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  • 1.
    Dibra, Dorina
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Otero, Nuno
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Pettersson, Oskar
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Real-time interactive visualization aiding pronunciation of English as a second language2014In: 2014 14TH IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), IEEE Press, 2014, p. 436-440Conference paper (Refereed)
    Abstract [en]

    Some studies have been reporting encouraging results concerning the possibilities of combining voice and its visual representation for language learning. Following this line of investigation this paper explores the potential impact of two distinct visualization styles for the learning of English pronunciation of syllables for non-native speakers: a) highlighting syllables and b) the visualization of the produced sound wave. In order to evaluate the benefits of the two different styles three distinct digital tool prototypes were created in order to test four study conditions. The conditions under evaluation were a) teaching syllables without the support of any digital tool; b) teaching using a prototype that highlighted the syllables under study; c) using a prototype that displayed the sound wave of the syllable to be learnt and d) a prototype that combined the functionality of b) and c). Results suggest that the combined approach seems to be as effective as the traditional classroom approach of teaching the syllables. However, more research is needed in order to consolidate the findings, being able to explore in more detail how is the learning process occurring and to what extend the tools developed can be integrated into classroom practice.

  • 2.
    Gil de la Iglesia, Didac
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Pettersson, Oskar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Providing Flexibility in Learning Activities Systems by Exploiting the Multiple Roles of Mobile Devices2010In: Proceedings of 6th IEEE International Conference on Wireless, mobile and Ubiquitous Technologies in Education, IEEE, 2010, p. 166-170Conference paper (Refereed)
    Abstract [en]

    The wide adoption of mobile and wireless technologies allow for users to have access to learning resources and generate digital content at any location and time. An immediate implication of this latest trend is the need to create and deploy learning activity systems that offer a high level of flexibility. This flexibility can allow for the creation of adaptive activities, something highly required in dynamic learning environments such as those in the field of M-learning. Mobile devices can provide flexibility to activity systems by adapting their behavior on a context basis. To give an example of flexibility in the mobile device behavior, we present the FLexible Activity Client (FLAC). FLAC is a mobile application that allows the mobile device to switch from client-role to service-provider-role behavior. We describe our proposed architecture and its implementation and present the results of our initial tests.

  • 3.
    Kurti, Arianit
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Spikol, Daniel
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Milrad, Marcelo
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Martin, Svensson
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Exploring How Pervasive Technologies Can Support Situated Learning2007In: Proceedings of “Pervasive Learning 2007”, An International Workshop on Pervasive Learning, in conjunction with Pervasive 2007, May 13th, 2007, Toronto, Canada, Centre for Mobile Computing, Massey University, New Zealand , 2007, p. 19-26Conference paper (Refereed)
  • 4.
    Milrad, Marcelo
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Spikol, Daniel
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Winter, Simon
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Persson, Magnus E
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Multicasting Services and Information in Sweden II – Final project report submitted to VINNOVA.2008Report (Other (popular science, discussion, etc.))
  • 5.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Software ecosystems and e-learning: recent developments and future prospects2009In: Proceedings of the International Conference on Management of Emergent Digital EcoSystems, New York, NY, USA: ACM Press, 2009Conference paper (Refereed)
    Abstract [en]

    This paper presents an overview of commonly used E-learning systems and the way developers of such systems try to incorporate the notion of Software Ecosystems (SECOs) for design and deployment. Utilizing the power of crowds is a popular notion on today's web and many companies let others extend their core products and to generate profit from that. Is this process something that could applicable in the area of E-learning? This paper aims to serve as a stepping-stone for further work into this area by providing a survey into recent research in both E-learning and Software Ecosystems. The paper also surveys the already existing SECOs in E-learning and discusses current and future efforts in this field.

  • 6.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Towards a Common Data Layer for Propagation of online Social Network Services to Mobile Devices. 2009In: Sharing Experiences with Social Mobile Media: Proceedings of the International Workshop in conjunction with MobileHCI 2009 / [ed] Marcelo Milrad & Jari Multisilta, 2009, p. 40-46Conference paper (Refereed)
    Abstract [en]

    This paper describes a proposed common data model for three different popular online social network services using an aggregation of popular RDF schemas. Using this aggregation it then discusses the impact of an approach like this and how software could greatly benefit from an aggregation such as this when bringing social networks to mobile devices. The results presented in this paper show the strengths of the semantic web in the areas of structuring and aggregating vast data sets with a common data-driven infrastructure. It also reflects upon the different uses of this aggregation possibilities and how it can be used.

