Advances in Mobile Learning Educational Research (AMLER) (ISSN: 2737-5676) is an open access, continuously published, international, refereed journal that aims to increase knowledge and understanding of how mobile technology can enhance education by the publication of high-quality research, which extends theory and practice. We welcome research papers on mobile technology's pedagogical uses, where the focus is broad enough to be of interest to a broader education community.
We also welcome:
(1) systematic review papers and meta-analyses that include straightforward research questions, a framework of analysis, and conclusions that reflect the paper's aims;
(2) studies that focus on teaching and learning in science, technology, engineering, and mathematics (STEM) and educational robotics;
(3) studies that address specific challenges in improving students’ achievement, approaches used to motivate and engage students, and lessons learned from changes in curriculum and instruction based on educational technology in general.
Topics of interest include, but are not limited to the following:
• M-learning Educational Technology
• M-learning Educational Philosophy and Theory
• M-learning Education Innovation Management
• M-learning Educational Psychology
• M-learning Educational Policy
• M-learning Educational Evaluation and Policy Analysis
• M-learning Educational Economics
In STEAM education, Lego WeDo 2.0 robot kit is a well-known tool for introducing educational robotics in elementary schools. This kit teaches students the skills necessary for future success. It provides a wide array of educational opportunities across subjects, along with lessons and other digital resources. This article presents experimental commands/functions development in Python programming language through a Raspberry Pi, permitting a suitable connection to the Lego WeDo 2.0 robot based on Scratch WeDo 2.0 commands for STEAM robotics learning in advanced classes. The main reasons for developing the commands are that Scratch language is a novice programming, and students gain incorrect perceptions of programming behaviour. In contrast, Python is real-world programming, in which students can utilise the language in future careers, and students can also create dynamic programs in Python using WeDo 2.0. Additionally, in this study, some projects are presented using the constructed Python functions developed by us versus the same programs in Scratch as examples for activities in the STEAM classrooms using Lego WeDo 2.0 Robot Kit. The limitation of this study was the lack of testing functions in actual instructive practice for data collection about the effectiveness of Python WeDo 2.0 commands in the classroom. The contribution of this study lies in the novelty framework of the development of WeDo 2.0 Python functions, which can be utilised in STEAM robotics advanced classrooms for learning in the fields of science, technology, engineering, the arts and mathematics.
This research aims to describe PowerPoint-based interactive multimedia products in learning multiple material mathematics and class IV factors of the Karangtengah Baru, Imogiri State Elementary School, and describe the feasibility of the product. This research uses a development method or Research and Development (R&D), which includes six stages of development. The results of this development study show that the product developed meets valid and practical criteria. The validity can be categorized as "Very Good", with an average score of 4.6 and a percentage of 92%. The assessment results from media experts are categorized as "Good", with an average score of 3.9 and a percentage of 78.7%. The assessment results from media experts are categorized as "Good", with an average score of 3.9 and a percentage of 78.7%. Assessment from class teachers is categorized as "Very Good", with an average score of 4.7 and a percentage of 95.7%. Practicality seen from student response assessments can be categorized as "Very Good", with an average score of 4.7 and a percentage of 94% of 10 students as respondents. Based on the above exposure, it can be concluded that PowerPoint-based interactive multimedia products are developed and feasible for use in Class IV elementary mathematics learning multiple materials and factors.
In recent years, education has increasingly focused on children's acquisition of digital skills and abilities, which leads to the need to create new educational methodologies capable of engaging students in computational thinking activities. The research interest of this paper focuses on how preschool children can be more involved in STEM and educational robotics through authentically experiential learning on the topic of marine plastic pollution. It examines toddler engagement through an integrated STEM scenario using the programmable robot Bee-Bot and encourages children to solve problems in many possible ways, assessing the strengthening of their necessary skills. The teaching intervention took place during the 2021-22 school year in a Kindergarten in the city of Ioannina. During the planning and implementation phase of the program, action research and field study are applied, while the sociocultural approach to teaching natural sciences, educational robotics, new technologies, engineering, the arts and mathematics. The research framework is completed with the evaluation process and the students disseminating the project learning outcomes.
