionnaire was field tested for content
validity.</p>
        <p>From the online survey responses, interviewees were selected using maximum variation purposive sampling based on
diversities in gender, generational-age, location, work setting, position, years employed as a RN, type of mobile device
used, length of mobile device usage, and frequency of use for individual and collaborative modes. Purposive sampling
continued until data saturation was achieved. Ten subjects were interviewed. The semi-structured interview questions
were piloted prior to administration. The interviews were digitally recorded, transcribed, and member checked. As a
token of appreciation, respondents completing the online survey had the option of participating in a draw for an iPad®
and interviewees had the option to receive a $40 gift certificate. Ethical considerations were also addressed.
Analysis of the study data included descriptive and inferential statistical analysis of the non-parametric online survey
data, inductive analysis of the semi-structured interview data, and integrated analysis of both datasets.
RESULTS AND DISCUSSION
The descriptive profile of the study RNs indicated the majority were female Baby Boomers employed for over ten years
as staff nurses in urban Canadian hospitals. These RNs primarily used Smartphones in their workplaces, for less than two
years. Using Rogers’ (2003) adoption categories, nearly 98% of the subjects could be considered as innovators or early
adopters in terms of their mobile device use for informal learning in the healthcare workplace; a possible study limitation
as the subjects may be more receptive to new technologies including mobile devices than the general nursing population.
Based on a four-point Likert rating scale from never (1), sometimes (2), often (3), and always (4), Wilcoxon
SignedRanks revealed statistically significant differences at the 5% level (Z= -11.312, N = 170, p=.000) indicating more subjects
used the strategies/processes for informal learning without a mobile device in the healthcare workplace (M = 31.37, SD
=5.15) than those using a mobile device (M=22.21, S =6.49). Such a finding is not surprising, considering as Doran et
al., (2010) suggest, the use of mobile devices in nursing practice is relatively new in the healthcare workplace.
The interviewees and survey respondents indicated frequent use of their mobile devices for searching the Web (M=2.88,
SD=.867) and searching an online database (M=2.56, SD=.956). In the survey responses and narratives, the least used
process was asking questions in a professional listserv or online community (M=1.87, SD =1.022). Berg and Chyung’s
(2008) study obtained similar results with professionals using this process the least frequently for informal learning. The
subjects reported participating in self-directed informal learning using their mobile devices that was planned, intentional,
and conscious in response to new and changing situations in the healthcare workplaces. This experiential learning was
evaluated through reflective practice. In the survey, the incidental process of trial and error was the second lowest
frequency reported (M =1.90, SD=.896). Only one interviewee reported using trial and error for informal learning with a
mobile device. No indications of tacit learning were found in either the quantitative or qualitative analysis.
The purposes for informal learning using mobile devices cited most frequently were accessing resources for
evidencebased support to promote the delivery of patient/client care and for professional development for knowledge and skills
acquisition to inform their professional practice. A Chi-square test revealed that accessing resources for evidence-based
support (X2 (1, N = 170) = 10.376, p = 0.001), and professional development (X2 (1, N = 170) = 7.624, p = 0.006) were
statistically significant at the 5% level. As in Berg and Chyung’s (2008) study, participants may be more likely to engage
in informal learning strategies/processes for gaining new knowledge that was necessary to perform at a higher level in
their professional practice. Quantitatively and qualitatively, the least reported purpose of informal learning using a
mobile device was for maintaining competency (X2 (1, N = 170) = 7.624, p = 0.006). The interviews suggested a general
unawareness of the potential contribution of informal learning using mobile devices for professional practice competency
and registration requirements. This deficit may have influenced the responses for the purpose of maintaining competency.
Quantitatively, collaborative modes (M = 2.33, SD = .885) were used, on average, slightly more than individual modes
(M =2.21, SD=.696). The interviewees reported using all of the individual modes for informal learning with mobile
devices. Only two narrative accounts included the use of colloborative modes, interacting with others via emails and
asking questions in a professional listserv or online community. However, five interviewees stated that they emailed via
their mobile devices for communication purposes only with clients and peers. Relevant to these findings is the Clough et
al., (2009) study on PDA and Smartphone use with informal learning that stated some participants used their devices to
communicate, but lacked awareness as to their participation in collaborative informal learning. The divergence in
findings suggests the need for further research. For the purposes, the Mann-Whitney U-test revealed that only
professional development was not significantly different at the 5% level (U= 2365.5, p = 0.056). Interviewees reported
using primarily the individual modes for the purposes of informal learning using their mobile devices to construct new
knowledge based on previous learning, as described in the perspectives of cognitive constructivism. Wihak and Hall
(2011) assert that individual modes are the preferred form of self-directed informal learning.</p>
        <p>Minimal differences were found related to age-generational categories for informal learning using mobile devices in the
healthcare workplaces. No differences were noted in the narrative accounts. Kruskal-Wallis tests revealed a statistically
significant difference at the 5% level for only the process of interacting with other people via email (X2=6.947, p =0.021)
and the purpose of professional development (X2= 6.078, p =.047) suggesting Generation Y uses this process and purpose
less than the other age-generational categories. No significant differences were found among the age categories related to
the individual or collaborative modes of informal learning. Livingstone’s (2000) Canada-wide survey found Canadians
under the age of 24 years spent significantly more time in informal learning activities than older adults but no differences
were found for the other age categories. As there were no RNs in this study under 24 years of age, the findings on
frequency of use of mobile devices for informal learning related to age were similar to Livingstone’s results.
