Predictive Analytical Framework based on Formal Method to Enhance
Mobile and Pervasive Learning Experience
Manel BenSassi, Mona Laroussi and Henda BenGhezala
Riadi Laboratory, National School of Computer Science, Manouba University, Tunisia
Keywords:
Learning Experience Design, Mobile Learning Scenario, Reliability, Predictive Analytics, Formal Method.
Abstract:
In this paper, we present a predictive analytical framework for mobile and ubiquitous learning environment
based on three main dimensions: learner, contextualized activity and space. The main objective of this proposal
is to assist pedagogical designer in developing engaging and effective courses by focusing on the learner’s
experience and his learning environment. To do that, a solid structure is essential to organize correlations
between different activities and to assess their reliability with the learner’s context. The strengths of our
proposal lie in the fact that, in a formal manner through friendly graphical interfaces, it allows pedagogical
designers:(1) to specify, model, simulate, analyse and verify different types of context-aware and adaptive
learning activities and their related contexts, (2) to assess the reliability of the indoor and outdoor learning
spaces within pervasive environment through factual cases and to experiment various learning scenarios, (3)
To simulate and to verify interactions and co- adaptability rules between learner, contextualized activity and
space.
1 INTRODUCTION
Mobile and ubiquitous technologies have emerged as
facilitators in learning process, both in formal and
informal educational contexts, offering new ways to
access and use learning resources and drawing the
mobile learning features. These technologies, com-
bined with cloud services, foster learner interactions
based on access to rich content across locations and
any times using portable equipments (such as wireless
laptops, personal digital assistants and smart-phone)
which, in turn, might enable new self-regulated lear-
ning experiences (Moser, 2017). Then, students are
oftenly asked to use their life experiences to make me-
aning of material introduced in classes (Kuh, 1996)
and the question is not whether mobile devices are
suitable as learning tools or not, but How can we
improve learners’ experience in mobile learning con-
text?
With the emergence of adaptive mobile and ubiqui-
tous learning environment and the improvement of
teaching methodology, straightforward mediums are
evolving into wealthy and interesting learning expe-
riences. But in the other hand, learning scenario de-
sign gains importance and complexity and it becomes
a complex process (Clark and Mayer, 2016).
While an authoring tool is useful and necessary, there
is a real temptation to start using it straight away, be-
fore a clear idea of content and structure has been
developed. However, once the scenario is broken
up into its separate activities in the authoring tool,
it is difficult to analyse the correlation between these
brick and its convenience with the deployment’s con-
text. If the scenario has not been well-analysed at
early stage, the learning environment could be ina-
dequate and it does not tie to the pedagogical out-
comes. Consequently, learners could find difficult to
navigate through. Without an analytical framework,
designing mobile and context-aware lesson become a
complex process and focus on pedagogical objectives
rather than the learning experience (Westera, 2011).
In this sense, we introduce an analytical framework
for mobile and context-aware learning scenario based
on formal methods and consider three main dimensi-
ons: learner, contextualized activity and space. The
strengths of our proposal lie in the fact that, in a for-
mal manner through friendly graphical interfaces, it
allows designers to analyse and assess the reliability
of adaptive mobile learning activities at early stage.
This paper is organized as follows. In section 2,
we are going to present some context-aware learning
challenges that should be considered in order to en-
hance mobile learning experience. Section 3 descri-
bes key dimensions and features of our analysis fra-
BenSassi, M., Laroussi, M. and BenGhezala, H.
Predictive Analytical Framework based on Formal Method to Enhance Mobile and Pervasive Learning Experience.
DOI: 10.5220/0006935802310238
In Proceedings of the 14th International Conference on Web Information Systems and Technologies (WEBIST 2018), pages 231-238
ISBN: 978-989-758-324-7
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
231
mework. We outline how this abstract definition of
different learning scenario’s components can improve
our understanding and the current design practice.
Section 4 focuses on our conceptual architecture de-
finition while its supporting tools and modules tests
are described in section 5. Section 6 concludes this
article with perspective and future works.
2 MOBILE LEARNING
CHALLENGES
The relevant literature identified different require-
ments and several technologies prerequisites for qua-
lity of mobile and ubiquitous learning.
From pedagogical point of view, the m-learning sce-
nario should have clearly explicit pedagogical design
principals with high interactivity appropriate to lear-
ner preference, needs and context which enables his
mutual feedback with tutor and assists him in the
identification of knowledge gaps.