  • 7.
    Pettersson, Oskar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Towards a Mobile Learning Software Ecosystem2011Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    The ability to carry communication services around, combined with the ubiquitous presence of computing technology, affects everything we do from how we pay for things to how we expect to interact with public institutions such as schools. There are now plenty of systems that convey education by utilizing mobile devices. As an extension of technology moving towards ubiquity, there are efforts aiming to bring this to an educational use as well. Efforts in this direction are channelized in the field of mobile learning. The speed of technological development, and the possibilities it brings introduces a large number of challenges when implemented in educational settings. These challenges can be related to for example pedagogical aspects, tools, implementations and organizations. Recent developments including the notions of learning ecosystems, learning landscapes and organizations suggest that the domain of mobile learning can be negatively affected from the lack of a systematic reuse approach. This thesis pursues these challenges by investigating how systematic reuse can be promoted in mobile learning systems.

    A collection of five peer-reviewed publications that elaborates on the different stages of the research process pursuing the main research question forms the core of this thesis. This research process includes a survey stage, elaborating on different aspects related to reuse and mobile learning, an analysis stage that resulted in a descriptive model and several additional domain models; and finally a stage where the descriptive model is refined into a reference model for mobile learning ecosystems. The outcomes of these activities and the analysis of these results provide some fundamental building blocks regarding how to approach the challenge of reuse in mobile learning systems. The proposed reference model can be considered as the first step towards the creation of a common vocabulary that can be used to compare Software Ecosystems within the domain of mobile learning. 

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  • 8.
    Pettersson, Oskar
    et al.
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    Andersson, Jesper
    Linnaeus University, Faculty of Technology, Department of computer science and media technology (CM), Department of Computer Science.
    A Survey of Modeling Approaches for Software Ecosystems2016In: SOFTWARE BUSINESS, (ICSOB 2016), Springer, 2016, p. 79-93Conference paper (Refereed)
    Abstract [en]

    Software ecosystems is one promising strategy for organizations to find new market segments, new innovative value propositions creating new value streams. However, understanding internal and external actors, resources and relationships that could be leveraged in a SECO is critical for their strategic decisions. The consequence of mistakes may be costly failures that can force an organization to move out of a market. This paper describes a systematic mapping study that targets description of software ecosystems. Our conjecture is that adequate description support leads to modeling, which will improve information and in turn strategic decisions. The survey searches existing literature for description techniques and their application for comprehensive description. The study identifies and maps 63 primary studies out of 937 candidates according to their degree of modeling support and several other important aspects for SECO description. The analysis indicates that no approach fully supports comprehensive SECO descriptions, supporting domain specific and view specific modeling of ecosystem concerns. The analysis is used to highlight areas for a future research agenda.

  • 9.
    Pettersson, Oskar
    et al.
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Andersson, Jesper
    Linnaeus University, Faculty of Technology, Department of Computer Science.
    Milrad, Marcelo
    Linnaeus University, Faculty of Technology, Department of Media Technology.
    Understanding Software Ecosystems for Technology-Enhanced Learning: a Case Study2013In: Proceedings of the 21st International Conference on Computers in Education 2013 / [ed] Lung-Hsiang Wong, Chen-Chung Liu, Tsukasa Hirashima, Pudjo Sumedi, Muhammad Lukman, Indonesia: Asia-Pacific Society for Computers in Education, 2013, p. 457-462Conference paper (Refereed)
    Abstract [en]

    The increased use of information and communication technologies (ICT) in schools promises up-to-date, interactive and collaborative learning content, However, this has proved difficult to fulfill as the requirements from students and teachers combined with devices in a variety of contexts are expensive to meet. Software reuse is a proven way to decrease development time, and thus promises a way to decrease these costs of ICT. This paper explores the characteristics of a software ecosystem approach to cater for the new digital school and presents a reference model for ecosystems developed for the domain of technology-enhanced learning (TEL).

  • 10.
    Pettersson, Oskar
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Gil de la Iglesia, Didac
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    On the Issue of Reusability and Adaptability in M-learning Systems2010In: Proceedings of the 6th IEEE International Conference on Wireless, Mobile, and Ubiquitous Technologies in Education, Los Alamitos, CA, USA: IEEE Press, 2010, p. 161-165Conference paper (Refereed)
    Abstract [en]

    This paper presents a brief overview over some of the conceptual and technical issues associated with reusability and adaptability. The specific orientation of our efforts is oriented towards systems supporting Mobile Learning. The field of M-learning domain has during recent years been suffering from severe configuration problems caused by the plethora of mobile devices present on the market. This paper presents a conceptual architecture that has been conceived to remedy some of these issues. Furthermore, a possible instantiation of this architecture with self-adaptivity features is discussed and a first prototype implementation is presented. The notion of ecosystems is introduced, as we believe it is an important building block towards increasing the reusability of components and content in this field where composition is one of the major issues to be addressed.

