Learning Activities Mediated by Mobile Technology: Best Practices
for Informatics Education
Gabriela Lovászová, Martin Cápay and Viera Michaličková
Department of Informatics, Faculty of Natural Sciences, Constantine the Philosopher University, Nitra, Slovak Republic
Keywords: Mobile Devices, Tablets in Education, Location-based Games.
Abstract: Mobile devices with all their advanced features (the networking and multimedia capabilities, portability,
intuitive interfaces, location awareness etc.) enable teachers to involve students in learning activities that
may bring the formal school environment closer to real-world contexts, provide the attractive and
personalized learning experiences as well as enhance the collaboration, creativity and productivity of
learners substantially. Thanks to the long-term national projects concerned with mobile technology and its
successful adaption as an effective learning tool, teaching practice in Slovak primary and secondary schools
is getting better. However, the integration of tablets and smartphones is still rather intuitive or even
improper. Within the informatics education, lessons usually take place in a computer laboratory, so the
innovative mobile scenarios are considered less frequently. This paper provides an overview of the potential
of tablet devices to support learning. This paper presents the sum of general and specific use cases targeting
the learning objectives stated by the Informatics curriculum. They were implemented during the regular
lessons, non-formal workshops or summer camps and comprise both, the indoor and outdoor scenarios.
They focus on informatics concepts and were designed to foster computational thinking. Mobile technology
is used to facilitate the active construction of knowledge and development of new skills.
1 INTRODUCTION
Nowadays, mobile technology literally penetrates
both, private and work spaces of many individuals as
it impacts on ways they communicate, solve
problems and even spend their free time. It is mainly
their portability, the advanced networking and
multimedia capabilities together with the intuitive
interfaces and context-awareness that make the
mobile devices so popular. Emerging technologies
are in some countries becoming pervasive
(Commission E, 2013). Present-day students use
various mobile devices (cell phones, PDAs,
smartphones, tablets) on a daily basis and with
confidence, typically for connecting with family and
friends, browsing the web, capturing and sharing
moments and ideas, listening to music or playing
games. Nevertheless, to become a successful
lifetime learner, every pupil should experience the
emerging technologies also as an effective learning
tool; enhanced through collaboration (Haßler, 2015).
The educational research in mobile learning is rather
diverse (Cheung and Hew, 2009; Sharples et al.,
2009, Johnson et al. 2014, Naismith et al., 2004;
Kearney et al., 2012); in general, comprising
anything relevant to the process of learning that is
mediated by a mobile device (ranging from pure e-
learning scenarios innovative classroom-based
activities, to non-formal and informal learning
situations). As pointed out in (Naismith et al.,
2004), mobile technology provides an opportunity
for a fundamental change in education away from
occasional use of a computer in a laboratory towards
more embedded use in the classroom and beyond.
Being mobile adds a new dimension to the activities
that can be supported, both because of the personal
and portable nature of the devices themselves, and
because of the kinds of interactions they can support
with other learners and the environment. In
(Kearney et al., 2012), the authors highlight three
features of mobile learning: the authenticity,
collaboration, and personalization:
Authentic learning has great potential to
increase the motivation and engagement of
students. Using tools that are familiar to
students from outside the school brings
learning scenarios closer to the real-world
practice. To make the learning authentic,
394
Lovászová, G., Cápay, M. and Michali
ˇ
cková, V.
Learning Activities Mediated by Mobile Technology: Best Practices for Informatics Education.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 2, pages 394-401
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
students should apply the technology
constructively and in a creative way (while
solving problems, working on projects,
performing experiments, exploring contexts
and discovering meanings).
Mobile devices and cloud computing support
the collaborative activities that promote
creativity, productivity and learning through
social interaction. Data exchange and
collaboration with other learners or teachers
can happen in both, virtual and face-to-face
settings.
Personal nature of mobile devices enables the
individualized learning experiences as they can
be customized at a tool or a task level. This
adaption to learners’ specific preferences may
also strengthen the feel of responsibility for
their own work and learning outcomes.
