Mobilearn: An E-learning Portal for 3G Handheld Devices

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Mobilearn: An E-learning Portal for 3G Handheld Devices by
Arancillo, Wallen Mae
Arlanza, Ella Mae
Blancaflor, Jay Ann Marie
Guardafavo, Mercy Joy
Institute of Information and Communications Technology
West Visayas State University

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Mobilearn: An E-learning Portal for 3G Handheld Devices

  1. 1. Mobilearn: An E-learning Portal for 3G Handheld Devices Ella Mae Arlanza Institute of ICT West Visayas State University Lapaz, Iloilo City, Philippines elz_0511@yahoo.com Wallen Mae Arancillo Institute of ICT West Visayas State University Lapaz, Iloilo City, Philippines whamie_04@yahoo.com Jay Ann Marie Blancaflor Institute of ICT West Visayas State University Lapaz, Iloilo City, Philippines jay_youth@yahoo.com Mercy Joy Guardafavo Institute of ICT West Visayas State University Lapaz, Iloilo City, Philippines merzzz_17@yahoo.com Abstract - Mobilearn is an out-of-the-box mobile Learning (mLearning) system, designed for mobile Phones to create content, connect and measure results. Mobilearn enables the Students to use their mobile phone as a medium for learning. It enables lecturers create lessons with study guides and quizzes which learners can then download and review on their mobile devices. Using Bluetooth or any other connection, the lecturers can transfer this application to the Students mobile phone and install it. The mobile phone application was coded using the Eclipse Helios and Sun Java Wireless Toolkit 2.5 for CLDC. After developing the mobile phone application, it was tested on a phone that supports J2ME (java enabled phones) through transferring the jad and jar file. It was installed on different 3G Handheld Devices to test the compatibility using Nokia PC Suite or Samsung PC Studio. Keywords- 3G, Bluetooth Device, E-learning, J2ME, M-learning, Mobile phone, Portal I. INTRODUCTION The traditional education is made in classrooms where the teacher presents the learning material to a group of students. It depends mainly on teachers and the students must physically participate in the learning process. The rapid growth of information and communication technologies and rising computer knowledge of the students make possible appearance of these new educational forms. If fifteen years ago the main accent has been on Computer Based Training which used primary CD and local area networks as information medium, five years ago the accent is moved to use of internet and Learning Management Systems. The e-Learning as new term is appeared. Nowadays extremely actual and perspective is mobile learning (m-Learning). By nature the m-Learning is a form of existing d-Learning and e-Learning. Historically the distance education has more than one hundred years of experience and traditions. Its main characteristic is the distance and time separation between teacher and students. The e-Learning offers new methods for distance education based on computer and net technologies [1]. Mobile learning can be defined as ‘any educational provision where the sole or dominant technologies are handheld or palmtop devices’. This definition may mean that mobile learning could include mobile phones, smartphones, personal digital assistants (PDAs) and their peripherals, tablet PCs and perhaps laptop PCs, but not desktops in carts and other similar solutions [2]. Mobile learning enables students to study on the go using the very same mobile devices that they are familiar with and carry around all the time. Furthermore, mobile learning can engage young people who have been put off by traditional education methods, help young people to improve their literacy and numeracy
  2. 2. skills and to recognize their existing abilities, help to combat resistance to technology and help young people to remain more focused for longer periods and help to improve self-confidence. II. Review of Related Literature Using Mobile Web 2.0 to Transform Pedagogy and Engage Learners. Mobile learning, as defined in this research involves the use of wireless enabled mobile digital devices WMDs within and between pedagogically designed learning environments or contexts. M-learning can support and enhance both the face-to-face and off campus teaching and learning contexts by using the mobile wireless devices as a means to leverage the potential of Web 2.0 tools. This research project is interested in appropriating the benefits of Web 2.0 and pedagogy 2.0 anywhere anytime using mobile Web 2.0 and WMDs, in particular Wi-Fi (wireless ethernet) and 3G enabled smartphones, and 3G enabled netbooks. The project uses the smartphone within a wide range of activities [3]. Personalized Intelligent Mobile Learning System for Supporting Effective English Learning (PIMS). Provides an effective and flexible learning environment for English learning, this study adopts the advantages of the mobile learning to present a personalized intelligent mobile learning system (PIMS) which can appropriately recommend English news articles to learners based on the learners’ reading abilities evaluated by the proposed Fuzzy Item Response Theory (FIRT). In this work, the merge replication technique provided in Microsoft SQL server was employed to perform this work. The system provides an effective and flexible learning environment for English Learning and it adopts the advantages of the mobile learning. English news articles to learners based on the learners’ reading abilities evaluated by the proposed Fuzzy Item Response Theory (FIRT). MySQL server and Java Programming Language were used to perform its work [4]. Lecture Quiz - A Mobile Game Concept for Lectures. A new mobile game application, Lecture Quiz, which can be used within lectures in higher education to promote strong student participation and enable variation in how lectures are taught. The new idea is to provide a lecture game using the devices and infrastructure already available in lecture halls like the teacher’s portable PC, a large screen and a video projector, network connections, and the students’ mobile phones. The architecture of the game application consists of a server, a client for the students and a client for the teacher. The game is a multiplayer quiz game with a variation in game modes where an unlimited number of players can play simultaneously. The server application of the system was implemented in Java SE 6 and MySQL well integrated with an ApacheWeb server. They prefer to use J2ME that made it possible to run the client on all kinds of devices including PCs using a Java applet. Java SE in combination with OpenGL was used for the implementation platform for the teacher client application, as it was important to that this client application could produce nice graphics and