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The Design and Implementation of a Mobile


Learning Resource
Mike Sharples, Dan Corlett and Oliver Westmancott
Educational Technology Research Group, Department of Electronic, Electrical and Computer Engineering,
University of Birmingham, Birmingham, UK

Abstract: The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will
assist individuals and groups to learn anytime, anywhere. We describe the theory-informed design, implementation and evaluation of a
handheld learning device. It is intended to support children to capture everyday events such as images, notes and sounds, to relate them to
web-based learning resources, to organise these into a visual knowledge map, and to share them with other learners and teachers. A
working prototype system, for children aged 9–11, is discussed and evaluated, as an exemplar of personal mobile systems for life-long
learning.

Keywords: Collaborative learning; Handheld learning device; Interactive learning environments; Knowledge map; Mobile learning

1. Background acting with their surroundings. For example, a


student on an archaeology field trip finds a piece
Over the past ten years, educational researchers of pottery and thereby creates a micro-environ-
and practitioners, policy makers and politicians ment for learning that is fundamentally bound to
have mapped out a new landscape of learning as a context that includes time, location and the
a situated and life-long activity. The defining student’s knowledge, skills and available re-
220 features of Contextual Life-long Learning sources.
(CoLL) [1] are that: The last decade has also seen a revolution in
communications and computing technology,
. learning is not confined to pre-specified times
with the installation of digital cellular phone
or places, but happens whenever there is a
networks, and the development of mobile
break in the flow of routine daily performance
computers and digital cameras. These three
and a person reflects on the current situation,
technologies are now converging, into Personal
resolves to address a problem, to share an idea,
Digital Assistants (PDAs) that can enable people
or to gain an understanding;
to access Internet resources and run experiments
. formal education cannot provide people with in the field, capture, store and manage everyday
all the knowledge and skills they need to events as images and sounds, and communicate
prosper throughout a lifetime. Therefore, and share the material with colleagues and
people will need continually to enhance experts throughout the world. By happy co-
their abilities, in order to address immediate incidence, there is a natural alliance between
problems and to participate in a process of
learning as a contextual activity and the new
continuing vocational and professional devel-
personal mobile technology, so that it is becom-
opment.
ing feasible to equip learners with powerful tools
A consequence of this reconceptualisation of to support learning anytime, anywhere.
learning is that the environments where CoLL Although the component technologies to
occurs cannot be pre-specified, but are created support CoLL are now available, we have
through the activity of learning. Nor can the found no detailed discussion of the design of
environment be decomposed into elements that personal mobile technologies for life-long learn-
are independent of the learner [2], but instead ing. Companies including IBM, Microsoft and
are dynamically constructed by learners inter- Hewlett Packard are promoting ‘‘anytime, any-

Ownership and Copyright


# Springer-Verlag London Ltd
Personal and Ubiquitous Computing (2002) 6:220–234
educational technology portal and forum www.mostafa-gawdat.net
where’’ learning with laptop computers. A study parts of her map with those of the other
commissioned by Microsoft of school students children to create both a personal and a group
given laptop computers found that they used website of the visit.
computers at home for a wider variety of learning . A radiologist is in her first year of specialist
tasks than a comparable control group with training in neuroradiology. She attends a case
desktop machines [3]. A project by Philips has meeting and receives the MR (Magnetic
developed a prototype personal communicator Resonance) images for a case through a
and organiser for children, based on the results of wireless network to a tablet computer. She
participatory design sessions with children aged marks up the images and describes the case
7–12 [4]. Druin and colleagues are developing, in using terms from a structured Image Descrip-
collaboration with Alburquerque elementary tion Language and then compares her descrip-
school children, a generic interface for children tion and diagnosis with those of fellow
using a ‘‘pan and zoom’’ metaphor [5]. A team at trainees and the consultant radiologist. She
Simon Fraser University led by Inkpen [6] is can call up a database of related cases, viewing
carrying out a participatory design study with the images and their structured descriptions.
children to develop handheld computers for At home, she reviews the day’s work, discusses
collaborative learning. The Classroom 2000
difficult cases with remote colleagues by voice
project at Georgia Institute of Technology [7]
and shared data, and posts queries to a bulletin
has developed technology to enable students in a
board for discussion the next day.
lecture theatre to read slides from the screen
onto PDAs. Projects to design mobile technol- . A senior citizen is recalling and organising a
ogies for adult learning include FieldNote from lifetime of memories. He revisits favourite
the University of Kent which integrates hand- places and old friends and captures snippets of
held tools for data collection and re-use, conversation and images through a handheld
including a GPS device, into a system that or wearable camcorder that automatically adds
enables fieldworkers to capture and share in- time and location data to each item. Later, he
formation [8]. Fischer and colleagues are inves- arranges these into a digital album, adding
tigating software systems to support life-long spoken commentary and images from local
learning that allow users to learn as they design websites.
artefacts following their unique interests and
These scenarios can be seen as snapshots of a
221
needs, but these are developed for desktop
continuing process of technology-mediated con-
machines not mobile devices [9]. Sharples [1]
textual learning. A central aim of our research is
sets out a general framework for the design of
mobile technology for lifelong learning and gives to enable learners to integrate these learning
a brief overview of the HandLeR project. episodes across time, to support their growth and
This paper provides a detailed account of a transformation of knowledge.
project at the University of Birmingham to Research is already in progress at the
develop a Handheld Learning Resource (which University of Birmingham to develop a Magnetic
we have given the generic name HandLeR) that Resonance Imaging (MRI) Tutor (in collabora-
can assist people of all ages in their personal tion with De Montfort University, University of
learning throughout a lifetime. This is an Sussex and the Institute of Neurology) [10] and a
ambitious aim and to make the project more wearable camera that will capture images as the
manageable we have specified three scenarios user moves around, add time and location data
that span the range of users and types of learning. and enable users to annotate and share the
The scenarios are summarised below: images. This paper describes a project to realise
the first scenario, of providing technology to
. An 11 year old child is on a school field trip. support children learning on a field trip. The aim
She captures images of an historic site, of the project was to produce a functioning
annotates these with notes and sketches and demonstrator of a HandLeR that will enable
organises them into a visual idea map. The children, aged 9–11, to capture learning events
child extends the idea map by adding pages in the field, to annotate, share and organise them
from an internet guide to the site and its into resources for learning, and to communicate
history, accessed through a high-speed wireless directly with other learners or teachers. This
network around the building. She then merges paper describes the design and implementation

