[publication] A Mobile Application for School Children Controlled by External Bluetooth Devices #research #tugraz #TEL

Our publication about “A Mobile Application for School Children Controlled by External Bluetooth Devices” got published in the new issue of the International Journal of Interactive Mobile Technologies (iJIM).

Abstract:

The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decades of the 20th century as world-wide improvements in innovation took place. Today’s learners live their lives with easy access to technology. This paper discusses the need for, motivation for and adjustment of digital, game-based learning to meet the needs of contemporary and the future generations of learners. Specifically, a game prototype for pupils of 9 to 10 years of age was implemented and evaluated. A simple mathematical game was created to help children practice mathematical skills in a fun, logical, thoughtful, enjoyable, amusing and light-hearted way. The results of the evaluation showed that children were interested in using mobile devices to learn mathematics, and especially the multiplication table. During the study, children tried both to achieve positive results and enjoyed the game. Our findings indicate that using mobile-based games encourages a positive mental outlook in pupils toward mathematics, ensures their dynamic, noteworthy participation and supports the acquisition of mathematical knowledge.

[Article @ ResearchGate]

[Article @ Journal’s Homepage]

Reference: Maloku, V., Ebner, M., Ebner, M. (2018) A Mobile Application for School Children Controlled by External Bluetooth Devices. International Journal of Interactive Mobile Technologies. 12(5). 81-96 ISSN: 1865-7923

[publication] Mobile Seamless Learning – Die nahtlose Integration mobiler Geräte beim Lernen und im Unterricht #mlearning #research

Unser Beitrag zu “Mobile Seamless Learning – Die nahtlose Integration mobiler Geräte beim Lernen und im Unterricht” im Handbuch Mobile Learning ist nun erschienen.

Zusammenfassung:

Mobile Geräte möglichst nahtlos beim Lernen und im Unterricht zu integrieren, ist eine Zielsetzung des Mobile Seamless Learning. Genau genommen soll das Lernen in unterschiedlichen Räumen – inner- und außerhalb des Klassenzimmers, im physischen wie auch im virtuellen Raum, möglichst einfach gelingen. In diesem Beitrag wird die Entwicklung des Mobile Seamless Learning-Ansatzes sowie seine Bedeutung skizziert. Fünf konkrete Einsätze, die dem Mobile Seamless Learning-Ansatz zugeordnet werden, geben Einblick in die praktische Realisierung in unterschiedlichen Lernkontexten. Schließlich werden wichtige Erfahrungen zusammengefasst und Empfehlungen für eigene Umsetzungen gegeben.

[Original-Beitrag @ Springer]

[Draft @ ResearchGate]

Zitation: Schön, S., Ebner, M. (2018) Mobile Seamless Learning – Die nahtlose Integration mobiler Geräte beim Lernen und im Unterricht. In: Handbuch Mobile Learning. de Witt, C. & Gloerfeld, C. (Ed.). S. 283 – 302. Springer. https://doi.org/10.1007/978-3-658-19123-8_15

[publication] 1×1 Trainer with Handwriting Recognition

Our publication about „1×1 Trainer with Handwriting Recognition“ got published in the International Journal of Interactive Mobile Technologies (iJIM). We described our successful app, which has been firstly announced already here.

Abstract:

Nowadays, computers and mobile devices play a huge role in our daily routines; they are used at work, for private purposes and even at school. Moreover, they are used as support for different kinds of activities and task, like for example, learning applications. The interaction of these applications with a computer is based on predefined input methods, whereas a touchscreen facilitates direct input via handwriting by using a finger or a pen. This paper deals with the invention of a mobile learning application, which is supposed to facilitate children’s learning of simple multiplication. The aim of this paper is to collect the data of children’ experiences using interactive handwriting on mobile devices. In order to gain this data, a school class of the school “Graz-Hirten” was tested and afterwards for evaluational purposes interviewed. The results of these usability tests have shown that children perceived handwriting via finger on screen as quite positive.

[Full text @ ResearchGate]

[Full text @ iJIM]

Reference: Rabko, M., Ebner, M. (2018) 1×1 Trainer with Handwriting Recognition. International Journal of Mobile Technologies (iJIM). 12/2. pp. 69-79. https://doi.org/10.3991/ijim.v12i2.7714

[publication] Mobile Applications for Encyclopedias #AustriaForum #mobileLearning

Paul developed within his master thesis mobile applications for the Austria Forum. We summarized this work in a chapter about “Mobile Applications for Encyclopedias” within the book “Mobile and Ubiquitous Learning. Perspectives on Rethinking and Reforming Education”.

