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Currently, almost all Spanish Universities offer their students access to a virtual campus consisting essentially of one or more e-learning platforms, which contain the educational material of most of the subjects taught at the university. Although the aim of these e-learning platforms is the learning in virtual format, mainly they are used by the teachers to supplement the lectures (b-learning)....
This paper addresses the high cost of transmission over mobile networks, when educational content consists of multimedia files. The proposed solution adapts the multimedia content by changing the bit rate. In order to validate the proposed solution, a preliminary study has been performed. The results of the study show that in average a decrease of 79% in size was obtained for the multimedia content...
This research develops a new system based on the user centred concepts and applied on the latest mobile devices. XML, database, information retrieval and object oriented technologies are embedded into the system. It is found that the system demonstrates a strong impact on teaching and learning in class activities in comparison with traditional learning environments. Also, the system has achieved that...
Dictionaries are essential tools for looking up words people do not know when they read. This is especially true for non-native English speakers who do not have enough vocabulary, and for whom reading an English article can be a difficult task. Moreover, it could be time consuming to do the same thing when there are too many new words for them, consequently reducing the willingness to read or learn...
In China, the number of university students has quadrupled in only six years. How can technology support the access to education of these and future students? In this paper, we describe the mobile live video learning system developed at the Shanghai Jiao Tong University. Motivated by the observation that in developing countries, mobile phones have a much higher penetration rate than laptop and desktop...
This paper analyzes the theoretical basis, characteristics and feasibility of M-Learning based on mobile phone firstly, and then builds a system model of M-Learning based on mobile phone which including mobile education platform module, mobile teaching resource library module, mobile management system module, and mobile learning support platform module. Finally, we use a case of English teaching to...
This paper introduces an open source instant feedback system using wireless messaging technologies. The system targets users' in-hand technologies and allows their participation in any feedback process through simply sending an SMS message or through a dedicated mobile application. Additionally, the system provides an advanced tool for authoring questions, visualizing results, viewing statistics and...
Mobile culture refers to an increasingly important role that mobile communication and mobile media play in our everyday lives. Young people are often viewed as the driving force behind the innovation in mobile technology, since they comprise the majority of early adopters and most avid users of mobile gadgets and applications, especially mobile games. Many contemporary college students grew up surrounded...
This paper presents the analysis of emerging data exchange technologies used for integration of mobile devices to image-based learning process of second language. Particularly, the design of portable personal spaces providing mobile access to multimedia documents based on XML technologies and creation of generic interfaces for learning environments have been carried out. For image-based languages...
The high penetration of mobile phones among university students provides an unprecedented opportunity for the use of SMS as a classroom interaction system. This paper presents a longitudinal analysis of the impact that a SMS-based classroom interaction system (TXT-2-LRN [1]) can have on students' learning experience. The findings indicate that instructors and students perceive a number of benefits...
The paper presents an innovative mobile learning platform QFK (quest for knowledge) which follows the game-based learning paradigm. QFK allows for creation of educational games using multimedia content and playing of the games inside and outside classrooms. Students access educational games using PCs and/or mobile phones in order to complete missions and tasks. Teachers can supervise the game flow...
This paper presents a method leveraging the ubiquity of the mobile phone as an input device for immediate feedback and assessment of structured presentation delivery and learning. Human interactions within established workflow processes of collaborative sessions can be defined, allowing feedback and assessment tasks to take place in most meaningful moments. Data collected at these moments have a context...
We developed an interactive patient learning system for use on mobile phones to inform an asthma patient about this chronic condition and enforce knowledge retention by questioning the user. The system uses a mobile phone's Internet connection to retrieve information from a database and download recorded audio files corresponding to asthma information screens. The mobile application was successfully...
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