allowing students to practice using different types of
questions. Indeed, four different types of questions
were used in the creation of more interactive
grammar exercises. They were easily accessible on
mobile devices to test the ability of students. The
type of questions were true/false, multiple choice,
ordering and correspondence. (Matthee2007) has
conducted the study on the use of mobile devices
applied to the teaching of mathematics in South
Africa. In this country there are low PC penetrations
in the country, but that is about three million young
people with mobile phones with Java. The MOBI
client application is developed in tests on
mathematics through mobile devices.
Games as Study Objects. (Liao2008) has
developed the mini-My-Pet game that is inserted
into the theme of creation/education of animals for
PDA. It was developed as having three components:
emotional bonding, controlled learning and
exposure. The project Programming Mobile Games
for Learners (MobiGP) was developed in order to
teach the programming language object-oriented
C++ to students through mobile games
(Hamid2007). The project originated three games to
test student’s knowledge in C++: SpaceOut, Doggy
and Snail. The Wireless Crossword Fan-Tan Game
(WiCFG) was designed has an attempt to increase
the vocabulary of English students (Lin2008). The
game WiCFG represents a type of competition
between groups through co-operation between the
members of groups.
Learning a Language and also Foreign Language.
The Mobile Adaptive CALL (MAC) application -
(Uther2005), was designed to help the Japanese
people to distinguish phonetic contrasts in the
English language through audio. In this application
students have to select the correct word from a
presented list, and the next word is selected, based
on the error rate of the student. Another system was
developed for oral practice and assessment of
English for students to be used with mobile devices
with wireless in the classroom (Yang2005). Another
study was presented by (Joseph2005) and describes
the photoStudy that serves to support students in
learning new words through pictures and
collaboration among students. Other example is the
PALLAS system (Petersen2008), which is based on
real life scenarios and provides access to
personalized and contextualized data associated with
the teaching of languages through mobile devices.
Mobile Applications Adapted from Desktop/Web
Application. (Kainulainen2004) has developed an
extension of the application Problem Processing
Assistant (PPA) which is a web tool for learning.
This tool combines the features of digital portfolios
with the functionality of problem. The adaptation of
this tool for web access via mobile devices was
implemented in two phases, where not all features
were included. At first it only took into account the
adaptation of digital portfolios and the second phase,
was focused on the pre-research of contents.
Another example is the study of (Marcelino2008),
who had developed the H-SICAS application
(Handheld - SICAS) which is the adaptation of
SICAS application for mobile devices. The H-
SICAS has all the features of the parent application,
which is the creation and simulation of algorithms.
The application also allows for the creation of the
solution by the algorithm flowchart and automatic
generation of pseudo-code. It also permits to run the
solution in order to validate the correct definition of
the algorithm.
These studies differ in technologies and approach to
the use of wireless networks, mobile technologies,
equipment integrated into devices (camera and
video, mp3 players, calendar, browser, etc.). While
some choose to create their own resources for
learning, others are concerned about the reuse of
existing content. Others are theoretical, with
emphasis on educational research by the use of
mobile devices as a tool to support learning.
While most m-Learning approaches presented
are focused on the learning process and resources,
the approach presented in this paper is specially
focused on academic community communication
and interaction processes (professors, students,
school coordination, direction boards, etc.).
3 ACHITECTURE
This study is centred in the use of mobile devices as
tools to support the education process, specially –
availability of administrative information of the
courses. Analysis of the overall information related
to courses and the learning supporting process lead
us to conclude for the need of a specific tool to
manage the diversity of information and interactions
involved in university level learning. The mobile
devices are used as tools for easy obtaining of
information about the existing courses without the
need of accessing the LMS.
MOBILE E-LEARNING - Support Services Case Study
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