The purely pedagogical aspects of quality in m-
learning system are certainly important, but coupled
with equally important technical aspect of quality. In
fact, digital devices play an important role. Among
these technologies, mobiles devices (laptops, smartp-
hones, tablets, etc) are crucial for learning in mo-
bile and context aware learning environment. They
should fulfill several criteria, at least to a certain de-
gree. These include mobility, accessibility, conve-
nience, interactivity, study auxiliary, scalability and
application costs (Moser, 2017).
M-learning technologies that are reliable, technically
flexible and contain available resources are those are
most likely to be successful. In this context, there are
a number of aspects of M-learning quality that can be
assessed from a technical perspective. Mobile lear-
ning scenario are tiny closed to several location-based
services in order to enable learner to interact with
real-life objects and surrounding computing node.
Therefore, location-based applications and environ-
ments allow learners to transcend the boundaries of
mobile devices.
A significant aspect of mobility is quality of service in
terms of the reliability and speed of wireless connecti-
ons. Although some learning content can be downlo-
aded to a mobile device and used locally, the limita-
tions on storage mean that network connectivity is an
essential component of most mobile learning environ-
ments. The reliability and speed of such connections
can influence which media types can be used in an M-
learning system, for example video streaming is only
feasible over a high speed connection.
Another technical aspect of M-learning quality is
the limitation of energy and battery consumption on
many mobile devices, with certain mobile device ope-
rating systems and software platforms supporting dif-
ferent types of display.For instance, communication,
collaboration and interactivity issues can be affected
by more than one of the learning contexts community,
facilities, time and location activity and learner. Thus,
we conclude that a quality technical assessment for
M-learning environment should be encompass both
functional and contextual aspects.
From learning experience (LX) designing point of
view, the LX designer has complicated, challen-
ging and versatile responsibilities with several duties
that mostly concerns the improvement and adapta-
tion of learning scenario to the development of digi-
tal technology. Based on user experiences theories,
learner experience design is an iterative process that
combines several activities such as: (a)Content and
planning designing, (b) prototyping and Testing furt-
her improvements and development, and (c) Execu-
tion and Analytic (Davidson-Shivers et al., 2018).
Because the focus of learning is no longer on the sim-
ple acquisition of information but rather on actively
interacting with the current context that encompass
the information, the challenge of the learning expe-
rience design is to establish a connection between bu-
siness aims and user’s needs and expectations by tes-
ting and understanding the specifications of both sides
in the process.
3 KEY DIMENSIONS FOR OUR
PREDICTIVE ANALYTICAL
FRAMEWORK
Our starting point has been a previous mobile learning
assessment position that there are two dimensions to
take into account in modelling and evaluating perva-
sive learning scenarios: Learner and learning scenario
and their contexts (BenSassi et al., 2014). We propose
in this work to widen the initial approach and to take
into account Space as a key dimension in the mobile
environment engineering, and not only as a contex-
tual element related to learner. Our Framework leads
us to consider mobile and pervasive learning systems
in terms of three key dimensions: Learner, Learning
scenario and Space.
The essence of our approach to the learning evalua-
tion approach is the effective integration of space, by
allowing teachers and pedagogical designers to assess
the reliability of educational mobile application and
its convenience to the physical space and to embed
digital and smart components within it. Our approach
WEBIST 2018 - 14th International Conference on Web Information Systems and Technologies
232
Figure 1: Key Dimensions of our predictive analytical Fra-
mework ReStart-Me.
has the potential of being a scenario driven analytical
framework for the engineering and re-engineering of
mobile and pervasive learning systems.
This framework models all possible interactions and
constraints between Learner, Scenario and Space be-
cause they influence each others in learning processes.
Three types of technology- driven interaction are eva-
luated (see fig. 1) (1) Learner-Space Interaction (2)
Scenario-Space Interaction (3) Scenario-Learner In-
teraction. The question arises how to analyse, to eva-
luate and to assess the reliability of the conceived le-
arning scenario at early stage in order to enhance lear-
ner’s experience with mobile environment. Based on
the quality aspects of Mobile Active learning research
previously outlined, we have developed an analytical
framework, named ReStart-Me, for M-learning based
on a combination of design issues, dimensions of le-
arning context and criteria. We consider that these fe-
atures, described below, should be considered in the
analysis process:
Time Constraint: The time in the predictive ana-
lytical framework points out two aspects: the date
elements (begin and duration) and the learning
progress. Some of the learning resources are with
date-duration constraint, which means accessing
the learning contents and activities depends on
when they are available. For example, the con-
tents in a remote laboratory or museum would be
accessible only when these venues are open . On
the other hand, learner’s progress is considered as
a time sensitive factor because it can be used as a
constraint for providing up to date learning con-
tents to the learner.