animations [5]. Learning Management Tool Development in Campus- Wide Environment. This work focuses on the management tool, rather than the contents delivery. The tool has been developed for the use of students in the campus. The management tool enables students to view the contents for courses they enroll in, the timetables, assessment reports, and assignments anywhere, and anytime on campus. In developing this application, the authors have adopted Microsoft .NET architecture and uses Microsoft Visual Studio as the development tool. In achieving the mobility factor, the authors have adopted the Microsoft Mobile Internet Toolkit (MMIT) as the means to develop this M- Learning application. The toolkit has been tested with multiple devices including Nokia 6210, Pocket PC with Microsoft Internet Explorer v.4.5., and Sony Ericsson R380. MMIT is built on Microsoft ASP .NET Web Forms. Since the toolkit is an extension of ASP .NET, it supports languages like VB.NET, C#, and JScript.NET. The toolkit is also integrated with Microsoft Visual Studio .NET [6]. III. PROPOSED M-LEARNING SYSTEM The proposed system is an M-learning system that would benefit a lot of people who want to integrate the mode of learning to their mobile phones. The mobile device will connect to the database through web service. The updates will send using the Bluetooth, Wi-Fi and SMS. The system will be installed at the student’s mobile device. It is connected to the database through the web service. In the proposed system, the teacher will create the quizzes and lessons. The administrator is the one who creates the account of the students which the teacher gave to the administrator. Then, the administrator sends the Mobilearn application to the students through Bluetooth or Wi-Fi and the updates are through SMS. The administrator confirms new student and sends application to the student’s mobile phone. Once the student receives a Mobilearn application and installed it, the student is now ready to access his own account. Students log-in using the username and password which the administrator gave to the students. After the student was
  3. 3. logged-in, he can view the different courses he enrolled in. The content of the course includes lessons, assignments, and quizzes. One course includes different subjects and each subject may include many contents and these contents may have several quizzes. The quizzes are answered by choosing the letter using a radio button. The application automatically computes the score of the student. Figure 1. Architectural design of the proposed system As shown in Figure 1, the architectural design explains the process of a client request followed by a discussion about sending and receiving data between the user and the administrator. The administrator is the one who post the student’s activities such as quizzes and lessons to the web server and stored in the database. The web service sends and receives data from the mobile phones of the users. It is coded in Visual Studio 2010 then generated using Sun Java Wireless Toolkit and deployed in Internet Information Services (IIS 6). As shown in Figure 2, the student will login in the Mobilearn application. The administrator will then confirms students account and sends back the information requested by students. Figure 2. Context Diagram of the Proposed System IV. SIMULATION RESULTS The proposed system was created for students to use their mobile phone as a medium for learning. It enables lecturers create lessons with study guides and quizzes which learners can then download and review on their mobile devices. The students will be notified through SMS regarding of their updated lectures that are uploaded by their respective teachers. As shown in Figure 3, first the student will login in the Mobilearn application. Then the administrator will confirm the students’ account and sends back the information requested by students. As shown in Figure 4, students can view the Courses which he/she enrolled in. Figure 3-4. Log-in Form of the System and List of Courses after the User log-in As shown in Figure 5-10, the students can view the quizzes and lessons that the teacher created which was deployed by the administrator in the database.
  4. 4. Figure 5 - 6. List of Subjects from the Courses Menu and View Lesson Option Figure 7-8. Quiz Option and List of questions from a Sample Quiz Figure 9-10. List of choices and Result of Quiz after submission V. CONCLUSION AND RECOMMENDATIONS The system enables lecturers create lessons with study guides and quizzes which learners can then download and review on their mobile devices. The system could send data to phones through a web service as a middleware between the web server and J2ME enabled phones. In addition, the system could provide updated lessons/ activities the teachers want to give to their students. According to our researches and information gathering we have concluded that mobile learning enables the students to use their mobile phone as a medium for learning and for educators a new integrated way of teaching anywhere in anytime. We have also concluded that there is a need of building their own website in creating micro lessons and to track Students activities and disseminate information very well. REFERENCES [1] Georgiev, T., Georgieva, E. and Smrikarov, A.(2004). M- Learning - a New Stage of Е-Learning: International Conference on Computer Systems and Technologies – CompSysTech – IV, Department of Computing, University of Rousse, Bulgaria. [2] Traxler, J. (2005). Defining Mobile Learning, IADIS International Conference Mobile Learning, University of Wolverhampton, Wolverhampton, United Kingdom. [3] Cochrane, T. (2008). Using Mobile Web 2.0 to Transform Pedagogy and Engage Learners: Good Practice Publication Grant scheme, Unitec New Zealand. [4] Chen, C.-M., and Hsu, S.-H. (2008). Personalized Intelligent Mobile Learning System for Supporting Effective English Learning, Educational Technology & Society, International Forum of Educational Technology & Society (IFETS), 11 (3), page 153-180. [5] Wang, I. A., Øfsdahl, T. and Mørch-Storstein, O. K. (2003). LectureQuiz - A Mobile Game Concept For Lectures, Dept. of Computer and Information Science, Norwegian University of Science and Technology, N-7491 Trondheim, Norway [6] Amin, A.H.N., Mahmud, A.K., Abidin, A.I.Z. and Rahman, M.R.(2006). M-Learning Management Tool Development in Campus-Wide Environment, Universiti Teknologi Petronas, Volume 3. ACKNOWLEDGEMENT We would like to recognize the major contributions of the members of the research team of the Institute of ICT of West Visayas State University such as Wallen Mae S. Arancillo, Ella Mae T. Arlanza, Jay Ann Marie B. Blancaflor and Mercy Joy S. Guardafavo, with Mr.Anrem J. Balontong as Adviser.

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