ML Selected Applications, uses, practices

NON EDUCATIONAL

Augmented reality

Handheld Augmented Reality. Graz University of technology. PDF PDF A standard, off-the-shelf mobile phone constitutes a cost-effective and lightweight hardware platform for Augmented Reality (AR). A mobile phone provides a simple, well-known user interface, and is fully equipped with a camera (and often with a touch-screen too) for providing a video see-through Magic Lens metaphor of interaction. In our Handheld AR framework, all interactive processing is done exclusively on the mobile phone without relying on a server infrastructure. This makes our approach highly scalable to the number of users and number of devices. Because of the low cost and suitable ergonomic properties of the handheld platform, massive multi-user AR applications become possible for the first time.

Dream Catcher - Future Lab. Dream Catcher aims to capture young children’s dreams by recording their creative play and imaginary worlds, opening up powerful channels of shared communication and learning with parents, other children, and early years professionals. Dream Catcher was submitted to Futurelab’s informal learning call for ideas in 2008. The original vision was to enable children to share their inner worlds with family and friends, creating a collaborative and fun learning environment. Dream Catcher is a small PSP-style device disguised as a watch. When a child moves the hands round to a number, Mrs Dream Catcher will tell them the time and then ask the child to show them what they are doing/thinking/playing now. At the press of a button, the child records (using video, audio, or photography) their Dream Blog, ie their play, ideas, songs, dreams and stories. They can ask questions, make an observation, invent new games, or simply wonder out loud. The child can choose to show their family and friends what they have recorded, triggering opportunities for reflection and discussion. Or, the child could ‘Beam their Dream’ wirelessly to another watch-wearer, be it a grand/parent, child-minder, or friend, who can share in their children’s play virtually. Parents will be able to download, catalogue and preserve those magic moments in their children’s lives. They will observe how, and what, their children are learning from other areas of life, such as at nursery or pre-school. Children will feel a sense of confidence and well-being at having their own stories experienced in a meaningful way. See the video

Create a scape - FutureLab. A mediascape is composed of sounds, images and video placed outside in your local area. To see the images and video, and hear the sounds you need a handheld computer (PDA) and a pair of headphones. An optional GPS unit can automatically trigger the images, video and sounds in the right places.
To create a mediascape, you start with a digital map of your local area. Using special, free software, you can attach digital sounds, pictures and video to places that you choose on the map (see below).
By going outside into the area the map covers, you can experience the mediascape. Using the handheld computer and headphones, you can hear the sounds and see the pictures and video in the places the author of the mediascape has put them. All sorts of exciting things can happen as you explore the mediascape.

