Abstract

In this paper, we propose the mLUX framework, a model based on the user-centered design (UCD) framework, which is specifically for the development of m-learning applications. We present the results of four case studies conducted to develop m-learning applications in which the proposed mLUX framework was applied. The main goal of the proposed mLUX framework is to ensure that the stakeholders, especially students, recognize that m-learning applications are learning media that fulfill their essential educational requirements. We begin by reviewing the literature on the contributions to mobile learning usability made in various conferences and journals from 2002 to 2010. This review helped identify and recognize the methodology used to develop mobile learning applications during this period. Based on the literature review, as the empirical case studies, four m-learning applications are examined to demonstrate the performance of the proposed framework for the development of m-learning applications. We apply three distinct measurement criteria to assess the performances of the mLUX framework. This paper also argues that emotional factors, such as the user’s enjoyment, adjustability, and reliability, are significant design issues in m-learning.

Highlights

  • Contemporary smartphones are complex devices that use a wide range of advanced technologies

  • The designs and development of application used in smart gadgets, such as smartphones, require special design considerations

  • Mlearning applications are complex because they deal with learning and learners, who have diverse needs and requirements

Read more

Summary

INTRODUCTION

Contemporary smartphones are complex devices that use a wide range of advanced technologies. In addition to their communication capabilities, these devices are able to execute many other functions and capabilities, even multitasking. The functionality of m-learning applications is expanding to wide range of new possibilities in addition to improved video, audio, animation, and synchronization capabilities in internal or external applications, such as calendar and email. Is usability sufficient to motivate users to use the mobile learning application regularly? This paper proposes enhancements to the development framework of user-centered m-learning applications. It is essential that students be emotionally engaged with the learning application, which is achieved by making the application enjoyable to use. The m-learning application should be able to compete with other entertainment applications on the smart phone [2], such as games, for the students’ attention

OBJECTIVE
METHODS AND DATA
RELATED RESEARCH
USER-CENTERED DESIGN PRINCIPLES AND
Analyse
Design
Validate
Deliver
THE MLUX MODEL
Actors and roles in M-learning applications
The context of the use of m-learning
FRAMEWORK EVALUATION CRITERIA
VIII. FRAMEWORK EVALUATION
Case 1
Case 2
Case 3
Case 4
How to Design M-Learning with Good UX
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.