The narrative accounts indicated the lack of educational resources in the healthcare workplaces influenced the use of
mobile devices for informal learning. All but two of the interviewees used their own mobile devices and data service
plans to engage in informal learning in their workplaces. The lack of Internet connectivity and/or lack of employer
support may have influenced the interviewees’ selection of informal learning strategies/processes. Positive perceptions of
efficiencies, self-confidence, patient/client safety, and reactions by patients/clients were cited by the interviewees. Also,
the need for the sanctioned resources for using mobile technologies in the healthcare workplace was articulated.
CONCLUSIONS
In this mixed methods study, RNs expressed the importance of informal learning using mobile devices in the healthcare
workplace for acquiring knowledge and skill development. Furthermore, as the use of mobile devices becomes more
ubiquitous, there is the potential for this powerful tool to rapidly accelerate participation in informal learning in nursing
practice. Recommendations for practice and future research include: (1) RNs acquire more information and/or education
from their nursing associations on self-directed informal learning including how to apply this learning for continuing
competency requirements for self-regulation and professional practice, (2) further exploration of the expressed need for
sanctioned resources (3) investigations into the workplace influences (4) research into the motivations for engaging in
this learning, (5) further study of individual and colloborative modes. Additionally, investigations with other
professionals and longitudinal studies are needed on informal learning with mobile devices in the workplace.
REFERENCES
Berg, S. A., &amp; Chyung, S. Y. (2008). Factors that influence informal learning in the workplace. Journal of Workplace</p>
        <p>Learning, 20(4), 229–244. doi:10.1108/13665620810871097
Bierema, L. L., &amp; Eraut, M. (2004). Workplace-focused learning: Perspective on continuing professional education and
human resource development. Advances in Developing Human Resources, 6(1), 52–68.</p>
        <p>Canadian Nurses Association, &amp; Canadian Association of Schools of Nursing. (2004, June). Joint position statement:
Promoting continuing competence for registered nurses. Retrieved from
http://www.cnanurses.ca/CNA/documents/pdf/publications/PS77_promoting_competence_e.pdf
Clough, G., Jones, A. C., McAndrew, P., &amp; Scanlon, E. (2009). Informal learning evidence in online communities of
mobile device enthusiasts. In M. Ally (Ed.), Mobile Learning Transforming the Delivery of Education and Training
(pp. 99–112). Edmonton, AB: AU Press.</p>
        <p>Crawford, R. (1999). Teaching and learning it in secondary schools: towards a new pedagogy? Education and</p>
        <p>Information Technologies, 4(1), 49–63.</p>
        <p>Cross, J. (2007). Informal learning: Rediscovering the natural pathways that inspire innovation and performance. San</p>
        <p>Francisco, CA: Pfeiffer.</p>
        <p>Doran, D. M., Haynes, R. B., Kushniruk, A., Straus, S., Grimshaw, J., Hall, L. M. ., Dubrowski, A., et al. (2010).</p>
        <p>Supporting evidence-based practice for nurses through information technologies. Worldviews on Evidence-Based
Nursing, 7(1), 4–15.</p>
        <p>Livingstone, D. W. (2000). Exploring the iceberg of adult learning: Findings of the first Canadian survey of informal
learning practices. Informal learning in lifelong learning. Paper presented at Informal Learning and Digital Media:
Constructions, Contexts and Consequences. University of Southern Denmark, Odense. Danish Research Centre on
Education and Advanced Media Materials.</p>
        <p>Marsick, V. J., Watkins, K. E., Callahan, M. W., &amp; Volpe, M. (2006). Reviewing theory and research on informal and
incidental learning. Proceedings of the Academy of Human Resource Development International Conference (AHRD)
(pp. 794–800). Columbus, OH.</p>
        <p>Nelson, S., &amp; Purkis, M. E. (2004). Mandatory reflection: The Canadian reconstitution of the competent nurse. Nursing</p>
        <p>Inquiry, 11(4), 247–257.</p>
        <p>Penz, K., D’Arcy, C., Stewart, N., Kosteniuk, J., Morgan, D., &amp; Smith, B. (2007). Barriers to participation in continuing
education activities among rural and remote nurses. The Journal of Continuing Education in Nursing, 38(3), 58–66.
Rogers, E. M. (2003). Diffusion of Innovations (5th ed.). New York , NY: Simon and Schuster.</p>
        <p>Schugurensky, D. (2000). The forms of informal learning: Towards a conceptualization of the field (No. 19). NALL</p>
        <p>Working Paper (pp. 1–8). Toronto, ON: University of Toronto
Streumer, J. N., &amp; Kho, M. (2006). Work-Related Learning. Dordrecht, Netherlands: Kluwer Academic.
Teddlie, C., &amp; Tashakkori, A. (2009). Foundations of mixed methods research: Integrating quantitative and qualitative
approaches in the social and behavioral sciences. Thousand Islands, CA: SAGE.</p>
        <p>Traxler, J. (2010). Will student devices deliver innovation, inclusion, and transformation? Journal of the Research Center
for Educational Technology, 6(1), 3–15.</p>
        <p>Watkins, K. E., &amp; Marsick, V. J. (1992). Towards a theory of informal and incidental learning in organizations.</p>
        <p>International Journal of Lifelong Education, 11(4), 287–300. doi:10.1080/0260137920110403
Wihak, C., &amp; Hall, G. (2011). Work-related informal learning. Centre for Workplace Skills. Retrieved from
http://www.workplaceskills.ca/
Margarete Grimus</p>
        <p>Institute for Information
Systems and Computer Media</p>
        <p>Graz, University of</p>
        <p>Technology
margarete.grimus@aon.at</p>
        <p>Martin Ebner</p>
        <p>Social Learning /
Computer and Information</p>
        <p>Services
Graz, University of Technology
martin.ebner@tugraz.at</p>
        <p>Andreas Holzinger</p>
        <p>Institute for Information
Systems and Computer Media</p>
        <p>Graz University of</p>
        <p>Technology
a.holzinger@tugraz.at
ABSTRACT
Education has become one of the biggest public enterprises in Ghana, taking about 11 percent of the GDP, enrolling
about a quarter of the population in schools and other educational services (EDU 2011). The need for content, the
demands of young people, requesting material for self-conducted learning, the lack of teachers, the small proportion of
trained teachers and the lack of equipment in schools in rural areas are a huge challenge. The advancement of technology
and high mobile penetration rates in developing countries has broadened the horizon of education. One possibility to
overcome the problems is the application of the concept of mobile learning (called m-Learning). At first, it is required to
describe the current situation in Ghana; this includes the identification of stakeholders as well as corresponding and
influencing factors, which have to be taken in consideration when planning a holistic m-Learning-model for Ghana.
