Initially, most of these applications were games intended to be played on mobile devices. The popularity of these applications led businesses to ponder whether some of their business process applications that run on desktop platforms and the Web could be redesigned to run on mobile devices. The answer was a resounding yes!
A ban on mobile devices would thwart innovation in schools. Beyond the difficulties of enforcing such a law, if passed, Pennsylvania would be added to a list of states banning the very tools that have the potential to motivate learners, individualize learning, add to the options that teachers can employ for immediate assessment of group learning in the classroom, and, in general, prepare our youth for the competitive global society of which they are a part.
Yet, there are courts, such as a state appellate court in New York Broache,that have upheld school cell phone bans on school grounds for reasons that primarily have to do with control, security, and discipline.
Thus, the issue is two pronged: Which side do we take?
Can we make both sides happy? What are potential challenges and opportunities for learning via mobile devices? Dilemma Whether school-owned or learner-owned, John Waters pointed out the difficulty of controlling the uncontrollable, a category into which mobile devices such as cell phones and iPods and hand-held media devices might be placed.
A report from California-based Cenzic Intelligent Analysis Lab "found that vulnerabilities in media players are causing a widening security hole that school districts need to be aware of, given the role that media players have in presenting online educational content" p.
However, even with attempts to filter Web applications from access on hardware that schools provide to learners, blocking all streaming media and online games, for example, from certain Web sites is not a safety solution either.
Development of high-quality educational online games is rising, including those for use on mobile devices. Educators using Web 2.
Many educators are teaching their learners how to develop those, as well. A Key to 21st Century Learning Marc Prensky wondered why we are fighting the trend toward using cell phones in education. He maintained that students can learn anything from a cell phone, if we educators design it right.
People learn in many ways, "but among the most frequent, time-tested, and effective of these are listening, observing, imitating, questioning, reflecting, trying, estimating, predicting, speculating, and practicing. All of these learning processes can be supported through cell phones.
The Joan Ganz Cooney Center at Sesame Workshop cited mobile devices, such as iPods, cell phones, and portable gaming devices, as key for learning in the 21st century, even with young children. Shuler provided evidence from more than 25 handheld projects being conducted both in the United States and abroad, and examples drawn from interviews with research, policy, and industry experts of how those devices have the potential to transform teaching and learning in the near future.
They reveal the diverse nature of what is being undertaken by innovative individuals, organizations, and developers. One cannot help but be inspired by Project K-Necta two-year pilot program that began during the school year in North Carolina schools.
At-risk grade 9 learners are using smartphones with Internet access to help raise their math achievement in algebra. Learners use the tools inside and outside the classroom, as they also have limited or no computer or Internet access at home. From the project video, one sees how smartphones have motivated learners and benefited at least one learner who found himself homeschooled but was still able to collaborate with his peers and use Internet resources to help learn to solve math problems.
State leaders, classroom teachers, administrators, students themselves, and at least one parent voiced the benefits to learning and developing social skills made possible because of the smartphones and to bridge the digital divide United States: The Geo-Historian Project at Kent State University in Ohio is an example of another project designed to bridge what goes on inside and outside of the classroom.
While still in its early stages, the project, also described on YouTubewill enable students to use mobile phones with video capturing capabilities, built-in GPS, and wireless Internet access to link classrooms with local historical landmarks, zoos, museums, and so on.
Students will become video historians not just for the classroom but for the community, creating and sharing a living history of real people and real places.
Tools such as Livecast will enable streaming video from mobile devices to selected Internet sites. Learners are benefiting from accessing media on their iPods. Consider the value of streaming videos for middle and high school science learners on the YouTube channel from Naturethe international weekly journal of science, which Nature indicates can easily be uploaded to mobile devices.
And really, what is wrong with listening to music or audio programming on a media player in this setting, if earphones are being used? Consider that the effectiveness of technology in general is only as good as its implementation.Because mobile web applications are inherently cross-platform, the input characteristics of different types of devices also must be considered.
Some mobile devices have a physical keyboard, some have only a virtual keyboard, and others have both. people are heard complaining about the bad interaction design of mobile devices. Is this problem caused by the bad design of Challenges in Human-Computer Interaction Design for Mobile Devices and programmers are being used to run mobile devices.
One of them is Microsoft Windows Mobile, which is a compact. According to the Google/Android initiative of developing an OS that can run on all mobile devices, it is important and interesting to cover large .
An increasing number of both mobile devices and potential applications are forcing Addressing the Challenges of Enterprise Mobile Development.
3 In order to address these challenges and create an application that will run across multiple mobile devices. Native Development Tools.
of the current challenges faced by mobile developers in practice, such as developing apps across multiple platforms, lack of robust monitoring, analysis, and testing tools, and emulators that are.
Challenges of developing applications that runs on mobile devices because of the small screen size. There are a few challenges that users face when accessing many of their applications on their mobile devices. There was once a time when the majority of websites were designed to be viewed on desktop size displays.