Abstract:

In this research work a survey of tested mobile applications will be summarized, which were selected by a few defined prerequisites, and a brief overview is given of what is available in the corresponding stores. It will also be shown how the individual mobile applications for encyclopedias are presenting and providing information to users. This cover its visual representation and the manner in how information is retrieved. Additionally a new smart way will be introduced in which we can deal with information with a special focus to encyclopedias and mobile devices. The prototyped application carries out special features, which makes usage of mobile devices capabilities. The presented approach follows a slightly more aggressive way on how to bring information to users. For example it requires the permission of user and tells him/ her actively that there is an interesting piece of information close by his/ her location. Communication between the device and users is done using the notification system. To satisfy the needs of users a set of options will be presented so that they can customize time and number of notifications. Those settings shall also prevent the battery from draining to fast and give the user control about it. The outcome is a a prototype with a set of features which allows users to retrieve information based on their mood and their willingness of spending effort. If he/ she is eager to learn the application provides ways to support that. If he/ she just want some quick information there are ways to get it. And if he/ she wants a new way of information retrieval via mobile applications for encyclopedias the prototype offers the above mentioned possibility to do so

[Full article @ Springer]

[Draft @ ResearchGate]

Reference: Neuhold P., Ebner M., Maurer H. (2018) Mobile Applications for Encyclopedias. In: Yu S., Ally M., Tsinakos A. (eds) Mobile and Ubiquitous Learning. Perspectives on Rethinking and Reforming Education. Springer, Singapore. pp. 229-247 https://link.springer.com/chapter/10.1007/978-981-10-6144-8_14

… digitale Bildung in Ghana #research #TUGraz

Wir können mit großem Stolz Margarete Grimus gratulieren, die in den letzen Jahren Tolles geleistet hat und die Bildung in Ghana im Rahmen ihrer Dissertation untersuchte. Sie schaffte dabei das Unmögliche möglich zu machen, in dem sie versuchte mobile Learning zu integrieren:

Die Motivation der Teilnehmenden machte Unannehmlichkeiten wie permanente Stromausfälle und schlecht gewartete und virenverseuchte Geräte mehr als wett.

Die TU Graz gratuliert und widmet ihrer Arbeit einen Beitrag auf der Homepage. Wir wünschen viel Vergnügen beim Nachlesen.

[Artikel “… digitale Bildung in Ghana”]

[publication] Game Based Learning Through Near Field Communication #NFC #research #tugraz

Our publication about “Game Based Learning Through Near Field Communication” is now published in the book Game-Based Learning: Theory, Strategies and Performance Outcomes.

Abstract:

Near Field Communication (NFC) is a technology mainly known from the payment and ticketing sector. Due to its availability on smartphones NFC provides a far untapped potential for a variety of different applications. As part of researches regarding NFC and its usability in educational areas, the operational capability of NFC has been tested in the field of game based learning. The result was an Android-based quiz application (“NFCQuiz”) working in multiplayer mode, meaning that several players can exchange their answers through the use of NFC during the game. The application provides educators the possibility to store his/her own questions and answers on a tag. During the game one player reads the tag and can send the contained information to multiple players over Android Beam. The exchange of the given answers and the calculation of the leader board are in turn done over a NFC connection.
Such an application is expected to bring different benefits. Both, question generation and data exchange are handled over NFC. As a result no internet access is needed for participating in the game. Since the used tags are re-writable there are basically no limits in term of reuse. Another benefit resulting from the usage of tags is that parents/teachers can control the used questions and answers. A NFC-based game is also supposed to give players an additional interactive effect by holding the phones for synchronization, which in turn keeps the participants interested.
This research work gives an overview of the “NFCQuiz” application regarding its functionality and implementation. Moreover we discuss the advantages and disadvantages of the app with respect to similar games and the overall potential of NFC in the educational sector.

[Draft article @ ResearchGate]

Reference: Lamija, D., Ebner, M. (2017) Game Based Learning Through Near Field Communication. Game-Based Learning Theory, Strategies and Performance Outcomes. Youngkyun B. (ed.). Nova publisher. pp. 295-322

[lecture] iOS Human Interface Guidelines For iOS-Platforms #iOS #tugraz

Together with my colleagues Markus Ebner & Mohammad Khalil we did the introduction to the HCI guidlines for iOS in our lecture “Mobile Applications”. Enjoy and reuse the slides:

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[presentation] Mobile Applikationen für große Nachschlagwerke am Beispiel Austria-Forum.org

Paul hat in seiner Masterarbeit die mobilen Applikationen (iOS, Android) des Austria Forum umgesetzt und dabei innovative Features eingebaut. Hier nun die Folien seiner Verteidigung:

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[master] Google Glass app for colorblind individuals and people with impaired vision #GoogleGlass

Georg did his masterthesis about “Google Glass app for colorblind individuals and people with impaired vision“. Find here his slides of his final successful defense:

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[app, iphone] Twitterwall #tugraz #iphone

Twittewall Rahmen einer Bachelorarbeit ist die App Twitterwall entstanden, die eine mobile Lösung für unsere Twitterwall darstellt. Viel Spaß bei der Verwendung.

Die TwitterWall der TU Graz jetzt auch auf deinem iPhone! Die Tweets können unterwegs praktisch verfolgt werden. Tweets sind nach User und Keywords sortiert. Für eine schnellere Suche können Tweets über einen bestimmten Zeitbereich oder bestimmte Suchwörter gefiltert werden. Der Aktualisierungs-Intervall kann nach Belieben gesetzt werden.

[Link zur App im Appstore]