MLearning implies inherently a chance in the didactical approach. In the next step, together with a group of teachers in
Ghana, research will be done, aiming at the implementation of a sustainable m-Learning concept for secondary education.
Integrating teachers in the first phase is a necessity, since it supports the development of a pedagogical concept, which is
necessary for a change in pedagogical practice to integrate m-Learning in daily practice.</p>
        <p>Keywords
m-Learning, developing countries, educational needs, didactical change, mobile phones, educational content, content
design, access to learning objects, secondary schools, teacher education, informal learning.</p>
        <p>
          INTRODUCTION
To tackle educational challenges, systemic integration of ICT has been outlined as an opportunity for improving the
quality of teaching and learning as well as expanding access to learning opportunities (UNESCO 2011). Bearing in mind
that secondary school attendance and completion are strongly influenced by poverty, location and gender (EFA, 2011),
mobile based solutions help to compensate the lack of infrastructure. M-Learning has been described as having the
potential to “reach people who live in remote locations where there are no schools, teachers, or libraries”
          <xref ref-type="bibr" rid="ref1">(Ally, 2009)</xref>
          .
Osiakwan from Accra, Ghana, stated in his presentation during the eLearning Africa Conference in May 2012: “The
implications for literacy increase through the transition away from only voice and SMS phones towards more
sophisticated smart-phones, where educational content can be accessed and learning achieved.” He pointed out the mass
of online content and the potential for a young person in the remotest part of Africa, enabled by mobile broadband and a
smart-phone, to appropriate the same knowledge as elsewhere in the world
          <xref ref-type="bibr" rid="ref13">(Osiakwan, 2012)</xref>
          .
        </p>
        <p>
          Based on careful literature research of m-Learning projects in developing countries and former personal experience
          <xref ref-type="bibr" rid="ref6 ref7">(Grimus, 2010)</xref>
          this research work is directed on exploring opportunities of m-Learning with mobile phones especially in
the area of Ghana. Due to the fact that previous projects were successful, but not sustainable, our project is aimed to
develop a sustainable model for integration of m-Learning in Ghana. The investigation of the proposed stakeholders will
be first done with school teachers in Ghana.
        </p>
        <p>RESEARCH QUESTIONS
Primary Question
Which necessary factors have to be considered for a sustainable implementation of a comprehensive area-wide
mLearning concept for countries in Sub Sahara Africa (on the example of Ghana)?
Subquestions
Prerequisites:
Technological Aspects: What are technological requirements to enable access to educational content with mobile phones?
Individual Aspects: What kind of devices are currently in use? What are the requirements for content?
What are the key drivers and barriers in the uptake of m-Learning services for students/teachers/school-authority?
Quality in Secondary Schools and Sustainability
What are the preconditions and requirements for getting access to educational content (e.g. learning objects)?
What lessons could be drawn from experiences to date in Sub Sahara African countries (SSA)?
What has to be implemented in the curriculum of secondary schools?
How can content provided for secondary schools be alternatively offered for informal learning?
How can institutions and educators create conditions for appropriate technology enhanced learning?
How can teachers be prepared to enhance education by integration of m-Learning in Ghana?
What are the consequences for education?
IDENTIFICATION OF THE SIGNIFICANT PROBLEMS IN THE FIELD OF RESEARCH
Former policies of ICT-in-education-initiatives focused on establishing PC labs in schools (and universities) to enable
improved teaching and learning in classroom settings. Access to PC’s or laptops in Ghana at home is not common: 9.1%
in 2010 (ITU 2011), otherwise the ratio of mobile cellular subscriptions to fixed telephone lines in Ghana is 74.3:1.
Nowadays declining costs for mobile devices and data plans, the near-ubiquitous access to mobile phones, especially
among the region’s youth, holds potential for expanding learning opportunities to underserved communities that are at
risk of exclusion from affordable, high quality learning experiences.</p>
        <p>
          Due to these facts focus of our research activities is laid on m-Learning with mobile phones in Ghana, and the needs to be
taken in consideration when planning a sustainable solution. After a careful literature research
          <xref ref-type="bibr" rid="ref8">(Ho et al., 2009)</xref>
          largescale integration is far from reality, based mainly on the lack of infrastructure (schools, teachers and learning material) in
developing countries. In rural areas of Ghana’s North, quality of education is reported as to be rather low (EDU 2011).
In general it can be figured out that there are two main-levels for establishing m-Learning in a wider range. First the
infrastructure and availability of devices (and related costs) and secondly the education related factors. Nevertheless if
mLearning is seen as a holistic approach which can change the educational system, stakeholders and their depending
parameters must be identified. Figure 1 presents a first overview of the stakeholders as well as their related factors.
