2 BACKGROUND
2.1 Mobile Learning
Mobile learning or m-learning is teaching and learn-
ing processes through mobile devices such as mo-
bile phones, tablets, and Personal Digital Assistants
(PDAs). The devices’ popularity along with the sup-
port of mobile technologies, more people can now
obtain knowledge anywhere and anytime (Liu et al.,
2010). According to Traxler (2007), m-learning has
three remarkable potentials.
• Facilitating Personalized Learning: M-learning
allows an instructor to send personalized feedback
or receive personalized requests from an individ-
ual learner
• Supporting Authentic Learning: M-learning
provides opportunities for learners to access to
available resources online that help them to ap-
proach real world problems. It also facilitates col-
laborative working when a group of learners are
physically remote from each other
• Providing Flexible Learning: While an actual
class room requires a pre-set up in a multi-
campus classroom environment or a field study,
m-learning provides flexible learning environ-
ments
Despite its promises, m-learning faces some im-
portant challenges. Technical restrictions of mobile
phones (e.g., small screen size, low screen resolu-
tion, lack of efficient data entry capability, small stor-
age, small bandwidth, slow processor speed, and short
battery life) may influence m-learning adoption (Liu
et al., 2010). From the pedagogical viewpoint, m-
learning causes the difficulties in following up learn-
ers’ achievements. Because learning activities can
happen anywhere and anytime, without instructor su-
pervision there may be issues in trusting that the
answers of an assignment or exam are truly com-
pleted by the registered learner (Shudong and Hig-
gins, 2005).
Even though much research (e.g., Alshalabi and
Elleithy (2012), Melhuish and Falloon (2010), Crow
et al. (2010), Cochrane and Bateman (2010), Jones
and Marsden (2006), Jones and Marsden (2004)) sug-
gested design strategies for m-learning that can elim-
inate the technical limitations of mobile phones, de-
signing an m-learning requires an initial research to
specify if the design is suitable for the target learners.
In the next section, we will introduce persona tech-
nique that raises understanding of learners.
2.2 Persona
Cooper et al. (1999) introduced persona in 1999 to
explain customers’ behavior in marketing research.
The first persona was created to point out that the end
users and their needs were important in the develop-
ment processes (Idoughi et al., 2012). According to
Cooper et al. (1999), persona is a character which is
created by gathering behavioural data from real users.
It presents a lot of users’ information and helps de-
velopers to make decisions in a product development
process.
Idoughi et al. (2012) defined persona as “a de-
scriptive model of the user, encompassing informa-
tion such as user characteristics, goals, and needs”
(Idoughi et al., 2012, p.288). Similarly, Pruitt and
Adlin (2010) defined persona as a fictitious character
that represented target users and raised focus towards
them in the development process.
We defined persona within learning environment
as a representative of a group of learners who had
same goals and showed similar behavior and attitude
when they made decisions. These behavior and atti-
tude were regardless of age, gender, and education. It
helped us to decide which functions were meaningful
and should be provided in the m-learning application.
According to Pruitt and Adlin (2010), the benefits
of persona are:
• Clarifying Assumptions about Users: A design
team may has many conflict hypothesis on their
users. Persona can assist them to make a con-
crete design decision and focus on the same ex-
plicit definition of users
• Identifying Specific Groups of Users: In gen-
eral, products are created to target as many cus-
tomers as possible; however, there are also many
specific users who are not recognized by a design
team. Persona helps them to identify these users,
hence the design can be expanded to everyone
• Helping a Design Team to make the most from
Limited Resources: At the beginning of the de-
velopment processes, there are many proposed
ideas on the design and someone has to choose
which idea is possible and worth developing.
“Personas offer a consistence target-audience vi-
sion” (Pruitt and Adlin, 2010, p.18), hence there
is a high possibility that many people will like the
design
• Engaging a Development Team: Pruitt and
Adlin (2010) claimed that personas were different
from other user centred design techniques because
they were fun as cartoon characters, which could
inspire imagination, provide compelling, intense,
and memorable information about users
Know the Mobile Learning Application Users - Transactional Distance Perspective
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