The above-mentioned promises of using mobile
technology for educational purposes correspond with
the constructivist and constructionist learning
theories our research and teaching approach is drawn
on. In this paper, we suggest a conceptual
framework for using mobile devices in formal
educational contexts, namely the primary and
secondary schools, with focus on the Informatics
curriculum. Teachers in schools are expected to
adopt the emerging technologies in a meaningful
way (Johnson et al., 2014; Naismith et al., 2004).
We strongly agree with (Sharples et al., 2009), that
the design of mobile learning activities should be
always driven by specific learning objectives. The
use of technology is not the target but rather a means
to enable activities that were otherwise not possible,
or to increase the benefits for the learners. Mobile
technologies may only be suitable for part of the
activity, with other parts being better supported by
other technologies, or by no technology at all. The
examples of learning activities given in the
following sections include indoor and outdoor
scenarios that can be implemented within the
compulsory Informatics lessons, as a non-formal
activity in ICT clubs, during excursions or trips.
2 MOBILE TECHNOLOGY IN
SLOVAK SCHOOLS
Conditions favorable to the process of integrating
mobile technology with the actual teaching practice
in Slovak schools have arisen thanks to the ongoing
projects that are aimed at solving 3 problems:
lack of modern equipments at schools;
suggested solution is to provide schools with mobile
devices (tablets),
lack of modern materials and methodology,
suggested solution is to prepare digital educational
content for using on tablets,
lack of m-learning practices of teachers;
suggested solution is to train the in-service teachers
for using mobile devices effectively within their
instruction.
Highly digitally equipped schools, putting the
focus on providing emerging technologies and
interactive whiteboards, would help to overcome
what is still considered by practitioners as the major
obstacle to ICT use. The Survey findings concerning
ICT infrastructure show that education systems are
responsive to technological trends, for example
implementing equipment policies reflecting recent
trends in mobile devices. It seems that the priority is
often to concentrate these efforts at first at secondary
education level (Commission, E, 2013).
The DigiSchool (http://digiskola.sk/) project
funded by European Union is implemented by
Ministry of Education, Science, Research, and Sport
of the Slovak Republic in cooperation with
Methodology and Pedagogy Centre (institution for
in-service teachers’ education and training). One
thousand classrooms in primary and secondary
schools across the country were equipped with the
Samsung technology (20 tablets with a 10.1"
touchscreen and a stylus pen). Besides this technical
aspect, also the initiative of digital content
production is supported. These multimedia learning
objects for various schools subjects are based on
HTML5 and delivered to teachers through an online
system. Teachers can attend specialized courses,
download practical teaching guides or watch video
tutorials.
The School at the Touch (http://www.
skolanadotyk.sk) is a project of a non-profit
organization called Edulab known also for their
center of modern technologies (situated in
Bratislava, the capital city of Slovakia). Edulab
focuses their efforts on effective adopting of ICT in
schools and promotes the active using of digital
learning resources within the instructional process.
In cooperation with a commercial partner
(Samsung), 12 schools were chosen as experimental
for setting up a dedicated tablet classroom (with 20
tablets, an interactive board and the Samsung School
as a professional classroom management solution).
The absent of a tablet policy, the lack of relevant
training (Oliviera, 2014) and the lack of materials
and methodology is often discussed when proposing
the application of tablets in education (Švecová et
Learning Activities Mediated by Mobile Technology: Best Practices for Informatics Education
395
al., 2015). Therefore the Edulab is also responsible
for organizing courses, demonstration lessons and
conferences for teachers and takes care of the online
environment for sharing experiences and creative
ideas of participants (video blogs and learning
materials produced by teachers, pupils’ work etc.).
The project has been extended to the field of
prospective teachers’ education in January 2015.
Three Slovak universities (including the authors’
home university) with long tradition in teacher
training programs were also provided with tablet
classrooms. This university part of the project is
meant for developing effective strategies of using
the touchscreen technology within the pre-service
teachers’ curriculum.
To reveal more about the actual situation in
schools, we pursued a survey and gained responds
from 140 primary and secondary school teachers.
We were interested in mobile devices their schools
are equipped with as well as whether they really use
them to enhance the learning process. Fig. 1 shows
the results: “Tablets” was the prevailing answer
(45%), 13% of schools declared having voting
devices. However, according to this survey, only
about a half of the total number of mobile devices
present at schools were being actively used. The
smartphones seem to be an exception as teachers
reported their usage, though they were not in the
possession of schools. This means pupils can use
their personal devices what is in compliance with the
popular BYOD (Bring Your Own Device) policy.