Stakeholders and corresponding factors are interacting, each with unique interests and needs, in the complex system of
m-Learning:
        </p>
        <p>Government / school authorities: equipment of schools (Pc labs, Wi-Fi; service, replacement, device
management capability); finances; curriculum development/ teacher education (prospective teachers / in-service
training), quality of education, curriculum for (secondary) schools/digital skills, approbation of projects)
Infrastructure / technology: mobile devices (specification / attributes of device, costs: cell phones, smart-phones,
feature-phones, other device; memory); mobile network operators: connectivity (costs: packages, prepaid
airtime), rural areas: bandwidth, Internet-cafes, community buildings with free Wi-Fi
Teachers: teaching skills / didactics (digital literacy, use of device); didactic of m-Learning (online
communication, knowledge and evaluation of online-content, access to device outside of school)
Learners / students: digital skills (digital literacy, digital reading); access to device (ownership / share; cost of
data plans, access to Internet / offline use of content); language (English); interest in specific topics (out-of
school-kids; peer-group-learning; communication with teacher(s) / cooperation with peers); formal learning
(schools), informal learning (self motivated); policies for appropriate use</p>
        <p>
          Content provider: access to appropriate content, instructional design, operating systems (standardisation);
platforms / systems, local relevance of the content, providing content for offline learning (text-based, rich
media, messaging, apps); free educational content; costs / special packages (Value Added Service, VAS,
operators offering developing countries packages with low subscription costs including learning content)
Careful research will help to understand interactions and challenges, relevance for the whole system and existing
solutions. The outcome is a framework, providing the foundations for transitions into m-Learning in Ghana.
BRIEF OUTLINE OF THE CURRENT KNOWLEDGE OF THE PROBLEM DOMAIN– STATE OF EXISTING SOLUTIONS
Within a dispersed population as in Ghana, mobile phones are prerequisites to implement sustainable m-Learning
solutions. For example Lauren Dawes reports, the highest level of access to a mobile phone or SIM Card amongst young
people was found in Ghana, where it reached 90%
          <xref ref-type="bibr" rid="ref3">(Dawes, 2011)</xref>
          . Mobile penetration rate of Ghana in general is
reported with 88% in 2012 (population of Ghana: 24.722.485), (Ghanareporters, 2012). In contrast most of the teachers
do not have internet-enabled computers to access cost-effective online open educational resources (OER). Mobile
learning should address the learner and their personal relationships (peer groups, teachers, etc.), what the learner is
learning (topics, relationship to prior experience, etc.), and where and when learners are learning (Laudrillard, 2007).
According to Laurillard various aims for implementation of m-Learning can be figured out as a chance for developing
countries, to compensate specific needs, as there are lack of books, distance to schools, girls education, drop out-rates,
e.g.. Lauren Dawes investigated how mobile technology affects the daily life of young people in remote areas and to
achieve further aspirations. For Ghana her key-findings figured out: 35% of the youth named education as their key
priority, 63% believed that they could learn through even a basic mobile device, 39% were most interested in m-Learning
services, which would develop their professional skills, and 27% were most interested in language lessons. As a barrier
for accessing information 46% named financial constraints/poor background, while 72% named the mobile phone as the
most important asset (out of 5 choices: mobile phone, TV, clothes, radio, bank account). As barriers for m-Learning were
identified: limited features (50%), limited content (44%), screen size (22%), and phone usability (28%); 73% recognised
the potential of learning through their mobile, compared to 4% who did not
          <xref ref-type="bibr" rid="ref3">(Dawes, 2011)</xref>
          . For young people, not having
the chance to continue formal learning and for the “out of school’s” it is their chance to continue learning by using their
mobile phone.
        </p>
        <p>In developing countries about 50% of m-Learning programs are designed to be compliant with feature phone
technologies, while smart-phone penetration is still low. This is very important, because access to learning material via
mobile phones does not only support formal settings but is often the only chance for informal learning (out of school
children, girls looking for anonymous help with questions of HIV prevention etc).</p>
        <p>
          PRESENTATION OF PRELIMINARY IDEAS: THE PROPOSED APPROACH AND THE RESULTS ACHIEVED SO FAR
Delivering education in Sub Sahara Africa (SSA) by using mobile phones is widely seen as an optimal solution, because
mobile networks are widely spread. Ford and Leinonen name factors as usability, accessibility, and affordability, to be of
most importance
          <xref ref-type="bibr" rid="ref5">(Ford &amp; Leinonen 2009)</xref>
          . Those factors need to be taken into account together with appropriate
pedagogical models, when developing a model of mobile learning. Many m-Learning projects are currently taking place
in SSA, most are on a small scale and often not documented, comparative studies rarely exist
          <xref ref-type="bibr" rid="ref8">(Ho et al., 2009)</xref>
          . Most of
the projects are not sustainable after the pilot phase, because resources are usually not available to sustain the project on
long-term. This has been figured out as one of the challenges of previous projects; an example is the OLPC Project in
Ghana (OLPC, 2009). Kukulska-Hulme addressed the importance of socio-technical support for learner mobility
          <xref ref-type="bibr" rid="ref10">(Kukulska-Hulme et al., 2011)</xref>
          . Furthermore m-Learning in developing countries is different from the “first world”
because of different objectives: due to the fact that formal learning occurs not often, a main focus is on informal learning.
The proposed approach can be structured as following:
• State of the art “m-Learning in developing countries”
• Identifying stakeholders as well as all influenced partners
• Field research in Ghana
• Interpretation of outcomes of interviews, evaluations and observations
• Design of a model for integration of m-Learning in Ghana
• Implementation of m-Learning activities on site, as a follow up of the evaluation,
Mobile technology can enhance the shift from instructional classroom teaching to learner centered educational settings
          <xref ref-type="bibr" rid="ref9">(Holzinger, 2005)</xref>
          . It is necessary to point out the difference to institutionalised learning, when designing a model for
mobile learning. In traditional formal classroom instruction learners are viewed as objects that hold knowledge that has
been pre-determined and pre-planned by the single teacher. In developing countries, due to lack of learning material and
textbooks, lessons are mainly teacher-centered, students listen, there is rarely room for creativity, reflection,
transformation, critical thinking, interaction and self-directed learning.