The Design and Implementation of a Mobile Learning Resource


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of the system and reports a small formative be designed. It sets out the type of activities to be
evaluation of it with children aged 10 and 11. supported by the new technology (such as
learning and knowledge management), the
domain (personal contextual learning) and any
general constraints (such as time and budget
2. Design Methodology available for the system design). This provides
parameters for two parallel studies: an investiga-
The project followed a methodology of socio-
tion into how the specified activities are
cognitive engineering [11] which aims to analyse
currently performed in their normal contexts,
the complex interactions between people and
and a theory-based investigation of the under-
computer-based technology and then transform
lying cognitive and social structures and pro-
this analysis into usable, useful and desirable
socio-technical systems (technology in its social cesses. The outcomes of these two studies are
context). The methodology has been successfully synthesized into a Task Model whose aim is to
applied to the design of a broad range of human describe the activity system [14] that may
centred technologies, including a Writer’s Assis- include the main actors with their tools and
tant [12] a training system for neuroradiologists resources, their physical, social and cultural
[13], and a system to support requirements context, external representations such as notes
capture from customers for electronic test equip- and diagrams, the rules and conventions that
ment. Socio-cognitive engineering draws on the influence the activity, the distribution of labour,
knowledge of potential users and involves them and the terminology and patterns of discourse.
in the design process, but it is critical of the The Task Model provides the bridge to a
reliability of user reports and it extends beyond cycle of iterative design that includes: specifying
individual users to give an analytic account of a design concept; generating a space of possible
cognitive processes and social interactions, styles system designs; specifying the functional and
and strategies of working, and language and non-functional aspects of the system; imple-
patterns of communication, so as to form a menting and deploying the system. Although
composite picture of human knowledge and this cycle is based on a conventional process of
activity that can inform system design. Our aim interactive systems design, it gives equal empha-
is to design human-centred systems that are sis to cognitive and organizational factors as well
222 based on a sound understanding of how people as task and software specifications. The outcome
think, learn, perceive, work, communicate and is an implemented technology with guidelines
interact. for its use. When deployed, this will create a
Figure 1 shows an overview of the design transformed socio-technical system with new
process. It starts by specifying the general activities to be supported and problems to be
requirements and constraints for the system to addressed.

Fig. 1. Overview of the flow and main products of the design process.

