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Mobile applications are widely used in many research areas as well as in current daily life. Applications on smart phones are closely related to the physical device. An application may run differently on different mobiles. It is hard and expensive for college students to adapt and test their applications on several types of smart phones. This paper presents a work in progress on the development of...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common psychiatric conditions in childhood. Observation of the behavior of the young person plays a key role in Cognitive-Behavioural (CB) approaches to the treatment of ADHD, but traditional pen and pen-and-paper based methods have a number of disadvantages which inhibit their use in realworld situations. The WHAAM mobile application...
In order to successfully deliver Mobile-Based Assessments in any educational setting, it is of great importance to investigate the factors that influence its adoption from the students. The present study aims to explain and predict the Technology Acceptance Model constructs “Attitudes towards Using” (ATU) and “Intention to Use” (ITU) mobile-based assessment from the perspective of the Self-Determination...
Having implemented a Classroom Response System (CRS) “Tweedback” in style of Social Media, this instrument was supposed to be evaluated for further rework and refinements. However, systematic evaluation of such applications is rarely done and demands a determination of the issues to be considered within the evaluation. The scope of the approach presented in this paper is the evaluation with regard...
We describe the design, development and usage of a mobile hybrid application (UROMobile), with a high usability factor, in an interactive medical school with more than 120 attendees. UROMobile application offers support for several learning activities, as well as program information, general evaluation forms, profile information and many more. The evaluation results shows that there is a successful...
This paper reports on a small scale study, involving Greek teachers. It investigates their about exploiting Mobile Learning in class. The contribution of this study for the academic community is that it describes an effort and a methodology to record the target group's misconceptions and misunderstandings, regarding the mobile learning field, thus highlighting their need for training in order to incorporate...
QuizIt is a new prototype real-time response system for Android mobile devices that enhance active learning methods and assess students' understanding. This paper presents a) the main elements of the system and b) the results from a pilot study concerning students' opinions on using the system. QuizIt system consists of three parts: a lecturer mobile application, a student mobile application and a...
This paper presents study investigating the extent to which Saudi students understand and are familiar with mobile learning. It investigates students' use of handheld devices and considers the daily activities for which they could be used while also evaluating m-learning in Saudi Arabia - a topic that has not yet received adequate attention from researchers. Initial data was acquired through a questionnaire...
A challenge identified in the current education system is that students, irrelevant of their reading capabilities, are required to follow the same literature. This paper presents a system designed to address such a challenge. The Adaptive eBook has the capability of switching the text to a simpler version, as soon as the built-in reading problem detector detects a reading difficulty. The system was...
Although mobile devices are ubiquitous on university campuses, teacher-readiness for mobile learning has yet to be fully explored in the non-western nations. This study shows that two main factors affect the adoption and use of m-learning among female teachers within a university in Saudi Arabia—resistance to change and perceived social culture. These determinants of the current use and intention...
Smartphones are here to stay, transforming how we communicate, collaborate and share in our everyday lives, providing a wide variety of applications. Smartphones are becoming more affordable, 3G and 4G networks expand and mobile applications offer a convenient way to access information. The current study aims to investigate smartphone and smartphone applications utilization by university students...
Learning requires appropriate management of time and resources. Consequently, self regulated learning (SRL) becomes predominant and apparent (Bartolome et al., 2011; Lefrere, 2011). More and more educators at all educational levels are trying to enfold self regulated learning in the learning process (van Ewijk et al., 2012; Kramarski et al., 2009). The use of technology-based procedures transforms...
The primary purpose of this paper is to summarize the history and status of China mobile science and technology museums, as well as the trend being predicted. The method used in this paper is documentation, theoretical analysis, investigation research and case study. It is analyzed that the mobile science and technology museums are characterized in social fund using and target audience service, and...
We describe our analysis of three months worth of collected human-physical environment interactions (foursquare check-in) data for two European cities: a medium-sized city in the Mediterranean and a larger city in North West Europe. Our analysis shows that though the data generated by the citizens is scarce (i.e. on average less than 15 users checked in at any time during the day), nevertheless they...
We present the results of the third phase in a three part study developing an application to reduce obesity levels in adolescents with a mobile fitness application that encourages youth to engage in fitness activity by providing social networking tools to facilitate motivation. In the first phase, we studied effecting positive attitudinal changes towards fitness. The second phase studied physical...
At the time when we are debating the Internet as a human right, an access to basic online information is a challenge for blind and visually impaired community. Steps taken for their digital inclusion, such as, the Web Content Accessibility Guidelines (WCAG) are often insufficient. In this paper we present initial requirements gathered during three workshops organized with various stakeholders coming...
This paper presents SMoCoR, a smart mobile contact recommender based on smart phone data. It recommends the most appropriate way to contact friends according to friends' current condition. In no emergency condition, SMoCoR achieves two goals. First, the recommended contacts disturb friends least, that means, it will tell whether it's suitable to call friends. Second, the recommended contact makes...
The IEEE Engineering Mobile Service Oriented Systems (EMSOS) Workshop aims to bring together researchers from academia and industry, as well as practitioners in the area of engineering services in mobile environments in order to provide a forum where recent research results can be presented and discussed. The objective is to understand open issues in the software engineering area of services applied...
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