Space:The location in our analytical framework
indicates the learner’s current geographic posi-
tion. The global position system of the smart de-
vice (GPS) can be employed to sense the current
site of the learner. Therefore, space based lear-
ning scenarios can be implemented to enhance the
contextual interaction for learners. In this sense, a
significant aspect of Space-mobility is quality of
service in terms of the reliability and speed of wi-
reless connections. Although some learning con-
tent can be downloaded to a mobile device and
used locally, the limitations on storage mean that
network connectivity is an essential component of
most mobile learning environments. The reliabi-
lity and speed of such connections can influence
which media types can be used in an M-learning
system, for example video streaming is only fea-
sible over a high speed connection.
Device Constraint: It refers to the learner’s smart
device that is used to manage the learning process.
The device’s features are also considered as a con-
textual constraint for the mobile learning compa-
red with other computer assisted learning scena-
rios. In fact, smart devices are heterogeneous with
multiple operating platforms. They, also, have dif-
ferent and limited user- device interaction capabi-
lities (energy and battery consumption) (Tan and
Kinshuk, 2009) with certain mobile device ope-
rating systems and software platforms supporting
different types of display. A client software appli-
cation needs to run on the smart device to access
its native hardware and features and provides con-
textual information to the learning management
system. Therefore, it is essential to provide an
adapted format (text, interactive presentation, or
video) of learning contents to the smart device in
order to properly render the contents and to en-
hance the capability for the learner to interact with
the learning scenarios.
Scenario Constraint: The learning scenario in-
clude learning objects, learning activities, and le-
aning instruction. The learning scenario can be
basic learning resources or smooth adaptive le-
arning activities stored in the learning contents
repository of the learning management system.
The learning scenario can be designed and re-
trieved based on pedagogical objectives and out-
comes. For instance, communication, collabora-
tion and interactivity issues can be affected by
more than one of the learning contexts commu-
nity, facilities, time and location activity and lear-
ner. Thus, different learning activities and its cor-
relation should be properly described and tagged
so that they could be easily designed and retrieved
by the adaptation mechanism.
Learner: The learner is the main actor who
plays learning activities through smart device in
the contextual learning environment. The lear-
ner’s information contains static and dynamic data
mainly including the learner’s learning progress,
learning behaviours, and learning assessment re-
Predictive Analytical Framework based on Formal Method to Enhance Mobile and Pervasive Learning Experience
233
sults. The data is either manually entered into or
automatically collected from the learning mana-
gement system before or while the learner plays
his/her learning activities in the pervasive environ-
ment.
All these aspects are equally important, as the lear-
ning activity has to be simultaneously pedagogically
and technically sound.
4 ReStart-Me FRAMEWORK
4.1 Conceptual Framework
We have built a conceptual framework of learning en-
vironment analyse that structures different steps and
assists designers in this process. ReStart-Me (Re-
engineering of the Educational Scenario based on Ti-
med Automata and Tracks Treatment for Malleable
Learning Environments) is a modular architecture that
is based on two fundamental components :
Trace is a tool-kit of post-evaluation process that
helps designers to build for each actor his ef-
fective learning scenario by organizing its events
and actions. Trace tool-kit incorporate two com-
ponents: the first one ScanUp is a mobile applica-
tion that captures different states of device’s sen-
sor. The second one is program daemon that col-
lects the data from several databases and commits
it to a uniformed and structured file. In order to
do so, it needs (1) the Document type definition
of the destination file (in which to commit the raw
trace) (2) the Document type definition of the raw
data file that describes its structure and its diffe-
rent fields. This file is used by the data decoder
in order to reconstruct the learning scenario for
each actor as it was when the trace started. Trace
allows designers through a friendly graphical in-
terface: (1) to configure a trace session and alter
the retrieved events (2) to specify weather some
data or events (fields) are eventually omitted (3)
to set a range of IP address for data collection and
treatment.
Evals is a graphical tool-kit through which the de-
signer can:(1) Create the formal model for each
activity (specify the title, learning objectives, pre-
requisites and outcomes of learning scenario); (2)
Model graphically the correlation between diffe-
rent activities(scenario structure). Thus designer
should specify temporal cartography and space
constraints; (3) Generate a contextualized Scena-
rio Model as shown in figure 2.