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3. General Requirements as parks, museums and historic buildings that are
regular venues for school field trips then wireless
The general requirements for technologies to LAN is a feasible means of wireless communica-
support contextual life-long learning [1] are that tion.
they should be: The requirement that it should be persistent,
to enable a learner to accumulate and manage
. highly portable, so that they can be available
learning throughout a lifetime, dictates either
wherever the user needs to learn;
that a child should be equipped with a single
. individual, adapting to the learner’s abilities, device for a lifetime of learning (not an option
knowledge and learning styles and designed to where hardware is developing so rapidly) or that
support personal learning, rather than general the learning environment is separated from its
office work; physical instantiation on a particular device.
. unobtrusive, so that the learner can capture This latter approach is taken by standard
situations and retrieve knowledge without the personal computer operating systems and appli-
technology obtruding on the situation; cations where, for example, Microsoft Office
. available anywhere, to enable communication 2000 can run on a wide variety of desktop or
with teachers, experts and peers; portable computers. A person’s learning envir-
. adaptable to the context of learning and the onment could reside on a web server and could
learner’s evolving skills and knowledge; be synchronised with a handheld or desktop
computer (in a similar manner to synchronising
. persistent, to manage learning throughout a
a personal organiser such as the Palm Pilot
lifetime, so that the learner’s personal accu-
through a single button press). The advantage of
mulation of resources and knowledge will be
this approach is that a child could run their own
immediately accessible despite changes in
personal learning environment on a games
technology;
console or interactive TV at home, a desktop
. useful, suited to everyday needs for commu- computer in school and a handheld device on a
nication, reference, work and learning; field trip or a journey between home and school.
. easy to use by people with no previous A museum or field centre might provide a low
experience of the technology. specification handheld device for visitors which
would enable them to capture learning events, 223
These requirements provided initial constraints
on the design. The requirement for a highly synchronise their learning environment and
portable device means that the technology communicate with their teacher or colleagues.
should be light and capable of being carried To adapt to a learner’s changing skills and
and operated on the move. This suggested a pen knowledge, the system must be able to maintain
tablet computer, with a high resolution colour a profile or model of the learner which can
screen. The technology to capture sounds and determine the way in which the accumulated
images and to communicate should either be knowledge and learning material is stored and
built into the device or distributed around the then presented back to the learner in new
body (for example as a buttonhole camera and a contexts. This presents a major research chal-
headset). The latter would require either a lenge. Most attempts at developing computer
festoon of wires (conflicting with the require- models of a learner’s knowledge have concen-
ment to be unobtrusive) or wireless connections trated on specific topic areas and learning over a
between the components (the technology for short period of time. Research into cognitive and
this is now available, but expensive). skill development over long periods [15] indi-
The requirement for it to be highly portable cates that learning is not simply a monotonic
and available anywhere, indicates wireless com- accumulation of facts and knowledge, but
munication, either through cellular telephone or involves deep conceptual change and reconcep-
wireless Local Area Network (LAN). Wireless tualisation. A life-long aid must either be able to
LAN technology provides high speed, up to 11 detect, model and support such reorganisations
Mb/s, and relatively inexpensive communica- of knowledge, or provide tools for the learner to
tions. With a maximum range of about 100 manage this process.
metres from a base station it is suited to use Lastly, for the system to be useful and easy to
within a building or campus. For locations such use, the technology must present an appropriate

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and intuitive system image [16]. A system image based teaching or learning support systems.
is the combination of product design, interface, What follows is a distillation (and, inevitably,
and interaction design that hides the complexity a gross simplification) of the theory, sufficient to
of the internal electronics and programming and provide a basis for system design.
presents a ‘‘notional machine’’ which matches Let us begin with a person engaged in some
the user’s tasks and understanding. The tele- activity in the world, such as carrying out an
phone system, for example, masks most of its experiment, or solving a problem, or exploring a
complex electronics and communications behind park or museum. As the person performs the
the system image of a ‘‘speaking tube’’. A central activity he or she tries out new actions, reflects
issue is what should be the system image of on how these work and makes decisions about
mobile technology for contextual life-long learn- what to do next (Fig. 2). The person is actively
ing. The traditional ‘‘desktop metaphor’’ based constructing an understanding of the activities.
on office equipment such as files and folders is There is continual interaction and adjustment
not appropriate for people learning in many between the person’s thoughts and actions. To
locations and contexts. The system image, gain from that experience, to perform it
interaction design and interface for HandLeR differently or better in future, the learner needs
have been derived from a task model informed by to form a description of themselves and the
theories of situated learning and interview-based activities, to explore and extend that description
design studies with 9 and 10 year old children. and to carry forward the understanding to a
future activity. That is the minimum require-
ment for any person, or any system, to learn: it
4. Theory of Use must be able to converse with itself about what it
knows.
The Theory of Use analyses theories of learning, A more effective form of learning is when
cognition and social interaction that could people can converse with each other, by
inform the system design. For a more detailed interrogating and sharing their descriptions of
discussion of a Theory of Use for personal the world. Suppose that two people – for
learning technologies see [1]. We can summarise example a student and a teacher, or two students
contextual life-long learning in terms of ‘‘3 C’s’’ – are working together on a project. Both people
224 of effective learning: construction, conversation are interacting with the world and conversing at
and control. the level of actions – ‘‘look here’’, ‘‘what’s this?’’,
Successful learning is constructive process ‘‘do that’’. They are also conversing at the level
[17] that involves seeking solutions to problems of descriptions by exchanging reflective descrip-
and relating new experiences to existing knowl- tions of their knowledge: ‘‘what do you think of
edge. Central to learning is conversation, with this?’’; ‘‘why do you do that’’?
teachers, with other learners, with ourselves as We can say that the two people share an
we question our concepts, and with the world as understanding if Person A can make sense of B’s
we carry out experiments and explorations and explanations of what B knows, and person B can
interpret the results [18]. Learning is most make sense of A’s explanation of what A knows.
successful when we are in control, carrying out Thus, it is through mutual conversation that we
an active and continuing cycle of experimenta-
tion and reflection [19].
A theory of learning which combines these
aspects within an all-encompassing framework is
Pask’s Conversation Theory [18]. Conversation
Theory is an elaborate and difficult construct
that spans epistemology, educational technology,
and cybernetics. It describes learning in terms of
conversations between different systems of
knowledge. Pask was careful not to make any
distinction between people and interactive
systems such as computers – with the great
advantage that the theory can be applied equally
to human teachers and learners, or to computer- Fig. 2. A framework for conversational learning.