Figure 1: Survey results: The percentage of responses to
questions “What kind of mobile devices are available at
your school?” and “What kind of mobile devices do you
use in education?”.
The second group of questions was concerned
with determining more about the learning activities
carried out during lessons. The survey’s results
(Fig. 2) indicated that the science and foreign
language teachers are those who are the most active
users of mobile technology. Surprisingly, only 21%
of Informatics teachers affirmed the using of mobile
technology in their lessons. The same results are
declared by other researchers (Švecová et al., 2015);
tablets are used by only 2% of Informatics teacher in
science oriented and 0% of teacher in humanities
oriented grammar school.
Figure 2: Survey results: The use of mobile devices in
particular school subjects.
While analyzing the data about typical learning
activities, 3 categories of answers were identified:
content consuming (electronic textbooks,
presentations, web), using tools (electronic
communication, numerical calculations, note taking,
testing), and creating (getting and processing of data,
programming). In answers, the active methods
(using tools, creating) dominated the passive digital
content consuming.
Figure 3: Survey results: The categorization of responses
according to ways of using mobile devices in education.
The outcomes of the survey suggested some
important conclusions:
In many schools, tablets are present. However,
the number of schools reporting their active using is
much lower. This may come from the fact, that
teachers need to get familiar with the new
technology first.
Teachers from the survey prefer active methods
of working with mobile devices. Still we consider
the high ratio of passive content-consuming
activities (39%) inappropriate. This fact is in
CSEDU 2016 - 8th International Conference on Computer Supported Education
396
contrast with all modern trends in education
emphasizing the constructive learning strategies.
The Informatics teachers do not use mobile
devices very often, probably because the instruction
takes place in a computer classroom where students
usually work on desktops and don’t need to use
another computing device.
3 TABLETS AND
SMARTPHONES IN
INFORMATICS EDUCATION
The national projects in Slovakia are focusing on
tablets as they have larger screens and are more
powerful in general than smaller hand-held devices.
However, in some situations (e. g. during an outdoor
game, a museum visit or a school trip) also the
smartphones and tourist navigators may be sufficient
or even more suitable choices.
In Table 1, we analyze strengths, weaknesses,
opportunities, and threats involved in using tablets
and smartphones in education.
Based on the SWOT analysis, we identify the key
features that make tablet technology useful for
Informatics education besides standard computers:
Portability. Tablets are wireless computing
devices, which may be used in education anywhere,
outside the computer classroom, and even outside
the school building. They enable more flexible,
decentralized learning, not limited by restricted
space of computer classroom.
Touchscreen technology allows students to
interface with tablet computers in more natural and
immediate manner. Touching the screen means
much more direct interaction with a computer than
using a traditional input device like keyboard and
mouse. Therefore, the touchscreen technology
makes computers accessible for younger children
who are still developing their motor skills, and opens
new possibilities in learning with technology for
older students too, e.g. with handwriting, note
taking.
Sensors. Tablets have built-in sensors for
gathering various types of digital data: camera for
capturing photos and videos, microphone for voice
recording, GPS receiver for determining the
geographic location. Learning about digital data
processing is more attractive to students when they
work with their own data gained from tablet sensors.
Table 1: A SWOT analysis of tablets in education.
Strengths: Weaknesses:
portability, size, weight
wireless connectivity
touchscreen technology
sensors
multimedia, quick start
battery life
small display
low display readability
outdoors
software keyboard
Opportunities: Threats:
decentralization of learning:
using tablets anywhere,
anytime
interfacing in more natural,
immediate manner
new ways of using:
handwriting, drawing,
recording data, listening
audio, watching video
collaborative learning
cloud computing
technical problems with Wi-Fi
connection, charging battery
non-qualified teachers
wrong teaching methodology
focused on content
consuming
distraction from work
3.1 Using Tablets as Versatile Personal
Learning Tools
Tablets have strong potential to change to an
attractive learning tool in the hands of pupils. The
teachers should guide them with proper tasks, but
not trying to make tablets a universal solution in
every situation. According our experiences during
lessons and informal acitivities, we recommend
teachers to apply the blended teaching strategy and
vary the learning activities reasonably.
