The Contribution of M-Learning Applications To Imp
The Contribution of M-Learning Applications To Imp
Luminița DUMITRIU
Universitatea “Dunărea de Jos” din Galați, Galați, Romania
[email protected]
Abstract. This paper presents a proposal for a mobile learning application called MySchool, which will be
added to the e-learning platform Moodle and which contribute together with it to increase the efficiency of
training on the platform.
In the first part, analyzing the specialized studies, it was found that the main deficiencies reported in the
case of e-learning platforms come mainly from the way the platform was designed and especially from the
design of the training model when the beneficiaries and users are students in the pre-university course.
The paper proposes a mobile learning training system to be added to an existing e-learning platform in
schools in Constanta County, Romania. The chosen platform was the Moodle platform which does not make
such an application available to users.
The main features of the Moodle platform are further analyzed together with the didactic aspects of
the application of the platform in the online training process of students. At the same time, the advantages
of students who use mobile applications are presented, as well as the disadvantages of m-learning
applications.
For the design of the proposed system, the ALDIE software design model was chosen together with the
rapid prototyping method.
The functional and non-functional requirements of the MySchool system and its three-level architecture
have been established (Fig. 7).
We also designed a learning network in a classroom with 25 students for the proposed system.
The conclusions of the paper highlight the usefulness and need for such a system attached to an e-
learning platform.
Introduction
New ITC technologies (Eadtu, 2015), (Eadtu, 2016), (Eadtu, 2017), related to the development of
the Internet have revolutionized pedagogical methods leading to the emergence of e-learning.
There are several forms of e-learning: 100% distance learning, blended learning, synchronous
training (real-time platforms and virtual classroom systems), asynchronous training.
By the generic name of e-learning platforms (EC, 2019), a wide range of products are
designated that support the learning process in different ways using electronic support. The
advantages of e-learning systems are multiple such as: accessibility and mobility, flexibility
(adapting the individual pace of students), adaptability (depending on the type of information
transmitted, but also by the student), the use of various dynamic technologies, low costs, variety,
organization by subjects, not by age, various pedagogical methods.
DOI: 10.2478/picbe-2021-0114
© 2021 Nuți Bumbea (Savin), L. Dumitriu, published by Sciendo.
This work is licensed under the Creative Commons Attribution 4.0 License.
E-learning platforms were initially developed for different purposes. Some platforms are
CMS (Content Management System) only with a focus on teaching or testing, others are LMS
(Learning Management System) only, others are LCMS (Learning Content Management System).
Moodle platform
The Moodle e-learning platform (Modular Object-Oriented Dynamic Learning Environment) is an
open source software platform that allows the development of courses based on Internet
connection, with very good security and administration systems and the development of which a
large number of users participate. and developers (Moodle; 2020).
The platform was developed by Martin Dougiamas of Curtin University of Technology,
and is currently used in universities, primary schools, non-profit organizations, private companies
of teachers, but also by trainers and parents. It has been used in over 70 languages, including
Romanian, integrating educational institutions into an international community with access to
pedagogical and scientific experience. (Official Moodle Statistics, 2011).
Moodle is an e-learning platform focused on collaborative learning and includes several
tools that facilitate this type of learning.
Conceptually, Moodle is a course management system that aims to help teachers develop
online seams. The system is called a Virtual Learning Environment (VLE) or a Learning
Management System (LMS). It is written in PHP and runs on Unix, Linux, Windows, MacOS X,
DOI: 10.2478/picbe-2021-0114, pp. 1230-1242, ISSN 2558-9652 |
Proceedings of the 15th International Conference on Business Excellence 2021
Netware platforms and is distributed under the GNU (General Public License), with customizable
management functions for creating websites. The Moodle platform can use: MySQL and
PostgreSQL databases which are the best supported, but it can also use Oracle, Access, Interbase,
ODBC and others.
In addition to the basic features that are constantly being tested and improved, those
interested can use the over 750 extensions developed by the Moodle community, with purposes PICBE |
ranging from different types of courses, to improved versions of the grade catalog, or to integration 1232
video conferencing systems. The open source nature allows anyone to use these software, as well
as modify them according to the needs of each case.
Romanian education is trying to distance itself from the classic teaching style, today's
students being accessible and attractive modern teaching ways of working and focusing attention.
Moodle offers a new, modern paradigm adapted to current pedagogical principles that
stimulate the creativity of students.
The EDU Moodle Romania network has been available since 2010 and turned 10 years old
on November 25, 2020.
Analysis of the main didactic aspects of the application of the Moodle platform
Analyzing the Moodle platform in the teaching process I found the following:
- Moodle provides a training framework in the teaching-learning-assessment process;
- By using the Moodle platform, the time and space barriers between teacher and student are
eliminated, thus ensuring the optimization of the learning process;
- Carrying out the educational activities through the Moodle platform represents a vision regarding
the completion of the didactic approach that will inevitably contribute to the increase of the
performances;
- The Moodle platform provides teachers with a set of teaching tools and resources that make it
possible to teach-learn both online and offline.
