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From Virtual Learning Environments to Pervasive Learning Environments. Yvan Peter LIFL – Université Lille 1 - France. Course objectives. Give an idea of the specific issues arising from the design & development of mobile learning Provide example works that illustrate these issues. E-Learning.
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From Virtual Learning Environments to Pervasive Learning Environments Yvan Peter LIFL – Université Lille 1 - France
Course objectives • Give an idea of the specific issues arising from the design & development of mobile learning • Provide example works that illustrate these issues
E-Learning • Occur through a Virtual Learning Environment or Learning Management System • Manages users (course registration…) • Provides a structure for courses • Gives access to learning resources • Can be collaborative or not • Collaborative features can be • Synchronous (chat, IM, videoconference…) • Asynchronous (mail, forums, blogs…)
E-Learning • Web based system • Provides access “anywhere, anytime” • LMS & resources target PC platform • Known screen size, input and output capabilities • Stable connectivity (more or less)
E-Learning architecture • Multi-tier architecture Data layer Presentation layer Logic layer
E-Learning architecture • Example with Java technology Servlets JSP Tag libraries Enterprise Java Beans Persistent store e.g., relational database Data layer Presentation layer Logic layer
Mobile, pervasive, ubiquitous Level of embeddedness High Pervasive computing Ubiquitous computing Level of mobility Low High Mobile computing Traditional computing Low [Lyytinen & Youngjin, 2002]
Mobile, pervasive, ubiquitous Level of embeddedness High Pervasive computing Ubiquitous computing Level of mobility Low High Mobile computing Traditional computing Low [Lyytinen & Youngjin, 2002]
Enabling technologies • Smaller (cheaper) and more powerful devices, embedded technology • Available anywhere, anytime • Wireless networks • Enable connectivity in an infrastructure or ad hoc manner • Sensors and location awareness • Provide context information
Elements of design • Management & use of context • Learning in & across contexts • Relation between • Devices • Tasks / activities • Social aspects
A few words on context • Used to drive adaptation • Of resources, activities, interfaces… Context is any information that can be used to characterize the situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves [Dey, 2001]
A few words on context • Used to drive adaptation • Of resources, activities, interfaces… Context is any information that can be used to characterize the situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves [Dey, 2001] And/or to the learning experience And also between users through the application
Classification by context use [Froehberg, 2006] Context aware systems
Sample context aware applications • Digital context • Virus game [Collela, 2000] • Simulates spreading of a virus • System is driven by approaching people • Savannah • Learn to be a lion… • Predefined areas trigger events & media
Sample context aware applications • Physical context • Ambient Wood [Harris et al, 2004, Rogers et al, 2005] • Environment related access to media • Data collection
The case of location • Location is THE main context of many mobile learning systems • Location can be computed in various ways • Explicit localisation • GPS (outdoor) • Triangulation : Wifi spots or cellular network antennas • Current cell in cellular network • Implicit localisation • Any id reading : QR code/datamatrix, RFID • Bluetooth detection
Reference model for mobile social software Context dimensions [de Jong et al, 2008]
Device Aspect • The form factor has an impact on the interaction & activity support • Weight • Screen size • Input/output capabilities
Device Aspect • Device performance and function will also have their importance • Processing power • Memory • Battery life • Communication media supported (bluetooth, Wifi, 3G) • Sensors : GPS, camera…
Wireless communication Personal Area Network (PAN) ~10 meters range Device discovery Bluetooth Local Area Network (LAN) ~100 meters range Infrastructure or ad hoc Wifi Mobile Phone networks GSM (low bandwidth) GPRS (medium bandwidth) UMTS (high bandwidth) HSDPA (high bandwidth)
Types of technologies • Type of client • Thin client • Through the device’s browser • Fat client • Requires software deployment • Type of communication • Client-server • Ad hoc / peer-to-peer
Thin client • Requires • A browser on the device • Good connectivity • Problems • Pull mode • Historical development of mobile markup • Location is not transmitted by the browser • Except blackberry
Thin client : markup & protocols • WAP 1.x & Wireless Markup Language (WML) • Imode & CHTML • WAP 2.0 & XHTML Mobile Profile
Thin client • Knowing the device (& the user) • CC/PP (Composite Capabilities/Preference Profiles) • RDF vocabulary to define • Device hardware & software • User preferences
Thin client • Knowing the device (& the user) • UAProf (User Agent Profile) • Definition of the WAP 2.0 protocol extension to support profile transmission • Uses CC/PP vocabulary
Thin client • Device Context Delivery (DELI) from HP Lab • software library to handle CC/PP & UAProf • http://delicon.sourceforge.net • WURLF (Wireless Universal Resource File) • Open source project to provide • A database of device specifications (XML file) • APIs to take advantage of the database • PHP, Java, Perl, Ruby, Python • http://wurfl.sourceforge.net/
Fat client • Development depends on the system • Problems • Needs software deployment • Heterogeneity of hardware & software
Fat client • Development environment • .Net • Requires Windows mobile (PDA) • Java • Need a JVM on device • FlashLite • Needs a player on device
Flash Lite • The mobile version of Flash player & development environment • Programming language : ActionScript • With restricted features compared to PC platform
Mobile Widgets • Information specific interface to be embedded on the user interface • At the time very much tied to the vendor environment
AMULETS project [Skipol et al, 2008] • Innovative learning activities • Collaborative learning • In context • Authentic setting (supported by ubiquitous technologies)
AMULETS architecture [Skipol et al, 2009]
Reference Architecture • Reference Architecture for Context-Aware Learning Support Systems [Schmidt, 2008] • 6 layers architecture
Reference Architecture Interface level context awareness [Schmidt, 2008]
Reference Architecture: in use • Applied in the Learning in Process project • Integration of working and learning on a process level • Learning management, knowledge management, human capital management and collaboration solutions on a technical level
Reference Architecture: in use [Schmidt, 2008]
Reference Architecture: in use [Schmidt, 2008]
Mobilearn • Next-generation paradigms and interfaces for technology supported learning in a mobile environment exploring the potential of ambient intelligence
Open Mobile ApplicationFramework (OMAF) [Dahn, 2003]
Maturity is still ahead • Heterogeneity of hardware platforms & software environments is a big issue • There is no consensus yet on the definition of the relevant services for mobile learning