With help of a classroom management system,
the distribution of assignments and other digital
resources to tablets as well as storing and sharing of
pupils’ solutions in cloud repositories are easy. To
avoid the danger of distraction from learning
objectives, teachers can centrally manage the content
and functions of pupils’ devices, block the unwanted
activities (e. g. playing games during lessons),
broadcast anyone’s screen in public and so focus the
attention of the class as needed.
The distinctive features of tablets discussed in
previous chapters suggest some of the meaningful
use cases:
Tablets have software keyboards, but most of
them accept also the handwritten input. Pupils work
with all kinds of digital learning resources on tablets
in rather natural way, e. g. interact with
textbooks/worksheets by adding personal notes
(Mang and Wardley, 2012) or producing
handwritten solutions with graphical tools provided
by tablet’s applications. When writing personal
notes, preparing a project report, documenting an
experiment or a problem’s solution (e. g. using the
popular S Note or Evernote applications), pupils can
easily combine various media elements to create
highly attractive outputs. Photos, videos or sounds
Learning Activities Mediated by Mobile Technology: Best Practices for Informatics Education
397
taken during lessons can be immediately used
(without post-production) and inserted into the
digital document that pupils are working on.
Tablets integrate many hardware and software
tools into a compact portable unit. The online stores
offer lots of simple and intuitive applications usable
for educational purposes (e. g. games, data recorders
and analyzers, creative environments). In our
workshops and during summer camps, we used the
mobile applications e. g. for creating anaglyphs (3D
photos taken outdoors), multimedia presentations,
collages and animations (authors). For
interdisciplinary projects, the data gathering
functionalities of tablets are of a great benefit.
Various attributes of the environment can be
measured with sensors or specialized mobile
applications and stored while moving in a terrain.
Pupils could realize a survey or examine some
phenomenon within a scientific project. The
calculations or other forms of post-processing tasks
may be finished later, e. g. at home or in a computer
classroom.
3.2 Playing Location-based Games
Since hand-held devices are capable of identifying
the user’s location while she/he is moving in a
terrain, it is possible to develop and play mobile
computer games that process the geospatial data as
an essential input. When players are required to
physically move from one place to another in order
to progress, the game is considered to be location-
based. In our case studies (Lovászová and
Palmárová, 2013; Palmárová and Lovászová 2012),
several examples of outdoor learning activities
inspired by well-known LBGs (Geocaching,
Wherigo and GPS Drawing) were given. Playing
LBGs with pupils was found beneficial from
different reasons. The informal and competitive
atmosphere of a game strengthens the motivation of
pupils to participate actively and promotes the
authentic learning. Educational LBGs (when
properly designed) let pupils learn constructively by
problem solving and performing experiments,
individually or in collaboration within teams. Health
and social aspects of playing outdoors with fellows
should not be omitted as well.
3.2.1 Hide-and-Seek Activities
Geocaching is world-wide hide-and-seek game
popular thanks to the analogy with searching for a
real treasure. Players (geocachers) navigate to a
specific set of GPS coordinates and then attempt to
find a geocache (container) hidden at that location.
Geographical coordinates of caches and their
descriptions are published online
(https://www.geocaching.com/). Caches are founded
by volunteers, usually on places that are interesting
to visit (cultural sights, historical monuments,
beauties of nature etc.). The container usually
contains a logbook, a pencil and some souvenirs.
After discovering the cache, players are obliged to
sign the logbook and after returning home, they log
their experience online to share their success or
failure with members of the geocaching community.
In (Palmárová and Lovászová, 2012), we suggested
a learning scenario that enables pupils learn
fundamentals of GPS technology by using it in
action. While collecting series of hints needed to
calculate the final location of a hidden container,
pupils encountered various types of problems
connected with the Informatics curriculum. In order
to solve them quickly, pupils were expected to
collaborate. Geocaching may be also a theme of an
interdisciplinary project (e. g. pupils can found and
maintain their own thematic caches or watch and
analyse routes of their travelling bugs).