Figure 2: ReStart-Me interfaces.
4.2 Analysis Process
In this section, we present our proposed predictive
analytical process ReStart-Me. It is a conceptual fra-
mework based on timed automata modelling and for-
mal verification. The evaluation process contains es-
sentially these three steps:
1. Step 1: Modelling M-learning scenario by se-
lecting activities’ template which are defined by
Timed automata model expanded with global and
local clocks, in the first step. By creating a for-
mal specification, designers are guided to make
and to define a detailed learning scenario analy-
sis at early stage before its deployment into the
mobile and pervasive learning environment. In
the second step, designers had to specify temporal
correlation between different activities and to des-
cribe contextual constraints that reflect the beha-
viours of different entities in and with the learning
environment.
2. Step 2: Tracks simulation through which we can
observe all possible interactions between corre-
sponding to different entities involved in the le-
arning scenario. This step generates simulated
tracks that facilitate errors detection.
3. Step 3: Properties verification with formal veri-
fication through which we check the reliability of
the designed learning scenario. This process aims
to build a remedial scenario and to help designer
in the re-engineering process by providing errors
and warning reports. In the scope of our study, we
tried to check the following properties:
Deadlock is a situation in which two or more
active entities (for example students or groups)
are each waiting for the other to finish, and thus
neither ever does.
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234
Live-lock is similar to a deadlock, except that
the states of the processes involved in the live-
lock constantly change with regard to one anot-
her, none progressing
Starvation describes a situation where a sub-
group is unable to gain regular access to shared
resources (for example helps of the coach) and
is unable to make progress. This happens when
shared resources are made unavailable for long
periods by ”greedy” actors. We want to be sure
that each Subgroup will do his activity in time.
4. Step 4: Data collect and processing with Trace
and Scan-Up tools in order to enrich the abstract
model with different contextual value. This step
is deployed when the learning scenario prototype
is implemented.
This predictive analysis based on simulations helps
designers to assess an evaluate the reliability of their
designed learning scenario through the examination
of possible dynamic executions. Thus, it provides an
inexpensive mean of errors and fault detection that
avoids costly and time- consuming scenarios deploy-
ment and ensures quality in scenario engineering to
enhance learning experience.
4.3 From Framework to Reliability
Analysis Tool: Evals
Having presented the component model and the tailo-
ring platform, the question arises how to evaluate and
assess the reliability of the conceived learning scena-
rio at early stage in order to enhance learner’s expe-
rience with mobile environment based on the key di-
mensions previously defined.
To go beyond the theoretical base and to operationa-
lize the framework in a form that designers can readily
use, we develop an analysis assistant tool ReStart-Me
based on the model checker Uppaal (Bengtsson et al.,
1996). To implement those extensions proposed we
used:
Domain specific modelling Eclipse Tools (EMF
and GMF) for developing the graphical modeller;
Template method pattern which is a behavioural
design pattern that’s let us define the skeleton of
activity’s model. At the same time, designers have
the possibilities to redefine certain options wit-
hout changing its global behaviours. In order to
facilitate the modelling step, designers should:
Select Activity, in the first step. We have de-
fined several model of activities: synchronous
activity (for example chat), asynchronous acti-
vity (such as discussing in forum)...
Figure 3: Template Method for learning scenario modelling.
Figure 4: From theory to application tool.
Define temporal correlation intra-activity in the
second step and the inter-activities in the last
step of mlearning scenario modelling (see fi-
gure 4).
Our Design tool, in a formal manner through friendly
graphical interfaces, allows pedagogical designers
and teachers: (a) to specify, model formally, gene-
rate and simulate different types of context-aware and
adaptive learning activities and their related contexts.
(b) to evaluate indoor and outdoor spaces within per-
vasive environment (c) to simulate and to verify inte-
ractions rules between Learner, Contextualized Acti-
vity and Space.
5 CASE STUDY
5.1 Learning Scenario Description
The conceptual designers’ meetings have produced a
scenario design document that describes the sequen-
cing of different activities and rules of the pervasive
learning scenario. We used pervasive learning scena-
rio models generated by the authoring tool ContAct-
Me (Malek and Laroussi, 2011). To summarize, the
learning scenario can be described as follows:
During a learning session of 4 hours, learners are in-
structed to carry out a proposed lesson that aims to
consolidate collaborative and competitive works by
enhancing interaction among them. To achieve this,
the scenario is divided into two phases as a serious
game. Each phase is composed of a set of activities to
Predictive Analytical Framework based on Formal Method to Enhance Mobile and Pervasive Learning Experience
235
Figure 5: Learners are working on Dinosaurs’ scenario.
be performed sequentially.