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come to a shared understanding of the world.
Learning is a continual conversation: with the
external world and its artefacts, with oneself, and
also with other learners and teachers. The most
successful learning comes when the learner is in
control of the activity, able to test ideas by
performing experiments, ask questions, collabo-
rate with other people, seek out new knowledge,
and plan new actions.
What place is there for technology within this
Fig. 4. Technology for conversational learning.
conversational space? One possibility is for the
computer to take the place of the teacher (Fig.
3). That is traditional computer-aided instruc- technology, since it is exactly how they use
tion, and the difficulty is that it only covers part mobile phones, computer chat rooms and multi-
of the conversational space. The computer can player games. The technology provides a shared
hold a limited dialogue at the level of actions: conversational learning space.
‘‘look here’’; ‘‘what’s this?’’; ‘‘do that’’, but is not The main implication of this Theory of Use
able to reflect on its own activities or its own for design of personal learning technologies is
knowledge. And because it cannot hold a that it suggests a system image based on support
conversation at the level of descriptions, it has for multiple conversations, as opposed to one
no way of exploring students’ misunderstandings derived from learning as the transfer of knowl-
or helping them to reach a shared understanding. edge. Neither a ‘‘classroom’’ nor ‘‘library’’
Research in Intelligent Tutoring Systems has metaphor evokes learning as conversation.
gone some way towards remedying this, but is
still at the stage of hand crafting individual
systems and a long way from developing a
5. Field Studies
computer that can converse freely about its
own knowledge.
The field studies were based on interviews and
Alternatively, the technology could provide
questionnaires with 219 children aged 7–11 in 225
an environment in which conversational learn-
two schools, designed to explore their learning
ing takes place, that enables conversations
habits, and likes and dislikes of computers and
between human learners (Fig. 4). Networked
learning technology. The most relevant results
computers can extend the range of activities and
from the survey are summarised below, with the
the reach of a discussion, into other worlds
figure indicating the percentage response to that
through games, software models and simulations
question. Informal interviews were also carried
and to other parts of this world by using the
out with teachers.
computer as a means of communication, through
The sampled children preferred to work in a
phone, email and computer based discussions.
group (67%) rather than on their own, but they
Children are comfortable with this use of
preferred to keep the products of their own work
private (64%) rather than have it displayed to
other children. Their preferences for seeking
help with a problem were, in descending order, a
friend (53%), a teacher (39%), a book (38%)
and parents (37%). These findings suggest that
personal technology should support group work,
whilst enabling children to own the results. 44%
of the children kept scrapbooks and (from an
open response) the main contents mentioned
were photos, newspaper cuttings and artwork.
The children’s greatest dislike of using
computers was their slow speed. When asked in
an open question what computers should do in
Fig. 3. Computer-aided instruction. the future, the most frequent response was that it

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representations, conversing with peers and ex-
perts, and managing personal learning projects.
The field studies raised an important issue
regarding ownership of personal learning tech-
nologies and their data. One of the teachers
suggested that the most useful application for a
HandLeR would be the inclusion of a personal
profile of the child. Different levels of the profile
could exist to allow different people (teachers,
children, and parents) to see different informa-
tion. To the children, a HandLeR is a means to
undertake personal learning projects, free of the
influence of adults. To teachers, it can be a
means of monitoring the children’s progress in
learning and gathering diagnostic information.
A HandLeR can be seen as a ‘boundary
object’ [21] an object or construct that is claimed
by a group of actors with divergent viewpoints. A
library, for example, provides a shared space and
system of classification that can serve people’s
disparate needs. Alternatively, a boundary object
may provide a common irritant, a garden hedge
Fig. 5. Children’s Drawings of ‘computers of the future’. between two disputatious neighbours. Personal
learning technologies, because they interpose
between informal and formal contexts of learn-
would talk to them, followed by it being
ing, may become a focus for conflict between
intelligent and having a personality. The chil-
children and teachers (when children bring their
dren also drew pictures of what they thought that
personal computers in to the classroom) and
a personal handheld or wearable computer
between differing approaches to pedagogy (sup-
should look like. There were many instances of porting individual learning projects or delivering
226 talking computers and computers with personal- a common curriculum). These issues cannot be
ities; physical attributes such as arms, legs, eyes relegated to ‘user preferences’ or ‘contexts or use’,
and ears were also commonplace. A selection of since they lie at the heart of the system design.
these is shown in Fig. 5. In designing HandLeR, we have taken the
approach that the primary owner of the data
(though not necessarily the physical device) is
6. Task Model the learner and that the user profile is a means by
which a learner can configure the software and
create a sense of ownership of the system.
The Task Model draws together findings from
the theory of use and field studies to form a
composite picture of the activities and contexts 7. Design Concept
that the technology might support and raises
issues, including limitations, conflicts and break- Whereas the Task Model provides an account of
downs in traditional ways of working that how people currently perform the required
technology could address. activities, the Design Concept envisions how
The studies for HandLeR (including a related these activities might be performed with the aid
investigation of adult learners [20]) have sug- of new tools and technologies, to address
gested the need for a system that can support limitations in current modes of working or offer
personal learning projects across multiple con- new opportunities.
texts, including school, home and outdoors. It The Design Concept for HandLeR is in-
should offer facilities for capturing and annotat- formed by the Conversational Framework out-
ing everyday events, relating new experience to lined in Section 4. The system distinguishes
stored knowledge through appropriate external between operations at the levels of action and