  • 11.
    Pettersson, Oskar
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Svensson, Martin
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Gil de la Iglesia, Didac
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Andersson, Jesper
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    On the Role of Software Process Modeling in Software Ecosystem Design2010In: Proceedings of the Fourth European Conference on Software Architecture: Companion Volume, New York, NY, USA: ACM Press, 2010, p. 103-110Conference paper (Refereed)
    Abstract [en]

    Software Ecosystems (SECOs) have in recent years emerged as a promising approach for improved inter and intra organizational reuse and for reusability involving end-users in the software development process. Understanding the software's role in a larger perspective and how it interconnects with stakeholders is key for progress in those directions. However, for SECOs, several theoretical and methodological gaps remain to be charted. This paper identifies one such gap, the need for precise process modeling. It elaborates on experiences gained from the analysis of a SECO for mobile learning and brings up several aspects and insights for this particular domain. The main contributions are an initial reference model for the mobile learning domain and an outline for an analysis method for domain specific SECOs.

  • 12.
    Pettersson, Oskar
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Vogel, Bahtijar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Reusability and Interoperability in Mobile Learning: a Study of Current Practices2012In: Proceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012, IEEE, 2012, p. 306-310Conference paper (Refereed)
    Abstract [en]

    The amount of software developed for educational purposes has steadily increased over the last years. A growing subset of these developments is intended for use in mobile devices. This puts special requirements on implementations that need to be overcome before mobile learning can be more widely adopted. In this paper we investigate how educational software development community can be encouraged to develop more sustainable and interoperable applications. This investigation is done by first surveying the different aspects of reuse to give a background and motivation. Then, a survey of current practice is performed. The survey provides initial insights into how reuse and interoperability is used in authentic practice. Findings indicate that there is much to be done in terms of interoperability and reuse for mobile learning applications. The result of this study confirms that two of the main challenges that developer of educational software in general and mobile learning in particular face is interoperability and reuse. Finally, some directions to overcome these challenges are proposed.

  • 13.
    Sollervall, Håkan
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Gil de la Iglesia, Didac
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Peng, Aihui
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Pettersson, Oskar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Salavati, Sadaf
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Yau, Jane
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Designing with mobile technologies for enacting the learning of geometry2011In: Workshop Proceedings of the 19th International Conference on Computers in Education / [ed] Mohd Ayub A. F. et al., Asia-Pacific Society for Computers in Education, 2011, p. 305-312Conference paper (Refereed)
  • 14.
    Sollervall, Håkan
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Gil de la Iglesia, Didac
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Peng, Aihui
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Pettersson, Oskar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Salavati, Sadaf
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Yau, Jane
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Trade-offs between pedagogical and technological design requirements affecting the robustness of a mobile learning activity2011In: Proceedings of the 19th International Conference on Computers in Education / [ed] T. Hirashima et al., Asia-Pacific Society for Computers in Education, 2011, p. 381-385Conference paper (Refereed)
  • 15.
    Spikol, Daniel
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Media Technology.
    Milrad, Marcelo
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Media Technology.
    Svensson, Martin
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Media Technology.
    Petersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Media Technology.
    Mobile Collaboration Tools and Systems to Support Ubiquitous Learning2008In: Fourth Annual Conference on Collaboration Technologies, 2008, p. 104-109Conference paper (Refereed)
    Abstract [en]

    Current developments in mobile, wireless and positioning technologies combined with contextual computing are contributing to the advance of new mobile applications and services. Educational environments are being subject to these changes providing an opportunity for curriculum development that can use these socially based mobile devices for supporting different aspects of learning and teaching. But these new technologies raise crucial questions about what features and capabilities collaborative mobile tools and systems should provide to support different learning activities. In this paper we present our current work related to the development of a system that use web and mobile technologies to support collaborative and ubiquitous learning. We also illustrate three specific collaborative learning scenarios supported by our tools. The results of our activities provide us with valuable insights that can help us to identify future challenges related to the design and implementation of this kind of collaborative systems.

  • 16.
    Spikol, Daniel
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Gerestrand, Anders
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Designing Pervasive Games to Support University Studies in Media Technology2009In: ICALT '09: Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies, IEEE Press, 2009, p. 261-263Conference paper (Refereed)
    Abstract [en]

    New media technology students at university face many challenges from social to pedagogical when they start academic studies. One of the programs initial goals for these new students is to introduce them to some of the key social web services that they will need to use for their schoolwork. The use of pervasive games to reach this specific purpose may help new students acclimate to these challenges. This paper presents a pervasive game that helps teams of students work together with new technologies to solve a mystery about a missing fictional professor. Our particular research interest relates to how pervasive games can be used to introduce social web technologies and support team building for a university courses. The game presented in this paper show promise as a tool to get new university students in media technology actively involved in exploring social media web services.