The locations and hiding tricks are what give
geocaching hunter feels on a geocache quest. But
what if instead of following the coordinates, we just
followed distance prompts? The Reverse Geocache
Puzzle is a sort of the game that use an Arduino-
based puzzle box that won’t open until it is taken to
a certain location (Hart, 2015). Instead of solid
quest box we could use GPS navigation in mobile
devices. The teacher set up the coordinates of final
destination and is the only one person who knows
the coordinates.
Figure 4: Triangulation created during ICT-oriented
summer camp.
He/she only answer to players the distance like "you
are 2 km from the target". Backwards geocaching is
a game where players need to triangulate (Fig. 4) the
“magic spot” by using a map, scale and compasses.
CSEDU 2016 - 8th International Conference on Computer Supported Education
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3.2.2 Augmented Reality Games
Augmented reality location-based games are
computer games situated in the real world
combining physical environment with additional
digital information supplied to player by mobile
location-aware device. An example of software
platform for developing such type of games is
Wherigo.
Typical Wherigo games offer a sightseeing tour
or a fictional adventure (based on fairy tales, some
sport activities, board games, true stories etc.).
Players have to visit specific places (called zones),
they fulfil tasks, find, collect and use virtual or even
real objects. To play a Wherigo game, a Wherigo
cartridge has to be downloaded and the Wherigo
Player application must be installed into some GPS-
enabled device. Wherigo cartridges are created
(programmed) by volunteers from the geocaching
community and published on the dedicated portal
(http://www.wherigo.com/). Most of these games
were built primarily for entertainment. However, the
emphasis on some educational aspects of the games
may result also in non-formal or informal learning.
In (Lovászová and Palmárová, 2013), Wherigo
games where used to introduce pupils to the concept
of a stack data structure (by simulating a procedure
calls while carrying out a chain of missions) and
discovering the necessary condition for the existence
of Eulerian cycles in graphs (by visiting
zones/vertices of a virtual image in a specific order).
3.2.3 GPS Drawing
GPS drawing combines art, physical activity and
digital technology to create large-scale pictures by
recording a walking route using GPS. Location-
aware device is used as a pen led by the user who
walks on the land as on a large canvas. Walking is
carried out mostly in open spaces like playing fields,
parks, or in an urban environment along footpaths,
roads. It can be guided by a sketch of the picture in a
ma (Fig. 5) or navigated by instructions so that
walkers dont know what they are drawing in
advance. GPS drawing activities can be based on
creating individual designs as well as on creating
collaborative compositions combined from several
tracks (Woods, 2014). Some examples of GPS
drawings created on workshops organized by the
paper’s authors are shown in Fig. 5.
Data collected during the walk provide
interesting information: about the time of visit,
latitude, longitude, and altitude of particular track
points on the route. These data are usually recorded
Figure 5: GPS drawings created during workshops and
ICT-oriented summer camps.
into a text file using a mark-up language which is
both, human and machine readable (e.g. GPX,
KML). Data can be processed by students during
Informatics lessons at different levels of difficulty:
from simple visualization of their route using
specialized mapping software (e.g. Google Earth) to
more in depth projects that focus on the technical
aspects of working with geographic data using some
general-purpose application software (e.g.
spreadsheets).
3.3 Programming Mobile Application
Educational programming is considered to be an
essential component of the Informatics curriculum.
When smartphones and tablets are chosen as the
target platform, it is likely to enhance motivation
and engagement of students significantly. Students
are put in a role of creative developers. They
produce solutions that can be run on their personal
mobile devices. In this way, also the project
assignments could be better linked to what pupils
experience in their everyday lives.
The professional development tools are too
complex and so not suitable for using in primary and
secondary schools. The programming environments
designed specifically for children and non-
programmers should be used instead as they possess
the beneficial attributes of educational software. The
MIT App Inventor and the Urwigo builder should be
recommended as programming environments for
developing mobile applications in school
Informatics. The MIT App Inventor is an online tool
that runs within a web browser. The Urwigo builder
is a standalone application for programming
location-based games. Both of them are based on
visual languages, ready-made components and
event-driven programming. In both cases, pupils are
able to share their products in public within the
related online communities (http://gallery.
appinventor.mit.edu, http://www.wherigo.com).