        </p>
        <p>
          Traxler asks: “Do we define m-Learning in terms of technologies, or user experience?” and continues “...knowing where
to find the answer becomes more important than knowing it or having it”
          <xref ref-type="bibr" rid="ref15">(Traxler, 2009)</xref>
          . Muyinda defines m-Learning
as a “process of giving and receiving feedback” (Munyinda, 2007). Munyinda further points out, that a successful
mLearning solution requires a better understanding of the pedagogical, technical and organizational settings in order to
develop appropriate solutions. M-Learning allows learners to “choose what, when, where, why, and how they learn in a
way that is individualized, personalized, and highly interactive
          <xref ref-type="bibr" rid="ref2">(Cobcroft et al, 2006)</xref>
          . M-Learning can contribute to the
quality of education. It offers also opportunities of interaction between teachers and learners.
        </p>
        <p>For the implementation two aspects are important and have to be taken in consideration in the research, based on topics
from table 1 (see page 2): Technology and infrastructure, including costs, compatibility and limitations of the device, and
management aspects, which include the pedagogical, training and support issues.</p>
        <p>Since mobile devices reduce barriers to accessibility, changes in didactics and teacher education are important. Didactical
skills for m-Learning are the most important topics and are addressed in the course in Ghana. Testing the platform for
science and math education, www.skool.com.gh (which is a joint-project from the Ghanaian government and Intel), and
the Ghanaian e-learning portal for kids: http://www.e-learningforkids.org/ allows gathering some experience for later
practice in classroom. Www.Skool.com.gh offers various learning sequences aligned to Ghana’s new education
curriculum. Based on practical work in the course and during the last week in classroom practice, the experience will be
evaluated and the outcome integrated in the proposal of the framework for m-Learning in Ghana.</p>
        <p>SKETCH OF THE APPLIED RESEARCH METHODOLOGY
Criteria for investigations are: specific educational situation, practical usability, theoretical applicability and viable
sustainability in Ghana:
• Scrutinizing literature prior to quantitative and qualitative research:
• Identifying best-practice projects by investigating relevant literature on successful ICT projects in SSA (e.g.:
MoMaths [mobile learning for Mathematics Project, developed with Nokia], Mxit, or Mobile4Good [M4G],
mobile phone games dealing with health education (HIV);
• Figuring out details: how they contribute to solve specific problems; identifying “gaps” (facts not noted so far);
• Scrutinizing and analyzing evaluation-methods of m-Learning projects, identifying best-practice approaches;
• Transferring the findings to (prospective) work on mobile phones,
• Quantitative research: structured questionnaires, surveys to investigate teachers digital skills and expectations of
m-Learning (field research in Ghana)
• Qualitative research: individual interviews (field research, secondary school -teachers, school-authority,
telecommunication- networks), group interviews.</p>
        <p>Research in the first stage is focussed on teacher education, regarding teachers’s kills and curriculum matters. Structured
interviews with stakeholders contribute to the findings. Surveys are designed according the topics outlined in Figure 1
(see page 2). An important question stresses content design, which has to be reflected on the findings related to the topics
of access and availability. As example to address specific topics the research of Ebner points out trends and behaviour of
young people using mobile devices (Ebner, 2102). The overall result is presented in the framework, to indicate the status
of readiness for implementation with the teachers of the course.</p>
        <p>
          DESCRIPTION OF THE PH.D. PROJECT'S CONTRIBUTION TO THE PROBLEM SOLUTION
This project should help to provide deeper insights in the different problems and contribute to a better understanding
what has to be taken in consideration when planning a sustainable solution for m-Learning. A closer look at the
curriculum (information literacy, critical reading and problem solving) will help to figure out challenges in the field of
pedagogical awareness and content. In rural areas still exists the problem of delivering qualified education, on the other
hand the demand of education is increasing, and has to address the learning needs of young people from poor rural
communities. For the youth in rural areas, taking advantage of mobile phone ubiquity, m-Learning is a way to
incorporate education into their lives when they may have previously been denied the opportunity. As mobile phones are
accessible to communities in remote areas, they also extend the reach of mobile-enabled educational resources
          <xref ref-type="bibr" rid="ref16">(Valk et
al., 2010)</xref>
          and open new possibilities for learning.
        </p>
        <p>
          Learning with mobile phones will increase access to learning material in Ghana in many ways:
• Affordable access to study material (up-to date-information, no printing costs, replacing textbooks, easy to
repeat content and instructions, cooperation with peers and in groups, even when not able to attend school)
• Teachers support (access to up-to-date-resources, cooperation with other teachers)
• Motivation for families, learning material is available in the household
• Girls, often not allowed to continue school-attendance, are able to access learning material
• HIV information can be achieved anonymously (important for teenager, girls)
DISCUSSION OF HOW THE SUGGESTED SOLUTION IS DIFFERENT, NEW, OR BETTER AS COMPARED TO
EXISTING APPROACHES TO THE PROBLEM
Osiakwan pointed out the importance for young people to use their chance to access online content in the remotest parts
of Ghana by using mobile phones, therefore the development of a model for sustainable integration of m-Learning in
Ghana is necessary
          <xref ref-type="bibr" rid="ref13">(Osiakwan, 2012)</xref>
          . Ghana’s experience shows that improvements in access/attending schools put
pressure on effectively achieving learning outcomes across various social groups and communities. Completion rate in
Ghana is relatively high but not high enough for achieving the Education for All goals (EFA). Geographical inequalities
tend to be the most important barriers, closely associated with socioeconomic disparities (EDU 2011). Young people out
of socially or locally disadvantaged groups, faced mostly by developing countries, show often no confidence in ICT.