  • 17.
    Svensson, Martin
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Oskar, Pettersson
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Martin, Maczkowski
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering. Medieteknik.
    Exploring interaction supported by recent technology in ubiquitous learning environments2007In: Proceedings of SIDeR 2007, March 8-9, 2007, Ronneby, Sweden., Southeast Sweden Universities, Kalmar, Sweden , 2007, p. 93-96Conference paper (Refereed)
  • 18.
    Svensson, Martin
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Making Use of User-Generated Content and Contextual Metadata Collected during Ubiquitous Learning Activities2008In: Eighth IEEE International Conference on Advanced Learning Technologies, IEEE Press, 2008, p. 606-610Conference paper (Refereed)
    Abstract [en]

    During the last years significant research efforts have been conducted looking at how to standardize digital educational content. Due to better connectivity and computational power of mobile devices, new opportunities have emerged for collecting user-generated data based on the context and the environment where the content has been generated. While metadata standards for learning objects such as IEEE LOM make it possible to annotate digital content with pre-defined metadata tags, the ability to store custom user-generated or contextual metadata is not yet fully supported. The need for developing a flexible solution to deal with these problems motivated the design of our activity controller system (ACS), a rapid prototyping system and a task manager, which interprets, reacts to and stores contextual metadata and content extracted during learning activities. This paper presents how ACS facilitates coordination and reusability of user generated data, which we believe is as a valuable feature compared with existing standards and initiatives.

  • 19.
    Svensson, Martin
    et al.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Pettersson, Oskar
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Persson, Magnus E.
    Växjö University, Faculty of Mathematics/Science/Technology, School of Mathematics and Systems Engineering.
    Pinetree: A Learning Content Repository Based on Semantic Web Technologies2009In: Ninth IEEE International Conference on Advanced Learning Technologies, IEEE Press, 2009, p. 522-526Conference paper (Refereed)
    Abstract [en]

    During the last few years, mobile devices such as cellular phones and PDAs have become sophisticated tools for creating digital content. Moreover, their built-in or attachable sensor capabilities make it possible to derive metadata that denote the context of the user. The challenge of annotating digital content with contextual metadata is a central part of our current research efforts and the main rationale for the development of Pinetree. Pinetree is a learning content repository based on Semantic Web technologies. The aim of the article is to explore the utility of using RDF (Resource Description Framework) as a data model in a learning content repository. We describe the different components of Pinetree and illustrate its use in a specific learning scenario. Our initial results indicate that a learning content repository based on RDF can be a flexible solution for digital content storage in terms of metadata expressivity, interoperability and data distribution.

  • 20.
    Vogel, Bahtijar
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Pettersson, Oskar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Kurti, Arianit
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Huck, Andreas
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Utilizing Gesture Based Interaction for Supporting Collaborative Explorations of Visualizations in TEL2012In: Proceedings 2012 17th IEEE International Conference on Wireless, Mobile and Ubiquitous Technology in Education, WMUTE 2012, IEEE, 2012, p. 177-181Conference paper (Refereed)
    Abstract [en]

    In this paper, we present our efforts related to the implementation of the prototype that utilizes gesture based interaction for supporting collaborative explorations of visualizations in technology-enhanced learning activities. The prototype enables the visualization of different types of geo-tagged content and sensor data collected using mobile devices. In order to test the novelty and interactivity of our prototype we conducted a user testing study involving university students. The results of this study indicate that participants experienced this prototype as easy to use, with an acceptable overall level of satisfaction. Outcomes from this study show that gesture based interaction become useful when it comes to collaborative explorations of visualizations for supporting learning activities.

  • 21.
    Yau, Jane
    et al.
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Gil de la Iglesia, Didac
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Milrad, Marcelo
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Pettersson, Oskar
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Salavati, Sadaf
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Sollervall, Håkan
    Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
    Identifying the potential needs to provide mobile context-aware hints to support students' learning2011In: Proceedings of the 19th International Conference on Computers in Education / [ed] T. Hirashima et al., Chiang Mai, Thailand: Asia-Pacific Society for Computers in Education, 2011, p. 365-372Conference paper (Refereed)
    Abstract [en]

    In recent years, mobile and context-aware technologies have been used in an attempt to enhance students‟ formal and informal learning experiences both in the classroom and outdoor settings. Such technologies have supported teaching and learning in a variety of subjects. In this paper, we present the ongoing research efforts in our Geometry Mobile (GeM) project, where we conducted a number of trials in the last two years with primary and secondary school students in Sweden. The current trial of our GeM project (April 2011) is discussed together with the data collection method we have used for exploring how Context-Aware learning hints (CA hints) can be utilized to support the different stages of the learning activity. Insights and preliminary results from this trial are described. We also present the motivation of our proposed CA hints, the definition of the requirements of those, and the formulation of a classification thereof.

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