Learning Activities Mediated by Mobile Technology: Best Practices for Informatics Education
399
3.4 Real-time Questioning
Tablets and smartphones can be used as devices for
transmitting responses to teacher’s questions posed
in a face-to-face setting. With support of a student
response system (SRS), automatic recording and
real-time processing of responses enable teacher to
use the immediate feedback (gained from the whole
class) also for purposes of the formative assessment.
The responses can be anonymous; the results can be
visualized for students as well as stored for future
analysis. The SRS learning activities are likely to:
facilitate the maintaining of student attention,
encourage students’ activity during lessons,
support collaborative learning,
stimulate critical thinking and creativity,
assist teachers in assessing students’ level of
comprehension.
In Table 2, we recommend general strategies for
effective implementation of the SRS-based learning
activities that are suitable also for the Informatics
lessons. These strategies are grounded in verified
suggestions published in (Mendez-Coca and Slisko,
J., 2013; Dervan, 2014; Liu and Taylor, 2013) as
well as our own positive experiences with the
Socrative SRS (http://www.socrative.com) - a high-
quality web-based system using the existing Wi-Fi
or wired networks with standard mobile or desktop
computing devices as transmitters.
Table 2: Strategies for using student response systems.
Category Goals Educational activity
test to automate student
assessment
summative or formative
assessment tests;
knowledge quizzes
quick
question
to stimulate student
engagement, to
gauge the level of
student
understanding
real-time question –
immediate responses –
projection of responses –
discussion among students
collecting
ideas
to support
collaborative
learning by sharing
ideas
generating creative ideas
in brainstorming; sharing
different
answers/solutions to
divergent
questions/problems
voting to stimulate critical
thinking
voting for the best idea in
brainstorming; peer-
assessment
survey to determine
students’ attitudes,
opinions
ice breaking
questions/quizzes/surveys;
self-evaluating surveys
3 CONCLUSIONS
One of the interesting findings of the study is that
although the devices are present at school, they are
not used very much. The ownership of these devices
must be followed by m-learning practices by
teachers. The long-term projects DigiSchool and
School at the Touch were initiated by state
institutions in order to improve the status quo of
teaching practice in primary and secondary schools
in Slovakia. Teachers who are actively involved in
these projects appreciate the opportunity to learn
how to adopt the emerging technologies to enrich
their instruction with innovative learning activities.
The first feedback coming from experimental
schools and other participants is promising. In
previous chapters, several ideas for using mobile
technology in secondary education were presented.
Some of them are applicable in general, in any of the
traditional school subjects. In our research project
(Mobile Technology in Schools for the 21st
Century), we target specifically on the Informatics
curriculum to overcome an objective lack of
practical teaching guides that would be helpful for
teachers of Informatics.
The suggested conceptual framework (Fig. 6)
points out the main reasons for considering mobile
learning scenarios more frequently: Tablets and
smartphones have features that cannot be found on
classical desktops (portability, touchscreen interface,
various input sensors etc.). The mobility of these
devices opens new possibilities for collaborative
learning and creative projects including authentic
learning activities that can be pursued out of the
classroom environment. The personal nature of
hand-held devices contributes to the intrinsic
motivation of students and is likely to facilitate the
active construction of knowledge or development of
new skills. There are many learning objectives stated
by the Informatics curriculum that may be reached
when mobile devices are used in an appropriate way,
always having the actual benefits for pupils in mind.
We recommend to:
use tablets or smartphones as personal learning
tools that enable learners to be mobile (to
search for information, create and share
artifacts with classmates without being
restricted by space or time, work with digital
worksheets or compose multimedia
solutions/reports/answers to problem
assignments/projects/questions),
involve pupils in outdoor learning activities
(games or projects) that are connected with
automatic or manual recording of data
CSEDU 2016 - 8th International Conference on Computer Supported Education
400
(geospatial data, pictures, sounds, numbers or
personal notes),
let pupils program their own applications for
mobile devices,
use a student respond system for real time
questioning during lessons and enhance the
interactivity of learning by making use of the
immediate feedback.
Figure 6: Tablets and smartphones within the Informatics.
ACKNOWLEDGEMENTS
This paper was published thanks to the financial
support from KEGA grant agency of the Ministry of
Education, Science, Research, and Sport of the
Slovak Republic provided for the project Mobile
Technology in Schools for the 21st Century.
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