The primary purpose of this study was to examine the level of secondary education teachers' attitudes towards implementing S.T.E.M. in the classroom. Moreover, previous relative research studies' findings were reviewed to assist in the analysis of the current study. The main instrument of the study was a questionnaire containing 18 items using a 5-point Likert scale administered to 121 K-12 school teachers. Descriptive, independent t-tests and ANOVA analyses were applied to analyze the research findings. The results showed a highly positive attitude towards S.T.E.M. education. Nevertheless, teachers seem concerned about implementing the framework in the classroom and appear willing to participate in relative seminars. Overall, this study's findings comply with the findings of the international literature and are expected to raise awareness among the relevant departments of the Hellenic Ministry of Education and Religious Affairs.
Mobile phones are prevalent worldwide, and today's learners utilize this technology for instructional purposes. This educational design research aims to evaluate the developed interactive mobile application. This instructional material contributes to today's 21st century or digital native learners' needs to engage students in the teaching-learning process. The app is aligned with mathematics instruction, balancing visuals and Math content. Employing the Instructional Material Development for Non-print Materials instrument shows that the developed mobile app is acceptable for the Grade 11 students. Students reported a positive experience and noted an increased interest in Mathematics when using the app. Further research is needed to explore the integration of this app in the mathematics classroom.
The purpose of this study is to understand teachers' experiences in-depth on distance education activities held urgently during the pandemic and holistically reveal them. For this purpose, the interlocking single event pattern from case study designs was used to have depth meanings from the teachers' views. In the study, a semi-structured questionnaire was created as a data collection tool and applied to sixty-six teachers with snowball sampling. Teachers participating in the study generally work at primary, secondary and high schools. At the end of the study, it was revealed that the interaction between students, student-teacher, and teacher-parent in urgent distance education processes was generally insufficient; there was no socialization. In addition, it was revealed that both teachers and students experienced various positive and negative emotions, the teaching content was insufficient, and there was a lack of technological equipment and knowledge. However, as an alternative, urgent education activities had some positive aspects for the teachers. As a result of the study, it is recommended to design distance education better, provide a better communication channel between teacher-student-parent, eliminate technological infrastructure problems, and provide technical and psychological support to teachers during urgent distance education practices.
The present work supports the possibility of connecting exhibits of the Museum of Ali Pasha on the island of Ioannina with the Natural Sciences through an educational scenario in the light of the Theory of Activity and the SciEPIMGI design framework. In this way the educational programs designed for Museums of general interest gain added value by supporting the cooperation of formal and non-formal education. The script was designed during the training program of the University of Ioannina and was implemented in November 2021 by students of the Kindergarten of Ioannina. Through selected exhibits of the Museum, bridges with themes were detected from the Curriculum for Natural Sciences in the Kindergarten, focusing specifically on the theme "water". Theoretically, it is based on the approach of Hein's constructivism, Gardner's multiple intelligences and the active participation of Simon's student, with particular emphasis on the student's individual peculiarities regarding the ways of perceiving reality and the personal meanings he forms. The Museum-pedagogical activities that are designed apply a variety of methodologies such as students' oral expression, visual creations, hidden treasure game, writing, experimentation, creating connections, problem solving, interpretation and expression of crises, etc. Special emphasis was given to of students' senses and in experiential and exploratory learning. The museum space was utilized as a constructed environment for learning and application of museum-pedagogical methods and as an invisible educational framework that allows effective learning processes, mobilizes curiosity, evokes emotions and impressions.
The current study investigates the reason for parents and children's paradoxical perceptions of online learning, determining factors, and the impact of these differences on their relationships. This research employs qualitative data collection and analysis approaches. Twenty-five parents and their children studying at an elementary school and participating in mentoring activities in Malang, Indonesia, were recruited based on the school principal's recommendation. The data were collected using in-depth interview techniques with parents and their children and observations during the counselling sessions and continuous mentoring sessions. The results show that parents and children perceived online learning paradoxically in three aspects: time, implementation process, and online learning media. Parents tend to perceive online learning negatively, while children perceive it positively. The difference in perception is caused by different expectations and attitudes towards online learning and the family's socioeconomic conditions during the Covid-19 pandemic. The differences in perceptions trigger parent-child conflicts indicated by poor communication, negative labelling, and physical violence. Three policy recommendations are proposed to address the issue during times of crisis, including the Covid-19 pandemic.