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description. Operations for action enable a explore the conceptual relations between items
learner to capture and annotate events as of learning. The idea map might be generated
images, sounds and written notes, to perform automatically based on similarity between the
experiments and to converse with teachers and type and content of the learning objects (for
learners. Operations for description enable the example, keyword matching of the content of
learners to manage the captured learning events, notes). Generally, though, learners will create
relate them to previous actions, merge them with explicit links between objects, building up a
learning resources available on the web, and to personal map of their learning. Since the
create a composite map of current and previous learning objects are XML entities, the map also
knowledge. The two distinct modules promote a enables a learner to create a personal website on
deliberate cycle of action and reflection. a learning topic by creating, adding and linking
learning objects.
7.1. Learning Objects and Idea Map
7.2. System Architecture
The outcome of each captured event is stored as
a ‘‘learning object’’ [22]. Learning objects are The system architecture provides a schematic of
small items of learning material, such as a test, a the main components of the system and their
simulation, or a lecture. They are generally interconnections (see Fig. 6). The Internet and
stored in a structured XML format with metadata HTTP protocol provides a common communica-
tags that describe attributes of the learning such tions backbone for the system, allowing the
as topic and prerequisites. The objects can be components of the system to be physically
deposited in a bank of learning resources and distributed, so that a learner may operate a
then retrieved to satisfy a specific learning query, variety of mobile or fixed devices to access
or they can be assembled into a teaching personal learning resources stored in a fixed
programme. server, or may load a copy of the resources onto a
Learning objects were designed to provide personal machine for learning in the field.
reusable components of computer-based instruc- The user interacts with a set of learning tools
tion, but the general approach, of storing, – such as an integrated camera, notebook,
annotating and retrieving small items of learning sketchpad, and mobile phone – that enable the
applies equally to contextual learning. The capture and annotation of learning events, the 227
metadata tags will need to be extended to management of learning resources, and conver-
include, for example, a more detailed definition sation with other learners and teachers. The
of context of learning than the broad LTSC personal learning resources consist of links to
terms such as ‘‘Primary Education’’. This would learning objects organised into an idea map, and
include the time and physical location of the also the user’s learning profile, personal details,
learning, and possibly other elements such as co- calendar and contacts list. The individual
learners present. Given sufficiently sophisticated learning objects are XML pages that will
technology such as GPS and wireless commu- typically be distributed across the Internet.
nication, some context information could be Some will have been created by the learner,
generated automatically. This would provide some by co-learners, and some will be provided
basic data to enable indexing and retrieval of as teaching resources. The metadata information
the experiential learning objects.
The learning objects can be accessed and
presented along any of the contextual dimen-
sions: for example as a timeline, or a spatial map
of where the learning events occurred. The
system also provides the means to interact with
the learning objects at the level of descriptions,
by linking them by conceptual relation into an
‘‘idea map’’, showing nodes representing learning
objects connected by links indicating conceptual
relations. This notation (and similar ones such as
‘‘concept maps’’ [23] and ‘‘mind maps’’ [24]) have
been widely used in education to visualise and Fig. 6. System Architecture.

