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
The excessive cost of inadequate management of stored information resources by companies means a significant loss for them, causing them to invest more than they should in technology. To overcome and avoid more significant losses, companies must counteract this type of problem. The present work's aim is to apply good data mining through digital business marketing that will allow ordering and filtering of the relevant information in the databases through RapidMiner, to supply the companies' databases with only relevant information for the normal development of their functions. For this purpose, the Knowledge Discovery Databases (KDD) methodology will be used, which will allow us to filter and search for information patterns that are hidden in order to take advantage of the historical data of investment per student in the educational sector and to establish a more accurate and efficient data prediction. As a result, it was found that over the years, the expenditure per student increases regardless of the area in which it is located, that although not in all provinces same amount is allocated, it is observed that it maintains an upward trend concerning the expenditures made, concluding that the KDD methodology allowed us to graph and showed how the expenditure allocated to the education sector has varied in the different grades of education, providing relevant information that will be useful for future related studies.
Nowadays, many people, especially students, enjoy spending their free time with mobile devices. The main reason for this is that an intelligent device based on current information presents the desires and requirements of students. A nowadays-promising technology to overcome the problems in m-learning, mobile devices provide reliable, customized and guaranteed dynamic computing environments for all users. This article presents a new pedagogical architecture for a mobile learning system in an extended cloud-computing environment enriched with smart devices. This architecture can be applied everywhere where there is a need for intensive teaching and learning in higher education. The system architecture was described together with the discussion of knowledge assessment methods possibilities and potential issues. In addition, a solution to the problem of developing applications for organizing mobile learning using the visual programming environment MIT App Inventor is proposed. The results of experiments on the use of mobile education were analyzed and presented in tabular diagram form.
The primary purpose of this research is to design and implement educational material through the method of distance learning to teach Braille to adult educators. Another main aim of this study is to probe into the possibilities distance learning offers learners and to what extent it can be conducive to a proper and effective teaching of Braille to adult educators. More specifically, the educational material was examined by three experts in distance learning education who contributed to its evaluation and further development. Subsequently, the educational material was examined by five educators who evaluated it.
This study aimed to examine the effect of the whole language approach on learning motivation and productive communication skills of third-grade students of SD Lab Undiksha for the academic year 2022/2023, both individually and together. This research is quasi-experimental. The research design used was the posttest-only control-group design. The population, which is also the sample in this study, are all third-grade students of SD Lab Undiksha, totalling 48 students. The independent variable in this study is the whole language approach. At the same time, the dependent variable in this study is students' learning motivation and productive communication skills. Data collection methods used are questionnaires and tests. The data on students' learning motivation and productive communication skills that have been collected are tabulated with the mean and standard deviation. The statistical analysis used to test the hypothesis is MANOVA. Based on the research that has been done, it was found that: 1) there was a significant effect of the whole language approach on the learning motivation of Class III students of SD Lab Undiksha in the academic year 2022/2023 with an F count of 75,037 and a significance of 0,000; 2) there is a significant effect of the whole language approach on the productive communication skills of Class III students of SD Lab Undiksha for the academic year 2022/2023 with an F count of 84,668 and a significance of 0,000, and 3) there is a significant effect of the whole language approach on learning motivation and productive communication skills of third-grade students of SD Lab Undiksha in the academic year 2022/2023 simultaneously with an F count of 73.211 and a significance of 0.000.
In recent years, there has been a low percentage of learning in all educational centres. This research aims to design a mobile application to improve learning and technical and soft skills in educational institutions in Peru. This way, it can be replicated in another country with a similar reality. Also, we used the Design Thinking methodology, which promotes innovation in each of its processes. Thanks to this, we focus not only on the application's development and deployment but also on users' experiences and feelings. During the methodology development process, the survey was used for data collection and analysis and the impact of the mobile application's development on education, having a population of 40 students, obtaining. As a result, a good acceptance of the mobile application, especially in public education.
Digital storytelling emerges from the integration of storytelling and digital to meet media needs in learning, such as communication and self-expression, as well as to facilitate learning by improving language skills, one aspect of story writing skills. The purpose of this research is to find out the needs of teachers and students in using digital storytelling. This study uses a descriptive qualitative approach with data collection sources from teachers, as many as 10 participants and 60 students---data collection techniques through observation, semi-structured interviews via video calls, and supporting documentation. Based on the data analysis, most of them show that media and teaching materials used in offline and online learning are not much different. This fact illustrates that offline and online learning requires innovation from an educator to create an active and fun learning process for elementary school students to achieve learning objectives.