In order to boost intra-group competition, students
were divided in groups under the supervision of their
coach and each group consisted of two pupils. The
ultimate goal behind this clustering is to reinforce te-
amwork and collaboration within the individual sub-
groups and to make it a collaborative and challenging
game that takes place in different locations. Each sub-
group is equipped with a smart phone with a wireless
internet connection. In the first phase, learners are
divided into small groups. Additionally, each group
is itself divided into two subgroups. The first sub-
group collects information related to part of inquiry
in zones 1 and 2. This trial enables pupils to learn
through factual cases and to experiment various sce-
narios using social media and networks, pervasive and
mobile technologies.
The physical setting of this trial is the scientific cam-
pus where a mobile and pervasive learning environ-
ment is developed for guiding pupils in their tours.
This campus offers different learning activities in va-
rious disciplines: mathematical, ecological and histo-
rical activities. At the beginning of the first stage, the
outdoor subgroup is localized by a localization sensor
and a notification is sent to ask students to identify
and take a photo of the QR-code stuck to the dinosaur.
Instantly, a text adapted to the pupils’ level and pictu-
res that visualize and describe the activities to accom-
plish in the current stage is displayed on the screen
of the smart phone (see fig. 5 ). After a pre-defined
time, the subgroup will receive a stage-adapted quiz
via automatic text message. Pupils need to write an
answer using their smart phone and submit it. If the
answer submitted by the group is not correct, the sy-
stem sends an alert to the coach informing him/her
that pupils need some support. The coach should send
to them some hints.
In order to improve the coaching task, tutor decides
that after three wrong attempts, the pupil is guided to
start learning session by using his mobile device. The
e-learning client allow the student to directly mash up
widgets to create lesson structure and add powerful
online test widgets, communication widget (chat, fo-
rum and personal messages), content scheduling wid-
gets, communication tracking, announcements, con-
tent flows, cooperative content building widgets.
The pupil could drag from the widget repository and
drops into the e-learning client UI all the widgets nee-
ded for providing video, audio and other multimedia
content. The duration of the learning session depends
on the intensity of the signal. Else, if the answer is
correct the indoor subgroups will receive the list of
activities of the second stage and will get joined by
their corresponding outdoor subgroups that will hand
over the picked plant samples.
5.2 Modelisation, Analysis and
Evaluation
Formal Modelisation. Fig. 6 provide an overview
of different automata modelled for the planned lear-
ning activities (outdoor activities, quiz, and lesson)
and corresponding to student. We define a global va-
riable ”clock named Time that gives idea about the
duration of each activity. The timing constraints asso-
ciated with locations are invariants. It gives a bound
on how long these locations can be active. We also
define other integer global variable Power to calcu-
late the energy of battery of the smart-phone.
In order to facilitate the learning scenario analysis, we
model each activity separately. The idea is to define
templates for activities that are instantiated to have
a simulation of the whole scenario. The motivation
for the use of templates is that the understanding, the
share and the reuse of different components of the le-
arning scenario become easier. The whole scenario
is modelled as a parallel composition of timed auto-
mata. An automaton may perform a transition separa-
tely or synchronise with another automaton (channel
synchronisation) or it can be activated after a period
of time through flags. Fig. 6 also shows a timed au-
tomaton modelling the behaviour of the Smart-phone.
This device has several locations (or states):
1. idle: This initial state is activated when the smart-
phone is switched on.
2. InQuiz: The learner is responding to the quiz’s
questions.
3. Localisation: This state is activated when the le-
arner has to do his lesson. The smart-phone had
to be connected to the given wireless network.
4. LessonHigh, LessonMedium and LessonLow: One
of these three states is activated. The learner drags
and drops into the elearning client UI all the wid-
gets needed for providing video, audio and other
multimedia content. We should note that Lesson-
Low is undesirable state because technical studies
demonstrate that in this zone, student couldn’t do-
wnload correctly the lesson.
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236
Figure 6: The automata model of different activities for one actor (Student).
5. FinLesson: The student has finished the lesson
successfully.
