Abstract

800x600 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:Table Normal; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:Times New Roman,serif;} E-books as a learning medium have been widely used and utilized to support learning processes. The presence of e-books as digital books can be accepted by users because of the interactive content and display. However, the current format of e-book has not provided a mechanism/platform that accommodates contemporary learning styles on a two-way networked learning basis. E-books are more static in the sense that it has minimal interaction context. E-books have not been able to integrate learners with their learning environment in an interaction construct to support a learning activity. To address this problem, this study recommends a new approach called context-aware and collaborative mobile learning system design model. The method used in implementing the design model is design thinking . Usability testing using the guerrilla usability testing method is carried out to determine the quality of the e-books produced. The results obtained at the stages of empathize and define produced list and learning problems experienced by students when using e-books. The ideate and prototype stages produced e-book prototypes developed based on context-aware and collaborative mobile learning system design model. In the test stage, usability testing of 30 students showed good results. It is said to be good because there are no assignments with a score of one in the rubric usability testing table. So it can be concluded that the design model applied to the prototype e-book is feasible and can be understood by users . 800x600 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4

Highlights

  • Mobile learning has become a very important learning style in modern life

  • Mobile learning is defined as a learning process through mobile devices that provides on-demand access to learning content and services [1]

  • Research design This study recommends a design model that is context aware design and collaborative mobile learning system applied to an interactive e-book reader

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Summary

Introduction

Mobile learning has become a very important learning style in modern life. In the concept of learning, mobile learning brings the benefits of the availability of teaching materials that can be accessed at any time by visualizing interesting material anytime and anywhere. In a mobile learning system, students can continue their education out of the classroom, move during the learning process and change places using mobile devices. This mobility causes changes in the learning context. In a learning process there are interactions between learners, by way of conveying thoughts to one another and taking appropriate action in an interactive session. When learners interact, they can understand and use information that is situational or information in the form of context that can improve the quality of interaction [2]

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