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Mobile technology has become a staple in our society. It plays a crucial and profound role inassisting learners (despite their level and age) in their leaning process using various apparatus and mobile devices (laptop, tablets …). This paper presents a new learning framework based on tablets. This solution has been developed and tested in Esprit "Ecole Supérieure Privée d'Igénieurie et de Technologies",...
In a mobile crowdsourcing initiative, solvers are active users who make attempt to solve the given task. Volume of solvers participation is thus important to the success of any mobile crowdsourcing initiatives because chances of a task being solved basically increase with the number of solvers who attempt to solve it. Sustaining solvers participation is therefore an agendum that should be given consideration...
The widespread use of mobile devices such as smartphones and tablets is flanked by an ever increasing supply of mobile applications. Along with this trend, expectations and requirements of users rise as well. For example, users do not want to compromise on comfortable daily routines as available on desktop computers. However, an intrinsic characteristic of mobile devices is their limited availability...
The use of mobile devices in the classroom generates a continuous debate. Even if it involves some risks, there is no doubt that they are part of daily lifes of students, as well as the educational community. At higher education the use of these resources is even more relevant, as they all have at least one smart device. In this paper we show four experiences in the use of mobile devices for learning...
This paper proposes a framework for the collaborative consumption and creation of knowledge where its quality is measured as well as the authors' reputation. A specific implementation for smartphones for the collaborative creation of quality questions and answers is presented.
This paper presents a mobile application that helps tourists acquire information using three types of views—AR, map, and list view—each of which has different drawbacks and benefits. To deal with the disadvantages of each view, we propose a view-management component to change the layout depending on the context.
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...
This position paper introduces and discusses Social Object Labels, small pervasive displays for ubiquitous social object annotation. Taking an HCI perspective, it relates user experience problems with ubiquitous annotation described in the literature to a lack of dynamic information available to users and argues that small pervasive displays can address these problems by providing dynamic situated...
Learning process can be enhanced by offering students, resources that are closer to their reality. Besides, the wide use of Mobile devices brings the opportunity to go beyond classrooms and computer based learning objects. The AUTO4L Framework for personalized automated composition of Web resources based the user context. AUTO4L is highly applicable to STEM classrooms. The philosophy of AUTO4L allows...
Considering the popularity and ubiquitous nature of mobile phones, the acceptance of m-Learning in educational institutions is limited. While several studies have reviewed m-Learning platforms, different settings and contexts make it difficult to collate these studies and discover the key factors for the successful adoption of m-Learning platform. This study uses meta-analysis technique to compare...
Context-aware learning spaces (CALSs) utilise resources of the surrounding context in the learning process. UFractions is a CALS combining a storytelling game on a mobile phone and fraction rods for learning mathematics at middle schools. Technology integration is the process by which a technology is introduced to a pedagogical setting with an aim to use it effectively for teaching or learning. We...
In this paper, we present a new mobile platform to support emerging pervasive applications in a Personal Area Network (PAN)-scale dynamic mobile computing environment. The PAN-scale computing environment will constitute an important part of future pervasive-space technology with highly proactive applications, requiring continuous monitoring of users' contexts. The context-aware applications impose...
In this article we describe work-in-progress about the development of avatar-based personalized assistants that can delivered motivational interviewing health behavior change interventions, tailored to its specific users Our approach combines the latest progress in Embodied Conversational Agents (ECAs), believable agents, and dialog systems. We discuss how we use different platforms to aim at providing...
This paper details the ongoing development of a context-sensitive InfoStation-based architecture supporting the mobile eLearning service provision within a University campus domain. A general overview of this architecture is presented highlighting the main functional entities. Issues concerning the implementation of a context-sensitive service environment within the system are also detailed, including...
Mobile devices are popular and well used by many people within our target groups, but not for learning. With the current rate of development mobile devices will have the capability of delivering high quality, multi-media content at affordable prices within next years. Performance centered approach has been proven to be more effective than the traditional lecture-practicetest (expository inductive)...
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