TY - JOUR
T1 - Mobile Devices as Support Rather than Distraction for Mobile Learners
T2 - Evaluating Guidelines for Design
AU - Eliasson, Johan
AU - Pargman, Teresa Cerratto
AU - Nouri, Jalal
AU - Spikol, Daniel
AU - Ramberg, Robert
PY - 2011
Y1 - 2011
N2 - This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present six guidelines for designing mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. The guidelines are developed through video analysis of groups of middle school students doing learning activities outdoors and evaluated using the task model. The guidelines suggest that students (1) assume roles based on a different functionality of each device, (2) use devices as contextual tools, that the activities, (3) include physical interaction with the environment, (4) let teachers assume roles, (5) encourage face-to-face communication, and (6) introduce students to the mobile devices.
AB - This article questions the design of mobile learning activities that lead students to spend time focusing on the mobile devices at the expense of interacting with other students or exploring the environment. This problem is approached from an interaction design perspective, designing and analysing geometry-learning activities. The authors present six guidelines for designing mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. The guidelines are developed through video analysis of groups of middle school students doing learning activities outdoors and evaluated using the task model. The guidelines suggest that students (1) assume roles based on a different functionality of each device, (2) use devices as contextual tools, that the activities, (3) include physical interaction with the environment, (4) let teachers assume roles, (5) encourage face-to-face communication, and (6) introduce students to the mobile devices.
KW - Activity Theory
KW - Human-Computer Interaction
KW - Interaction Analysis
KW - Interaction Design
KW - Mobile Learning
KW - Situated Learning
UR - http://www.scopus.com/inward/record.url?scp=85001785616&partnerID=8YFLogxK
U2 - 10.4018/jmbl.2011040101
DO - 10.4018/jmbl.2011040101
M3 - Journal article
AN - SCOPUS:85001785616
VL - 3
SP - 1
EP - 15
JO - International Journal of Mobile and Blended Learning
JF - International Journal of Mobile and Blended Learning
SN - 1941-8647
IS - 2
ER -