6. BatteryOver: This undesirable State is activated
when the smartphone is switched off because the
battery state is over.
The dependability of the pervasive learning scenario
heavily depends on several contextual constraints, es-
pecially the quality of the network connection and the
energy provided by the mobile phone’s battery. Based
on studies introduced by (Perrucci et al., 2011), de-
signers elaborate a technical report that shows values
of power consumption of different activities that lear-
ners had to realize in the learning session. The power
consumption is quite higher when student download
lesson, and drop into the elearning client all widgets
needed for providing video, son and representation.
Simulation and Formal Verification: Based on ti-
med automata presented above, tracks simulations
are generated visualizing all possible interactions be-
tween different actors. A screen dump of the simula-
tion of the designed educational scenario is below (see
Fig. 7). In order to help designers to improve their
educational scenario and to obtain better outcomes,
through the generated simulations, we try to localise
design errors, to answer and to verify the following
questions:
Does the description of the learning scenario cle-
arly define time constraints for each activity and
the whole scenario?
Is there any situation of deadlocks, liveness or
Figure 7: Simulation of the modelled Learning scenario.
Table 1: The simulation’s parameters.
Parameter Value
Duration of the simulation 240 units of time
Number of learners 40
Phone’s energy 100%
starvation?
We fix different parameters of the learning scenario’s
simulation as shown in tab. 1.
A first possible situation of deadlock is detected
within tracks simulation of the whole scenario; In
fact, students could have a period of inactivity es-
pecially when they begin their lesson in the lower
quality zone where the network connectivity is lo-
wer and smart-phone’s energy is limited. To check
this property, we are based on reachability property
that is considered as the simplest form of proper-
ties. We ask whether a given state formula, possi-
bly can be satisfied by any reachable state. Anot-
Predictive Analytical Framework based on Formal Method to Enhance Mobile and Pervasive Learning Experience
237
her way of stating this is: Does there exist a path
starting at the initial state, such that the battery
state is eventually over along that path? We tra-
duce this property in temporal logic formula: E <>
Smartphone.BatteryOver and duration < 240” and
this property is satisfied. A second possible situation
of deadlock could happen when student starts lesson
in the Lower zone. To check this property, we are
again, based on reachability property: Does there ex-
ist a path starting at the initial state, such that stu-
dent couldn’t finish the learning scenario success-
fully?”. We traduce this property in temporal logic
formula: E <>Smartphone.LessonLower and du-
ration > 240” and this property is verified. This ex-
periment shows that 37% percent of students could
be blocked at this stage. They couldn’t progress in
the lesson because the state of energy is low. Then,
we conclude that dependability is not assured and we
had to adapt mobile application to the learning envi-
ronment’s context (if the student is located in Lower
quality zone, the mobile application had to reduce the
energy’s consumption by loading only the necessary
widgets. Also, we propose to notify student whet-
her the quality of signal doesn’t allow to start learning
session. Then, he should to move on.
6 CONCLUSION
ReStart-Me is a predictive analytical framework for
mobile and pervasive learning scenarios. It aims at
supporting pedagogical designers to assess reliability
of their scenarios at an early stage through automata
modelling, tracks simulations and properties verifica-
tion. The proposed analysis process and supporting
tools provide an inexpensive mean of errors and fault
detection before starting implementation (thus retur-
ning on the learning scenario design phase to add mis-
sing elements and restraining development cost). Our
contributions are three-folds as explained below. Fir-
stly, we propose a framework to formally model and
evaluate the system design and the environment in-
puts. Important key dimensions of mobile and perva-
sive computing systems such as contextual activities,
actors and space interaction are discussed. Modelling
patterns for these features are provided and illustrated
with examples. Secondly, we identify critical proper-
ties of mobile and pervasive computing systems and
provide their specification patterns in corresponding
logics. According to the stakeholders (designers, en-
gineers and users of these systems), reliability requi-
rements are essential to pervasive computing systems.
In our work, we classify the important requirements
into reachability properties. Furthermore, formal spe-
cification patterns of these properties are proposed.
We verify formal properties against the system model
by using Uppaal model checker. Hence, design incon-
sistencies can be detected at the early design stage.
Thirdly, to demonstrate our approach, we present a
case study of applying the evaluation framework to
mobile and pervasive learning environment. Finally,
we will attempt in future works to deepen our pro-
posal on learning scenario re-engineering process in
such a way that a comparative report concerning dif-
ferent iterations of analysis can be generated automa-
tically.
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