Thus, with the implementation of m-Learning at young age could overcome this problem
          <xref ref-type="bibr" rid="ref14">(Saipunidzam, 2010)</xref>
          .
Adopting a mobile learning approach can improve the educational quest of Ghana. This project proposes a model for
implementation of m-Learning in Ghana. It takes into account the specific technological environment and infrastructure,
the needs, choices and expectation of in the region. Integrating teachers already in the first stage, inviting them to
contribute with their experience to new didactical and pedagogic strategies, is very important, to motivate them to
integrate m-Learning in their daily business in secondary schools. With their activities, m-Learning can help to
improving education and the life prospects of young people in Ghana. With a good framework being designed and the
support of the stakeholders m-Learning environment could be realized successfully in Ghana.
        </p>
        <p>SUMMARY AND OUTLOOK
In this paper an overview of the current situation in Ghana was given and the opportunity of m-Learning integration in
the current educational system outlined. The rapid growth of mobile phone access potentially opens up new ways for
addressing the systemic educational challenges in Ghana. Bearing in mind that a holistic sustainable m-Learning model
for Ghana has to be developed, the next approach is to integrate the results of field studies. The outcomes of these
research studies will be taken into account for further implementations. We assume that learning with mobile phones
seems to be an ideal solution to tackle the needs in education in developing countries – on the example of Ghana.
A possible follow up research project: Mobile phones (and today more and more smart-phones) are widely available
amongst children in European countries. Due to the fact that these mobile phones are mainly banned from the classroom,
it could be a chance, to learn from the experience in Ghana, how the use of these devices might transform the educational
practice in secondary schools in the future.
EDU 2011. Republic of Ghana, Report No. 59755. Education in Ghana, Improving Equity, Efficiency and Accountability
of Education Service Delivery, (pp.12-17; p 92) http://ddp-ext.worldbank.org/EdStats/GHAstu11.pdf
EFA 2011. Education for all, Global Monitoring Report, Regional Overview: sub-Saharan Africa (p.2)
http://unesdoc.unesco.org/images/0019/001913/191393e.pdf
Ghanareport. (2012). Mobile penetration rate. http://ghanareporters.com/tag/mobile-phones-in-ghana/
ITU 2011. Statistics of the International Telecommunication Union: Measuring the Information Society 2011, (p.166)
http://www.itu.int/ITU-D/ict/publications/idi/index.html
OLPC 2009 OLPC Project Ghana (2009). http://wiki.laptop.org/go/University_of_Education,_Winneba_-_Kumasi
http://wiki.laptop.org/go/OLPC_Ghana, http://wiki.laptop.org/images/5/5c/BWL_Foundation.ppt.</p>
        <p>http://wiki.laptop.org/go/OLPCorps_CUNY_Baruch_Ghana
UNESCO (2011). Mobile Learning Week Report, December 2011 (p. 10)
http://www.unesco.org/new/fileadmin/MULTIMEDIA/HQ/ED/ICT/pdf/UNESCO%20MLW%20report%20final%20
19jan.pdf</p>
      </sec>
      <sec id="sec-10-2">
        <title>Robert Power</title>
        <p>Athabasca University / College of the North Atlantic-Qatar</p>
        <p>PO Box 24449, Doha, Qatar
robpower@hotmail.com</p>
        <p>+974-5513-3561
ABSTRACT
Qatar presents a unique opportunity to explore potential mLearning applications in a theoretical context. The
geographically small country in the Arabian Gulf has nearly ubiquitous mobile and wireless network coverage. The
penetration of devices such as smartphones is also incredibly high, including amongst students. And those students have
expressed an overwhelming desire to integrate their mobile devices into their learning. With its virtual absence of
infrastructural barriers, Qatar offers the potential to focus research on how mobile technologies can fulfill the promise of
increasing student engagement by creating novel situated learning experiences. QR Cache was developed to provide an
exemplar of mobile reusable learning objects (RLOs). In the pilot phase, RLOs accessed by scanning Quick Response
(QR) codes were developed to teach English computer terminology. Feedback was solicited from participating students
and instructors to demonstrate the desirability of using such RLOs in combination with learners’ own mobile devices.
