Bluetooth mlearning Applications for the Classroom of the Future

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Bluetooth mlearning Applications for the Classroom of the Future

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Bluetooth mlearning Applications for the Classroom of the Future Tracey J. Mehigan Daniel C. Doolan Sabin Tabirca University College Cork, Ireland 2007

Overview Overview Introduction Mobile Learning Bluetooth Mobile Message Passing Example Application Conclusions

Introduction Introduction What is Mobile Learning? The achievement of educational practices through the use of mobile technology An essential part of an emerging learning processes for the classroom Mobile Learning holds great significance for the future of mainstream education Mobile Technology could be used to encourage young people to learn in a beneficial way.

Mobile Learning Mobile Learning The emergence of Mobile Learning results from Increased mobility of electronic learners Advancement in wireless technologies Until now Mobile Learning has relied on Wireless Application Protocol Wireless Markup Language

Bluetooth mlearning Applications Bluetooth mlearning Applications Are in essence Bluetooth Games Use Bluetooth Technology and Mobile Phones to connect Students with their Teacher over a Piconet Create a fun and interactive method of learning in the classroom

Bluetooth mlearning Applications Connecting Students with their Teacher

Mobile Phones Why Mobile Phones? Mobile Phones One of the most successful technologies to have emerged into society. Can achieve most of the tasks that Personal Computers are capable of. Forecasts predict future processing power equitable to that of today s PCs. Phones such as Nokia N92 are capable of displaying Digital TV

The Mobile Phone Market Mobile Phone Penetration in Ireland 120% 100% Population Usage 80% 60% 40% 20% 0% 1999 2000 2001 2002 2003 2004 2005 2006 Time

The Mobile Phone Market Mobile Phone Penetration in the EU 120% 100% Population Usage 80% 60% 40% 20% 0% 2003 2004 2005 2006 Time

Motivation Motivation Resources Processing Power and Capabilities of Mobile Phones combined with Bluetooth are providing the potential for a revolution in education New and Interactive Technologies Facilitate the development of modern teaching methods to create more interesting and immersive learning environments Opportunity Most students own at least one mobile device, therefore there is access to an existing resource.

Bluetooth Bluetooth What is Bluetooth? Bluetooth Technology allows different devices to communicate with each other over a piconet or scatternet It allows for easy interconnection of wireless devices such as mobile phones, computers, PDA s etc. Bluetooth Standardization Bluetooth 1.2 Bluetooth 2.0

Bluetooth Trends Today s Bluetooth Trends Bluetooth Trends Bluetooth is receiving increased attention from the wireless industry Bluetooth Community committed to ongoing development of standards to ensure relevance in the future The full impact of Bluetooth technology remains unclear

Educational Trends Today s Educational Trends In Today s society classroom teaching is a difficult task. Students fail to take part in classroom discussions Classroom culture has made teaching a one way street. There exists an Established Precedent in education to develop systems to improve classroom learning and student feedback ClassTalk Participatory Simulations Collaborative Data Gathering Mobile Technology can lead to higher grades

Mobile Message Passing Mobile Message Passing Interface What is MMPI? Based on the Message Passing Interface as introduced in 1992, MMPI is specific to mobile environments. A Java based library that significantly reduces the amount of Bluetooth specific coding required for multi-user software development through Client/Server parallel systems MMPI employs Bluetooth as a wireless inter-device communications mechanism.

Mobile Message Passing Mobile Message Passing Interface How does MMPI Work? The overall MMPI structure consists of Three Classes The Main Class MMPI is responsible for primary Message Passing functions The BTClient and BTServer secondary classes create the underlying Bluetooth connection

MMPI Structure The MMPI Main Classes MMPI BTServer BTClient

MMPI for Education MMPI for Education Interactive applications using Bluetooth can empower both the Student and the Teacher The Student is provided with the ability to interact in an interesting environment The Teacher is given the ability to assess students and solve problems that may exist with individual students The MMPI library enables the development of Bluetooth applications without the need for lengthy code

Example mlearning Application Applications for Mathematics Two example applications center on the subject area of Algebra Both the Quadratic and Linear Simultaneous Equation types are provided for Design and Structure Employs a Client / Server Architecture Designed for use with Mobile Phones to provide a simple, interesting and fun method of learning for the classroom. The student (Client) uses material sent to their device by their teacher s device (Server) to calculate a proposed solution

Example Application User Interface Server Side A Form is created using TextFields to enable equation values to be entered. Values can be selected Randomly using a Random Command. The equation is output to the Master screen using a String Item. A dynamic textfield is created to log student devices, answers and results.

Example Application User Interface Client Side Again a user Input form is used to get values for the student s proposed answer The answer is displayed to the Student using a String Item. The answer is sent to the Teacher using a Send Command. On receipt from the Teacher the result is displayed using a String Item.

1: loop 2: if (RANK == MASTER) then 3: Obtain from input form or generate random values for a0,b0,c0,a1,b1,c1 4: Generate values for x1,x2 based on input values 5: Put the values into the equation as appropriate 6: Send values for equation to Client devices 7: for (each client device) do 8: get result x1,x2 from client 9: validate the result STATE return message on status of result 10: end for 11: end if 12: if (RANK!= MASTER) then 13: Get the equations from the MASTER 14: Populate the input form with proposed solution 15: Send the solution to the MASTER 16: Get the validated result 17: end if 18: end loop The Algorithm

Initial Application Screens

Linear Simultaneous Equations Example of algebraic application

Help Screen

Testing and Evaluation Testing The Applications were tested as part of a routine mathematics class by 25 second year students 1 89% of students enjoyed the overall mlearning experience 2 82% increased ability to participate in class 3 92% found the applications challenged their mathematical ability 4 76% would like to see similar applications incorporated into their classroom routine 5 89% of students found the applications beneficial to classroom learning Limitations Mobile Phone Limitations such as screen size did not hinder the example application in carrying out its objectives

Conclusion Bluetooth mlearning Applications mlearning applications benefit the student as part of classroom routine The overall learning process is enhanced Change class room culture for the better and increase learning Empower both Students and Teachers within the classroom Student inhibitions are removed Students learn by Inclusion and Interaction rather than Disengagement

The Future Potential for the Future A wider area of mathematical problems and subject areas could be included Geometry Calculus Trigonometry There is potential to develop applications for other subjects The future of Mobile Learning has enormous potential and appears greatly significant

Do you have any Questions?