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must be sufficiently detailed to distinguish recognisable body parts that either act as direct
between accredited teaching materials and the links to the main tools (eyes for the camera,
results of an individual’s contextual learning, and mouth for communication) or can hold recogni-
also identify the owner and give permission to sable icons (notebook, palette for painting). It
share or modify the objects. The learning also offers an animate agent that could act as a
manager stores a local cache of learning objects guide or mentor to the learner. The avatar could
and deploys software agents to search for, filter be any human-like image such as an image of a
and organise the objects. The communications pop or sports star. For simplicity and general
manager creates direct voice and data commu- appeal we chose a cartoon rabbit for the initial
nication with other learners and handles the prototype (Fig. 7).
sharing of resources. The intention was that the avatar should
provide an intuitive means for the child to
7.3. System Image interact with HandLeR at the level of actions:
capturing, annotating and communicating every-
A central problem that the Design Concept must day events. It also provides a convenient inter-
solve is how to present a coherent, appropriate face object, the rabbit’s brain, to link to the idea
and attractive system image. The only ubiquitous map.
technology for learning is a notebook and pen.
These could provide a basis for a system image, 7.4. Physical Concept Models
but a minimalist ‘‘blank notebook’’ is unlikely to
appeal to young learners. Another possibility is a
The physical appearance of the device is an
‘‘virtual world’’ metaphor that presents a simu-
important aspect of the design concept. The
lated environment with familiar locations and
device should be light enough to be held in one
objects to support learning, such as a ‘‘library’’,
outstretched hand. It should be possible to
‘‘lab’’ and ‘‘classroom’’. One fundamental pro-
operate it on a flat surface or while carrying it.
blem with the virtual world metaphor is the
It should be capable of operation by left and right
representation of abstract items such as minds,
concepts and ideas. It also imposes a traditional handed people. It should have simple controls to
typology of teaching tools and locations that may operate the tools such as camera or phone, and it
228 should look appealing to the intended users. A
preclude new contexts for learning.
An appropriate system image must explain physical concept model for pre-teen children was
itself and be instantly recognisable by any user. It produced in solid foam (Fig. 8). It is designed to
should distinguish between activities at the level resemble a video games controller, with curved
of action and description. The metaphor should edges for ease of holding with either hand, a
be consistent across the system tools. It should touch panel screen, and two large buttons to
also be timeless, unaffected by changes in fashion operate the integral camera, sound recorder and
and working practice. The system image devel- communications.
oped for the children’s HandLeR is that of an
avatar with a humanoid body. It provides easily

Fig. 7. Rabbit avatar annotated with button actions. Fig. 8. Physical concept model of a children’s HandLeR.

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8. Design Space, Specification OVID, and the benefits and limitations of the
and Implementation OVID method for designing novel interactive
systems is given in Corlett [26].
The Design Concept produces a general archi- The Modelling stage is central to OVID. It is
tecture and set of constraints on the design, but informed by the Analysis (within the context of
does not specify how these will be implemented. socio-cognitive engineering this includes the
It leaves many possible options for implementing General Requirements, Theory of Use, Field
the system architecture and for designing the Studies and Task Model) and in turn it informs
interface and user interaction. the rest of the design. Using a subset of the
The systems architecture shown in Fig. 5 was Unified Modelling Language (UML), OVID
implemented as a set of modules communicating incrementally builds a model starting with the
via HTTP (Fig. 9). A Java client handles the user’s perceived model of his or her environment.
user interaction and manages copying of images A designer’s model is then drawn up which
and text between modules. It also provides identifies the task objects and the views which
custom tools for interacting with the ‘‘rabbit’’ will be associated with them. Interaction and
avatar and the idea map. The personal learning state diagrams with state tables are drawn to
resources, including node and link information ensure completeness of the design. This model is
for the idea map, are stored as an SQL database. finally augmented with the necessary system
A proxy web server retrieves individual learning details to become the implementer’s model.
objects, stored as local or Internet web pages. An We began the modelling by creating a space
FTP and HTTP server manages the transfer and of possible designs in the form of storyboards,
sharing of the learning resources. sketches and outline specifications. These were
We employed the OVID (Object, View and discussed in relation to the requirements and
Interaction Design) design methodology to
design concept, with designs being rejected and
explore and refine a space of possible designs
amalgamated until the process produced a small
and to implement the design choices. OVID has
set of specifications for the system tools and
been developed by the IBM Ease of Use Group
operations. These main system tools for drawing,
[25] to bring rigour to the design of interactive
writing and communicating were modelled in
systems and to provide a bridge between inter-
terms of recognisable objects (such as pens,
face design and programming. The aim of OVID 229
erasers and paintbrushes) and activities through
is to assist a designer to create interfaces that
single sentence task descriptions such as ‘‘child
meet user requirements and are easy to use.
writes in topic book’’.
OVID fits within the more general methodol-
An issue that arose during this stage was how
ogy of socio-cognitive engineering, providing a
to classify and group the tools. Some tools serve
principled approach to system specification and
implementation. The main steps to designing multiple functions; for example, the pad could be
with OVID are Requirements Analysis; Model- used for writing notes or drawing idea maps. It
ling; Design; Prototyping, Evaluation and Im- was decided to organise the tools according to
plementation. OVID supports iterative design, so their purpose in supporting learning, and to
any of these steps may be revisited to revise and create a generic container ‘‘topic book’’ that that
refine the design. A detailed description of the can be used to assemble and annotate notes,
design and implementation of HandLeR in drawings and images.
The interface was designed to provide explicit
support for conversation at the levels of action
and reflection (see Fig. 10). The main screen
(Fig. 10a) shows the ‘‘rabbit’’ avatar and a series
of buttons for help, search, adding items to the
topic book and communicating with other
devices. Applications selected by tapping on
the avatar’s body parts appear on the right of the
screen (Fig. 10b). These enable the user to
capture images from the camera, browse web
pages, and create and annotate images, notes and
Fig. 9. Implementation of the systems architecture. drawings in the topic book.