The study also draws upon Transactional Distance Theory (TDT) (Moore, 1989, 1991) and Koole’s (2009) FRAME
model to provide theoretical grounding for both RLO and instructional design decisions. Early results show increased
engagement, and reduced transactional distance. They also indicate that the RLOs show a strong convergence of the
activity types delineated by the FRAME model.</p>
        <p>Author Keywords
FRAME, mobile learning, Qatar, QR Codes, reusable learning objects, situated learning, Transactional Distance Theory,
INTRODUCTION
The QR Cache project was developed as a response to stakeholder needs at College of the North Atlantic-Qatar (CNA-Q)
and in the State of Qatar. Learners have expressed a desire to see more integration of their own mobile devices
(Warraich &amp; Dahlstrom, 2012). CNA-Q has expressed a desire to promote blended learning (CNA-Q, 2011). Employers
have expressed a desire to deliver just-in-time, situated learning for both technical and workplace English training. The
current infrastructural context allows research to focus on pedagogical elements, as opposed to technical barriers
(MacLeod, 2011; Metodieava, 2012; Nagy, 2012; Warraich &amp; Dahlstrom, 2012). The QR Cache project uses a
DesignBased Research (DBR) approach to explore the iterative development of mobile RLOs to meet stakeholder needs. TDT
(Moore, 1989, 1991) and Koole’s (2009) FRAME model are used to guide the RLO design process, and to evaluate their
pedagogical effectiveness.</p>
        <p>The first phase involved the development of a set of mobile RLOs to be used by English Foreign Language (EFL)
students enrolled in CNA-Q’s Technical Preparatory Program (TPP). The RLOs were accessed by scanning Quick
Response (QR) codes, and were used to learn English computer hardware terminology. Participants have shown a
positive response to the situated strategy. It is hoped that future iterations will lead to increased adoption of mobile
RLOs by college instructors and in the Qatari workplace, as well as to the development of a comprehensive mLearning
strategy at CNA-Q. It is also hoped that future iterations will lead to an increased understanding of how mobile RLOs
can improve student engagement and learning by reducing transactional distance and increasing activity between
students, content, their peers, and technology itself. Lessons learned from this, and future iterations of the QR Cache
project will be used to help develop a practical mobile RLO design checklist, grounded in applicable learning theory, that
can guide instructors in the development of effective mLearning activities and resources.</p>
        <p>RESEARCH QUESTIONS
The specific research questions explored in the first phase of the QR Cache project are:</p>
        <p>How do learners respond to the use of mobile RLOs, accessed by scanning QR codes, to learn English computer
terminology and concepts?
b.</p>
        <p>Do learners experience any difficulties when accessing the RLOs?
Do learners enjoy using such mobile RLOs?</p>
        <p>Would learners like to use such RLOs more often?
Does the integration of the mobile RLOs, accessed by scanning QR codes, reflect the principles and benefits of
effective mLearning design?</p>
        <p>
          Do the RLOs help to reduce transactional distance between learners and content, learners and other
learners, or learners and teachers (Moore, 1989, 1991)?
Do the RLOs create optimal interaction between individuals, technology, and social elements, as
outlined by the FRAME model (Koole, 2009)?
LITERATURE REVIEW
The QR Cache research project is grounded by work that has contributed to an understanding of how learners interact in
technology-mediated learning situations (Moore, 1989, 1991), how multimedia elements impact teaching and learning
          <xref ref-type="bibr" rid="ref18">(Clark, 1994a, 1994b; Hastings &amp; Tracey, 2005; Joy &amp; Garcia, 2000; Kozma, 1994a, 1994b)</xref>
          , and what should be
considered when designing effective mLearning experiences
          <xref ref-type="bibr" rid="ref17">(Bradley et al., 2009; Elias, 2010; Fitzgerald, 2012; Koole,
2009; Naismith &amp; Smith, 2009; Traxler &amp; Wishart, 2011)</xref>
          . These works have shaped an understanding of what an
effective mLearning RLO should look like.
        </p>
        <p>Moore’s Transactional Distance Theory (TDT) (1989, 1991) has been central in much of distance education and
mLearning research. TDT views learning as an attempt to reduce physical and mental distance between the learner and
the instructor, the content, and other learners. Koole’s FRAME model (2009) builds upon TDT, as well as Vygotsky’s
zone of proximal development, in an mLearning context (p. 37). It presents a framework for designing and evaluating
mLearning by maximizing key elements, and by reducing the gap between “what the learner is currently able to do and
what she could potentially do with assistance from more advanced peers (p. 37)”. The reduction of transactional distance
through situated learning is a central aim of the QR Cache research project. Koole’s FRAME model is used to examine
how effectively the RLOs create such a learning scenario (p. 41).</p>
        <p>
          In light of understandings of TDT and media effectiveness, recent work has focused on providing practical advice for
instructional design using mobile technology
          <xref ref-type="bibr" rid="ref17">(Beddall-Hill, 2011; Bradley et al., 2009; Elias, 2010; Fitzgerald, 2012;
Koole, 2009; Naismith &amp; Smith, 2009; Traxler &amp; Wishart, 2011)</xref>
          . Koole’s FRAME model (2009) illustrates how
learners, social interaction, and mobile technologies intersect to create optimal mLearning scenarios. Elias (2010) and
Traxler and Wishart (2011) provide checklists for the effective design of mLearning. Bradley et al. (2009) and Naismith
and Smith (2009) provide case studies of how mLearning RLOs should be designed to meet the needs of specific groups
of learners. Similarly, Fitzgerald (2012) explores standards for creating mLearning applications with effective interaction
and the production of meaningful RLOs. These works provided the bases for the development of the RLOs for the QR
Cache project, and are used to provide theoretical grounding in the analysis of the effectiveness of the mobile RLOs.
METHODOLOGY
RLO Design Methodology
The QR Cache project involved the development of a set of mobile RLOs for use in a specific course. Each RLO is
designed to be completed in less than five minutes. Students use an app on their own devices to scan QR codes mounted
on computer devices. This redirects their mobiles to the online RLOs (Educause, 2009; Ramsden, 2008). The RLOs use
a linear progression strategy (Bradley et al., 2009), and contain a combination of graphics and text (to provide
pronunciation guidance, and brief functional descriptions of the related computer hardware component(s)). At the end of
each RLO, students can access a survey designed to “Test Your Knowledge” of the topic. The surveys are incorporated
to provide formative feedback, and to spark discussion amongst students and their instructors.
        </p>
        <p>Research Methodology
For the first phase, the mobile RLOs were used to replace workbook-based learning for a computer hardware components
unit in the TPP Introduction to Computers course. A primer lesson was integrated to teach students about QR codes, and
provide them with an opportunity to explore the QR code scanning capabilities of their mobile devices. When necessary,
instructors and students worked together to locate and install QR code scanning applications. The next two class sessions
were used to explore samples of computer hardware components to which QR codes had been mounted. Students were
responsible for learning the English terminology and basic functions of the devices.</p>
        <p>Upon completion of the in-class activities, participating students were invited to complete on online questionnaire about
their learning experiences using the QR codes and their own mobile devices. The questionnaires consisted of a
combination of fixed and open-response items (Cohen et al., 2011, p.382) covering such themes as ease of access, the
look and feel of the RLOs, levels of interaction with their peers and instructor, and overall impressions. A similar
questionnaire was prepared for participating instructors to provide feedback on the learning activities and RLO designs.
