Abstract

M-learning (mobile learning) can take various forms. We are interested in contextualized M-learning, i.e. the training related to the situation physically or logically localized. Contextualization and pervasivity are important aspects of our approach. We propose in particular MOCOCO principles (Mobility - COntextualisation - COoperation) using IMERA platform (Mobile Interaction in the Augmented Real Environment) covering our university campus in which we prototype and test our approach. We are studying various mobile learning contexts related to professional activities, in order to master appliances (Installation, Use, Breakdown diagnostic and Repairing). Contextualisation, traceability and checking of execution of prescribed operations are based mainly on the use of RFID labels. Investigation of the appropriate training methods for this kind of learning situation, applying mainly a constructivist approach known as "Just-in-time learning", "learning by doing", "learning and doing", constitutes an important topic of this project. From an organizational point of view we are in perfect symbiosis with EPSS - Electronic Performance Support System [12] and our objective is to integrate learning in professional activities in three ways: 1/ before work i.e. to learn about coming actions, 2/ after work i.e. to learn about past actions to understand what happened and accumulate experience, 3/ during work i.e. to master the problem just-in-time We are also studying an appropriate relationship between the just-in-time M-learning approach and preliminary training performed in a serious game approach based on typical action scenarios.

Highlights

  • As mobile technologies are becoming more and more widespread in people’s daily life, there has been a huge increase in studies and experiments regarding the use of mobile technologies for learning and training in professional and industrial situations

  • We explore the use of Radio-frequency identification (RFID) tags and readers as part of the user interface and in relation with hand and body based interactions

  • Based on the contextual mobile learning principles described in the previous section, we propose a contextualized solution, using mobile devices (Tablet PC or PDA) and augmented reality accessories to provide a just-in-time learning solution when the user needs a guide to do this task

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Summary

INTRODUCTION

As mobile technologies are becoming more and more widespread in people’s daily life, there has been a huge increase in studies and experiments regarding the use of mobile technologies for learning and training in professional and industrial situations. Optimum conditions for learning theories and main approaches through typical case studies are combined at university, before starting to work, and precise command of special methods, tools and gestures is naturally mastered during in the field practices. We are interested in Contextual Mobile Learning, the aim of which is to learn, just-in-time in the workplace, precise behaviors, actions and situations related to maintenance, diagnosis and repair of industrial appliances. For this kind of learning we identified three approach alternatives, and the following complementary and cooperative approaches:. Coupling between off-line learning of industrial practices by serious games and concrete working practical situations

Formal Approach EPSS
Open-ended approaches
Mobile learning and Serious Game coupling
Augmented human
Augmented environment
Augmented appliance
IMERA platform
Learning unit production
IMERA working principles
Description of the case study
Learning and applying which relationships?
CONCLUSIONS
Data transfer rate
Interfaces
Multiple devices on a cable
Topology

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