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a b

c d

Fig. 10. The main HandLeR screen, showing a) avatar and interaction buttons, b) annotating an image, c) idea map, d)
communication link with another user.
230
Tapping on the avatar’s ‘‘brain’’ opens the a future version of the software is to show and
idea map to organise, share and reflect on the capture a view from the other person’s camera
captured learning objects (Fig. 10c). The screen (by clicking on the avatar’s eyes) and to share
shows (on the right) a history list of items items from the idea map (by dragging them over
created in the topic book and web pages browsed. the user’s icon).
The idea map was designed to be easy to operate The main interface and idea map for the
on a tablet computer. Although the interaction prototype system were implemented in Java, with
is more constrained than other idea map tools calls to standard software applications to provide
such as Inspiration [27], it only requires two basic the main tools. The camera is controlled through
operations (drag and tap) to build and explore the PictureWorks Live software and the topic
the map. Dragging an item from the history list book is Microsoft FrontPage Express. Each of
attaches it to the central box in the idea map. To these tools has its own interface which creates
move through the map, the user repeatedly taps inconsistency. A more developed system would
on one of the outer boxes which brings it to the require custom-designed tools with consistent
centre and shows the items linked to it. Tapping appearance and interaction.
on the central box opens its associated learning The hardware for the prototype system
object (web page or topic book item). consisted of:
A tap on the icon in the lower right of the
screen opens a dialogue box to connect to . a Fujitsu Stylistic LT Pen Tablet computer
another person. Selecting from a list brings up containing a 8.4 inch 800x600 SVGA display
the other user’s avatar (Fig. 10d), which can be with a touch sensitive screen and a 233MHz
tapped to select the user’s profile (the heart), or a Intel Pentium processor running the Windows
direct voice connection (the mouth). An aim for 98 operating system;

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projects across multiple contexts). The OVID
method specifies a series of tests at each step in
the design and implementation sequence. Lastly,
the Task Model provides a reference point to
compare the way tasks are performed with
existing technology against how it can be carried
out with the new tools. The methods that were
used to study and assess the original tasks can be
used to compare with the transformed activities.
The prototype system largely, but not entirely,
satisfies the General Requirements. The hard-
ware is portable, in a single package that can be
carried in one hand. It is easy to direct the
Fig. 11. Hardware for HandLeR prototype.
camera and capture an image while watching the
computer screen, though the display can be
. a 3Com Home Connect camera in a custom- difficult to see in bright sunlight. The pen tablet
built bracket connected by a USB lead to the can be operated by cradling the machine on one
computer; hand and tapping or writing with the other (Fig.
. a Lucent Technologies IEEE 802.11b standard 12), but the weight of the device, 1.5 Kg, meant
PCMCIA card, providing wireless connection that some children sat or squatted and balanced
to a local area network with data rates of up to it on a knee. Hardware based on a PDA such as
11 Mbs; the Compaq iPAQ would be more portable, but
. a PCMCIA Nokia CardPhone, enabling would sacrifice the 800x600 SVGA screen for a
direct voice communication from the compu- 240x320 display. Further work is needed to
ter to a mobile phone or to another computer, determine whether a display of that size can
and data connection at 9.6 Kbs. support useful learning, but digital cameras and
idea map tools [28] are already available for PDA
Figure 11 shows the computer with camera and devices.
wireless LAN card. The Wireless LAN can
either link the computer to a fixed network 231
through a base station, or it can be configured in
an ad hoc network that enables a group of people
with handheld computers to exchange data at
high speed up to a range of about 100 metres.

9. User Testing and Evaluation


The development method of socio-cognitive
engineering is intended to promote testing
throughout the system lifecycle. The General
Requirements provide a set of constraints on the
design process and criteria against which to
validate the finished system. To produce the
Task Model requires successful integration of the
Theory of Use and Field Studies. If these conflict
(for example, if the theory of learning predicts
learner behaviour that does not occur in
practice) then further work is needed to
reconcile them. The Design Concept can be
validated by checking that it supports those
activities and cognitive processes that were
identified as being important or problematic in
the Task Model (such as support of learning Fig. 12. A child interacting with the HandLeR device.