Android is the most extensively adopted mobile operating system in the world. The free third-party programmes that may be downloaded and installed contribute to this success by offering a wide range of features and functionalities. However, the freedom to utilize any third-party programme has spawned a never-ending tide of ever-evolving malicious software intending to harm the user in some way, shape, or form. In this work, we propose and show many methods for detecting malware on Android. An in-process detection system is built, including data analytics. It may use the detection system to look over your current app set and find any malicious software so you can remove it. Models based on machine learning allow for this to be accomplished. It has been investigated how well the models perform with two distinct feature sets: permissions and signatures. Initially, each dataset undergoes exploratory data analysis and feature engineering to narrow down the vast array of attributes. The next step is to determine if an application is malicious or safe using one of many supervised classification models derived from data mining. Different models' performance metrics are examined to find the method that provides the best outcomes for this malware detection task. Ultimately, it is seen that the signatures-based method is superior to the permissions-based. Classification methods such as k-nearest neighbours (kNN), logistic regression, support vector machines (SVM), and random forests (RF) are all equivalent in their efficacy.
This publication is carried out in the context of the research "Archival Ethnography with the Perspective of New Technologies: From the Land of Magnets to the Promised Land - Following Overseas Migration to the USA from the Late 19th Century to the Present" as a Visiting Research Fellow at the Department of Political Science and International Relations of the University of Peloponnese. In particular, the social media and the group entitled "The roads \& places of migration of residents of Greece (Magnesia) to the USA" on Facebook constituted another research tool. The interested members (relatives of immigrants and citizens of Magnesia in Greece) posted documents for investigation (photographs, letters, newspaper clippings, advertising brochures of the time, birth certificates, manuscripts, letters, etc). The group members quickly posted relevant material via mobile devices (smartphones). At the same time, via messenger, some conversations resulted in oral testimonies (interviews in phases). Social media and the corresponding groups that can be created can be used in humanities research (history, folklore, archival ethnography) as digital notebooks using smartphones at any time and from various parts of a country. This article presents social media as internet technologies that can be used in collecting and digitizing evidence that can be useful in the analysis and elaboration of evidence-based research (archival ethnography).
Language is something that a child learns from their environment. English, a global language, has become a popular demand in many countries, including Nepal. With a strong belief that children learn when actively engaged in the learning process, this study aims to enable early-grade learners to develop their language skills by emphasizing English speaking and listening skills. The question guides this research- how can digital storytelling pedagogy help to enhance early-grade learners' English language skills? Using action research, this study includes fifteen upper kindergarten learners and three parents as participants in two weeks’ virtual classroom settings. Data were collected through observation, field notes, interviews, and questionnaires. Significant findings show that digital storytelling pedagogy is effective in developing the language skills of early learners as it creates an environment where they can watch, listen, interact and communicate more. With exposure to new vocabularies through storytelling and in the meaning-making of the same, they became more acquainted with English and Nepali languages. Gestures and non-verbal communication were added advantages of digital stories.
This research aims to determine how much influence gadgets have on the learning outcomes of grade 4 elementary school students. This research is quantitative research with an ex post facto research design. In this study, the sampling technique used random cluster sampling with a population of 859 students and a sample of 141 students. The research instruments were questionnaires and tests. Instrument test using validity test and reliability test. The data analysis of the normality test, linearity test, and hypothesis test with the regression test, f-test, t-test and the coefficient of determination. The study’s results showed a significant effect of the use of gadgets on student learning outcomes by 23.5%, with a correlation value of 0.491. Τhis indicates that the relationship influence of the role of parents, students' learning motivation and the use of gadgets on student learning outcomes is powerful and significant.
The rapid development of augmented reality (AR) applications has led to wide adoption in education, acting as a supporting tool to increase the transmitted information. However, children need to improve their knowledge of plants, their categories, their conceptual framework as well as the human relationship with them. This research studies the learning outcomes of a plant-themed augmented reality mobile application and its key features designed for 1st graders of primary school. The results of the research showed that there was no statistically significant improvement between the experimental group and the control group.
Computational Thinking (CT) and coding skills are internationally acknowledged as necessary for today's students and 21st century citizens. Nowadays, despite the multifaceted nature of CT, the introduction of CT and associated concepts is regarded as developmentally acceptable for preschool and kindergarten children. Furthermore, there is a considerable influx of software offering various interfaces and styles which facilitate the introduction of children aged four to six to essential CT, coding, and problem-solving skills. Although the creators of these environments claim that they bear educational value, there is no formal or scientifically documented evaluative system certifying this value. For instance, the fast-paced developers produce apps, and the breadth of the available apps has gone beyond what is reasonable for researchers and experts in the domain to evaluate. This article presents a literature review on the available software to encourage preschoolers’ introduction to CT, coding and general literacy skills.
| ISSN: 2737-5676
Abbreviation: Adv Mobile Learn Educ Res
Editor-in-Chief: Prof. Stamatis Ioannis Papadakis (Greece)
Publishing Frequency: Half-Yearly
Article Processing Charges (APC): 0
Publishing Model: Open Access