Over the last few years, rapid technological progress has developed our lives in all areas. The adoption of technology in the everyday lives of both adults and children through smart mobile devices has led to the foreseeable integration of digital tools in the educational process. Smart mobile devices and the applications that accompany them have been proven effective in the educational field since they allow students to acquire knowledge through activities with an interactive and playful character. A technique that has gained popularity among technology users in the last decades is gamification. Gamification combines mechanisms and elements of games, enhancing students' learning, motivation, and interest in various educational fields, such as mathematics and science. The usage of game elements in education is not encountered for the first time due to the spread of gamification in technology, but it has been mentioned since the early ancient Greek years. However, technology has reinforced gamification through components and techniques that provide students with all the necessary supplies leading to positive learning outcomes. This bibliographic review presents the literature findings on gamification through smart mobile devices in science teaching in preschool education.
This article describes an action research study investigating the understanding and uses of collaborative tools, which are novel to pedagogical practices -- using the steps of planning, intervening, evaluating the effectiveness, and sharing potential collaborative tools and/or applications. The research focuses on determining the most effective applications for collaborative tools. Based on the study, this article highlights additional key strengths of collaborative teaching scenarios: their strength in facilitating student tasks and assessments. The time savings are quantified after determining how the collaborative task reduces the time required by course facilitators for manual evaluation. This advancement makes it possible to design multiple collaborative tasks that use various collaborative tools, enhancing learning experiences in higher education. The section then discusses potential collaborative tools and/or applications. Effective utilization of collaborative tools necessitates facilitators with the skills to create a new, innovative, collaborative virtual platform.
Technology in the 21st century forms an indispensable part of the everyday life of all ages. Today, portable devices are used daily for multiple purposes (entertainment, recreation, health, productivity, physical exercise etc.), while games found on portable devices based on a player's location have started to burgeon as well. Education could not remain uninvolved in these developments. Over the last few years, technology has been used more to foster students' education through programs and applications. The gamification of education looks to maximize student engagement. This current study aims to plan and create an educational teaching scenario as part of the teaching of the History subject. Using the multimedia tool Actionbound, students are guided into the place of interest (monastery). The school subject of history becomes more entertaining as students move into space through GPS locations, questions, tests, and rewards. Therefore, students are no longer passive receptors of new knowledge and information but explorers who discover their new knowledge by taking an active role in the teaching process.
Universities and educational organizations aim to bring an innovative approach to internationalization in higher education in the digital environment. They focus on enhancing and cultivating the students' communication and intercultural competencies and building self-confidence in an international environment. This study presents an overview of the existing educative strategies and innovative interventions used for integrating/developing International Mobility (IM hereafter) competencies in higher education. For this purpose, we searched various databases following the MOOSE Guidelines for Meta-Analyses and Systematic Reviews of Observational Studies in the last five years. Our findings reveal the literature gap regarding teaching and learning in the content of International Mobility and extend the possibilities for future research directions.
Mathematical illusions and concepts can be more easily visualized and understood with the help of information and communication technologies (ICT). On the contrary, ICT development in Nepali classrooms (from elementary school to university) moves glacially. This study examines the role of ICT tools in mathematics and their features and importance in promoting meaningful learning in mathematics. Based on the literature available, this study found that GeoGebra, Google SketchUp, and Microsoft Mathematics are excellent ICT tools for visualizing mathematical concepts, creating 3D models, and discovering solutions and graphical representations of more complex mathematical concepts and/or illusions. This study also demonstrates the importance of these ICT tools in promoting mathematics teaching and learning from elementary school to the university level. Incorporating the ICT tools mentioned above for teaching and learning mathematics has positively impacted students' achievement in mathematics.
| ISSN: 2737-5676
Abbreviation: Adv Mobile Learn Educ Res
Editor-in-Chief: Prof. Stamatis Ioannis Papadakis (Greece)
Publishing Frequency: Continuous publication
Article Processing Charges (APC): 0
Publishing Model: Open Access