The Design and Implementation of a Mobile Learning Resource


educational technology portal and forum www.mostafa-gawdat.net
As an individual learning resource, the Hand- a phone call from the HandLeR to a mobile
LeR software is intended to support a wide range phone. Although they had suggestions to im-
of learning activities and abilities, rather than prove the interface, they found the layout and
adapt to specific learners. It can support children main functions easy to operate.
with differing approaches to learning, for exam- For the questionnaire study, the children were
ple by providing pre-prepared resources and idea given printouts of the main HandLeR interface
maps or enabling learners to construct their own. and asked to identify the functions associated
The system is relatively unobtrusive and can with parts of the avatar. Each function was
be used in settings (such as field trips or informal correctly identified by more than 50% of the
conversations) where a laptop computer and children, apart from the feet (for internet access)
camera would intrude on the activity. A and the watch (for a diary). In general, the
particular advantage is being able to capture an children said that the design of the avatar was
image without having to hold the device in front attractive and colourful but some of them
of the face. commented that the cartoon rabbit was too
Communication is available anywhere within ‘‘babyish’’. The children suggested a variety of
range of a cellular telephone system and the alternatives, including animals, aliens, robots
interface enables a call to be made by a single tap and cyborgs. We can conclude that if an avatar is
on the ‘‘mouth’’ of the other party’s avatar. It has used as the means of representing the user on the
proved difficult to adjust the audio settings to screen, then the user should be able to choose
enable good quality voice conversation, but an from a suite of images, designed in collaboration
acceptable conversation in relatively quiet with children and appropriate for different ages.
surroundings can be carried out with the built- A more fundamental problem is that although
in microphone and speaker. Data communica- the avatar metaphor could be extended to
tion by mobile phone at 9600 baud is too slow for provide animated help and guidance, it could
internet access or transfer of images. With the easily become contrived and overloaded with
devices in peer communication through the tools. Alternatives should be considered, such as
wireless LAN cards images and data can be the Pad interface based on a camcorder meta-
transferred rapidly up to approximately 100 phor of pan and zoom [29].
metres line of site. Indoors or obstructed by For the day field trial, the children were
232 buildings, the effective range of communication divided into two groups of three and presented
drops to about 10 metres. with a ‘‘mission’’ on the HandLeR screen, which
The current version is not adaptable to the was to explore the canals in central Birmingham,
learner’s changing needs and abilities, nor is it answer two questions, and return with evidence
designed to be persistent. We have research in to support their answers. For one team, the
progress to develop mobile technology for long- questions were ‘‘What were canal boat used for
term learning projects [20]. in the 1850s?’’ and ‘‘How were the boats powered
The prototype system was evaluated for ease of in the 1850s?’’ The other team were asked similar
use and usefulness through a combination of questions about modern-day canal boats. Visual
methods. These included: videotaped observa- evidence that they could collect from exploring
tions of three 11-year-old children using an early their surroundings included disused warehouses
prototype; usability questionnaires with 29 and canal bridges with notches caused by tow
children aged 10; and a day trial of the system, ropes, as well as working boats and water bus
using an earlier hardware configuration based on signs. They could also refer to pre-cached web
a larger Fujitsu Stylistic 2300 tablet computer, pages that were linked to the HandLeR idea
with six 11-year old children and their teacher map. The groups were encouraged to converse
carrying out a guided activity to explore canals in via the mobile phone link and share information.
central Birmingham (this was videotaped by the The field trial was successful, in that the
BBC for a Tomorrow’s World science pro- children accomplished their tasks, despite having
gramme). to perform for the BBC camera crew. They were
The children in the observation study suc- able to navigate the topic map to find back-
cessfully completed the tasks set for them such as ground information, make notes, capture still
creating a topic book, making a drawing, and moving images as evidence, and hold voice
capturing an image and a movie, and setting up conversations between the devices. The main

Mike Sharples et al.


educational technology portal and forum www.mostafa-gawdat.net
difficulty was in handwriting recognition. The on the way, their interests and motivation to
software, PenX V1.66 by Communication learn, whether the museum objects are accom-
Intelligence Corporation, did not recognise panied by captions or teaching material, and
cursive script, and the children found it im- whether a more knowledgeable person is near
possible to balance the tablet on one hand and and available. A mobile learning resource
write with the other. By sitting down and resting should, ideally, fit seamlessly into this complex
the pad on their lap, they were able to make pattern of learning opportunities and resources.
short notes. Other problems with the prototype The project described in this paper has
hardware included its weight and short battery developed a proof of concept for mobile learning,
life. informed by a relevant theory of learning and
field tested with 11-year-old children. It has
shown that a handheld or wearable device, with
10. Conclusions appropriate learning tools and resources, an
intuitive interface and high-speed communica-
A main conclusion from the trials is that further tion could offer a new generation of portable
evaluation of the usefulness of mobile technol- ‘‘learning organisers’’ for people of all ages.
ogy for learning should be delayed until technol-
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