Disadvantages:
There are no default materials. A unitary method of designing lessons is desired.
There are widely adopted standards that allow the description, assembly, delivery, and
tracking of learning objects in a standardized way, regardless of the proposed shape, size, or
purpose. A draft Learning Object Metadata (LOM) specification was developed by a group of
researchers from several fields working together on the IEEE Learning Technology Standards
Committee (LTSC, 2002).
The most widely used methodology for developing new training systems is called
Instructional Systems Design (ISD). It is also known as Instructional Systems Design and
Development (ISDD), Systems Approach toTraining (SAT) or Instructional Design (ID).
One of the most widely used design models is the ADDIE model.
Practice activities indicated: The design document includes brief descriptions of simple query
(multiple choice, true / false, or completion), simulations, instructional games, workplace
application exercises, or situational analysis activities.
Technology and media: The design document officially identifies the available technology of the
students, allowed in the organization.
The user interface and the creative treatment are determined: The graphical user interface is the
critical link between the student and the content. The design document shows the buttons and
navigation functions that will be available, what their labels or names will be, and where they will
be placed on the screen.
Rapid prototyping for e-learning: At this stage of the project life cycle, an instructional software
module is created for rapid testing on a sample of school audience. The rapid prototype creates an
early iteration loop that provides valuable feedback on technical issues, creative treatment, and
instructional effectiveness (Muller C., Stahl M., Alder M., Muller M-2018).
The design document itself is modified to reflect this feedback, and in some cases a new
prototype is developed for further testing of refinements / iterations.
Non-functional requirements
Non-functional requirements may be more critical than functional ones. If they are not met, the
system may no longer be useful for the purpose for which it was developed.
- The performance of an application is reflected by the user's requirements. The proposed system
will be quite fast for an application for mobile phones, the response time is short, which is why
users will have a positive reaction in this regard. Problems can only occur with a bad internet
connection, which can slow down the loading of data from the server. A standard internet
connection allows an interactive running of the entire application, without waiting problems that
irritate the user.
- Storage requirements. The system will have an acceptable size for an average phone in the range
of those who use the Android operating system, falling below the size of 1Mb, so it will not create
problems of occupying the internal space of the phone. However, if the device has an external
Internet
E-Learning
MySchool Moodle
Platform
Data Base
Http Request
Http Response
(html)
The Android operating system comes with many requirements that produce complexity
within the interface, in that it is a multi-processor system that supports multiple competing
applications, supports multiple forms of data entry, is highly interactive and must be flexible
enough to hold step with the growing number of devices in the field. Even though the interface is
impressively rich and easy to use, it takes a lot of care to use it properly, without causing application
failures and making it look inappropriate on some devices or causing system performance failures.
The Android development environment adds a new category of interfaces in the Java
sphere, in addition to the established AWT, Swing or J2ME. It is a type of interface based on a
single thread, oriented towards event management, built on a library of nested components.
The Android framework is organized around the Model-View-Controller architectural
template (Figure 5). It provides the structure and tools for building the controller that handles user
requests, such as pressing buttons or touching the screen, and a View that displays graphical
information on the screen.
The controller is the core of the application. It makes the connection between the model
and the view, between the user's actions and the decision part of the application. He also, depending
on the area where the user is, calls the functions he needs.
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Controller
View
When designing content for mobile devices, there are a number of factors to consider:
1. Users expect an immediate answer on their mobile phone. Unlike e-learning platform that is
accessed from a PC, users are not bothered by switching from one screen to another, with the
possibility of uploading large media content, in m-learning are more likely to abandon mobile
applications in when it takes more than five seconds to load such content. For example, for large
content such as video images, the mobile device may allow users an option to download and
view the content later, or lower the video resolution to download faster;
2. Too many functions can confuse the user. Most phone users mobile devices interact with their
devices with one finger, or at most two, using both hands. It is therefore important to keep the
design simple to operate by making the click area quite large;
3. Mobile phones are used frequently during the day, but only for periods short time in each case.
This is in stark contrast to how most people use their PCs. The context design should be done
in small "pieces" so that users can access them and easily go back to where they left off.
In general, mobile content falls into four main categories:
1. Information - organization and presentation of chronologies, dates, times and purpose;
2. Exploration - telling stories, inviting learning to explore further;
3. Collaboration - sharing and discussing concepts / ideas to reduce the gap between those with
more knowledge / experience and newcomers;
4. Innovation - creating new experiences that lead to new points of view.
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FORUM
Figure 7. The modular conceptual architecture of the MySchool system
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