Responses to fixed and open-response questionnaire items were coded to reflect the research issues (p. 559-563). These
were analyzed for the identification of major themes related to student and instructor perceptions, and evidence of effects
upon transactional distance and the types of activities that form the domains of the FRAME model.
RESULTS
A total of seven students and two instructors completed questionnaires during the first phase. Responses to demographic
questions about mobile device ownership were consistent with previously reported figures for CNA-Q, Education City,
and the State of Qatar (MacLeod, 2011; Metodieava, 2012; Nagy, 2012; Warraich &amp; Dahlstrom, 2012). All of the
students owned smartphones. Four students reported owning two devices, and one student reported owning three (or
more). Only two students had a QR code scanning app installed on their devices prior to the study. The remaining
respondents were able to download a free app without any reported difficulty. Four students had previously scanned QR
codes to access websites, while only one reported previously accessing text-based content, and one reported previously
using a QR code to automatically dial a phone number.</p>
        <p>All of the students indicated that scanning the QR codes was either easy or very easy and that the RLOs loaded quickly
on their devices. Only one student reported that an RLO did not load properly. All of the students responded that it was
easy to view the text and images, and the RLOs were easy to navigate. Six students indicated that it was either easy or
moderately easy to understand the content, and to complete the “Test Your Knowledge” feedback questions at the end of
each RLO. One student indicated that the RLOs contained too much information, and that the “Test Your Knowledge”
activities were difficult to complete.</p>
        <p>With respect to interaction with technology, content, peers and instructors, six out of seven student respondents indicated
that they shared their mobile devices with another classmate while participating in the RLO activities. Five students and
both teachers indicated that they discussed the mobile RLOs during the class activities, and four students indicated that
they engaged in discussions of the “Test Your Knowledge” activities. All seven students indicated that they viewed the
RLOs more than once, and five indicated that they showed the RLOs to friends outside of the class.
Students and teachers generally indicated that they found the use of the RLOs, and their own mobile devices, appealing.
Five of the seven students responded that they found these types of learning activities appealing, while one reported a
neutral opinion, and one indicated that they found it somewhat unappealing. Only two of the seven students reported
having ever used a mobile device for formal learning before, but all of the respondents indicated that they would like to
do so again either at school or while on the job. When asked what they liked about using QR code scanners and their
own mobile devices to access RLOs, students commented on the speed and ease of accessing the learning materials. As
one student commented, “it’s very easy to scan and find the page that you want.”
DISCUSSION
The results of the first iteration of the QR Cache project show trends in mobile device ownership and the desire to use
mobile devices in formal and informal learning similar to those previously reported in Qatar (MacLeod, 2011;
Metodieava, 2012; Nagy, 2012; Warraich &amp; Dahlstrom, 2012). Students and teachers reported enjoying learning with
their mobile devices, and found the RLOs easy to access and use. Students indicated that they would like to use their
mobile devices for learning more often. These results provide a degree of justification to pursue further investigations
into integrating mLearning strategies at CNA-Q. But a stronger justification can be provided by grounding these findings
in learning theories that explain how the mobile RLO approach creates an effective learning experience.
TDT (Moore, 1989, 1991) and the FRAME model (Koole, 2009) provide useful and complimentary lenses for examining
the effectiveness of the QR Cache RLOs. Student and teacher responses show a reduction in transactional distance
between learners and the content. The content is easy to access and re-access, and it is situated so that it is easier for
learners to contextualize the topics. Learner-learner and learner-teacher transactional distance also appear to have been
reduced. Data indicate that students interacted with each other and their instructors while participating in the learning
activities. The results also indicate that the RLOs generated appropriate activity across the domains of the FRAME
model. Student and teacher survey responses indicate a high degree of device usability. They also show that learners are
actively engaged in social interaction during the learning activities, and that the use of their mobile devices facilitated
that interaction by creating a shared situated learning experience, and by generating both formal and informal social
discussion. Beyond creating an enjoyable and easily accessible learning experience, TDT and the FRAME model
illustrate how the use of the mobile RLOs positively affect the learning that is taking place.</p>
        <p>There are limitations which must be considered when interpreting the findings of this research (Cohen et al., 2011). The
online questionnaire was the only method of soliciting feedback used in the first phase. The survey schedule would
benefit from an in-depth piloting and refinement phase. The addition of either one-on-one or focus group interviews
would provide further opportunity to solicit qualitative feedback, and to triangulate the findings with respect to learner
perceptions (pp. 382, 412-417). Data on student achievement on two standardized assessment instruments was collected
during the first phase, for comparison with a control class of learners who did not use the mobile RLOs. While all
learners demonstrated mastery of the required competencies, the sample size was too small to obtain confidence in the
results of statistical analyses of the achievement data (p. 144). The refinement of the online questionnaire and
development of interview scripts could be carried out before the implementation of a second DBR phase. A second DBR
iteration of the QR Cache project would greatly benefit from their integration, as well as from the statistical analysis of
standardized assessment results across a larger sample of the student population.</p>
        <p>CONCLUSIONS
While the first phase of the QR Cache project was a small-scale pilot of the mobile RLOs designed for the TPP MC-105
Hardware Components unit, the results do hold promise for future research and understanding of the effectiveness of
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