Communication

SMS

MXIT. Free mobile instant messenger. MXit IM connects you to a virtual universe of free, fun self-expression. MXit IM is a next generation mobile instant messenger and social networking software application that allows you to chat anywhere on earth from your mobile or PC for free. You can connect with your Yahoo, ICQ, Google Talk, AIM, or Windows Live Messenger contacts. Communication has never been easier! Contacts When using MXit for the first time, you will find the following contacts pre-loaded onto your mobile: Info Keep an eye on this one, because Info keeps you up-to-date with current technical issues and important information about your MXit. The Gallery The Gallery allows you to save your conversations, images and stuff for future reference. It’s also a place where you can keep skinz and emoticards sent to you by fellow MXit users. JoeBanker Think of JoeBanker as your financial advisor. He handles your Moola (MXit’s own currency) and keeps track of your transactions within MXit. Tradepost Tradepost lets you know about current competitions and the latest and greatest gadgets available to MXit users. Just select ‘Tradepost’ and the Tradepost menu will appear. From here, you can browse around and see what floats your boat. Tradepost is also central to finding cool stuff from skinz, chatrooms, music, news, hot gossip, movie info, greeting cards, and much more. When you want to trade, you simply buy MXit Moola by SMS or access the ‘Buy Moola’ facility on Tradepost. Joe Banker will then take care of your Moola. So go wild! MXit (pr is a free instant messaging software application developed in South Africa that runs on GPRS/3G mobile phones and on PCs. It allows the user to send and receive one-on-one text and multimedia messages to and from other users, as well as in general chat rooms. MXit also supports connection to other instant messagers such as MSN Messenger, ICQ and Google Talk. MXit does not charge for one-on-one messages, but has a number of pay-services, including chatrooms. MXit has a registered userbase of over 11 million, about 17 million log-ons per day and over 250 million messages sent and received per day. The application is distributed internationally and used by users in over 120 countries daily, but the bulk of its userbase is in South Africa and Indonesia with fast growth in 123 other countries. In January 2007, media giant Naspers acquired a 30% stake in the company for an undisclosed amount. (from wikipedia)
Angel on MXIT. Angel is a service on MXit providing real answers to real questions that young people may have on a platform that they are comfortable on. The “Angel” service was launched at the Reconstructed graduation on 12 December 2008 as an additional service to the Drug Advice and Support (DAS).
With the increase of substance abuse, HIV/Aids, Abuse , depression and stress in our communities a nation is crying out for Angels. This service will inform people about the dangers of the substance abuse, HIV/Aids inform them about the signs and where they can their angels “Find your angel”.
Please call me. ”Please Call Me” messages are a popular cultural form of mobile communication in South African society. These USSD messages are used to advertise everything from car insurance to domestic airlines to the local corner store. Today, thanks to a recent project by SocialTxt, these free messages are used for the first time ever for social marketing: to encourage South Africans to get tested for HIV and obtain AIDS information. (Corine Ramey, MobileActive blog). Voir le service Flashback 130 of Safaricom Kenya and Me2U  of Zain Kenya).
Bushmail. One company that is connecting people in Africa is Bushmail. Bushmail is Email that works via HF Radio in remote Africa. The system is widely used in tourism lodges in locations such as the Okavango Delta and the Serengeti and carries bookings, logistics and personal communication. An annual airtime fee allows an unlimited amount of emails to be sent by the users which turns out to be much cheaper than expensive satellite alternatives. The drawback of Bushmail is that it is generally slower and a bit trickier to use the first time around -as it works via radio waves, which are bounced across the horizon. The fact that the system is so much more robust than anything else on the market more than makes up for the limited speed. All you require to send email from anywhere even a vehicle whilst driving is a HF radio, modem and HF antenna. Most of the time this means a wire over a tree, 12 Volt batteries and a Laptop plugged into a cigarette lighter.
Bushmail is quite rightly called the frontlines of the Internet in Africa as most of its users are pioneer business people in very remote and challenging locations. The recent influx of Pioneer farmers from Zimbabwe and SA into countries that are opening up their agricultural sectors- such as Zambia and Mozambique-has meant that pioneer farmers can access their email even though they are out in the Bush under the tropical convergence zone in the peak rainy season. At $500 per annum most farmers prefer to have instant contact with their loved ones in the first world and use the system extensively for logistics, orders and marketing purposes year round. The fact that the cost is fixed means that the person who pays the bills does not have to lock up the system in a safe or keep the teenagers away -as often happens with $1 a minute satellite phones.

Information/voice

Question box. Question Box is Open Mind’s initiative to bring information to people the way they want to receive it. For us, that means: Local language, Live telephone hotlines, SMS answers & more
All Question Box projects are tailored to match the needs of the locations we operate in and our partners. Question Box’s backend software logs all call data and indexes operators previous queries and answers, allowing it to get smarter over time. It uses a specialized local databases or ‘off-line internet’ solution allowing it to work in any situation, whether it’s on or offline, powered or using backup generators. The database is customized with information relevant to the location we happen to be working in at the time. Although, some answers are universal this makes sense, as most of the questions asked have to be understood in the context of their locale (ex. “What is the price of grain?” could be asked in Pune or in Kampala. Each require different answers.) Question Box services are active in India and Uganda. Open Mind, the parent organization, is a nonprofit corporation headquartered in Santa Monica, California, USA. The core of our service is live, local language information. In Uganda, 40 field agents promote our service, person-to-person. In India, we deliver it via our signature Question Boxes. In India, we use call boxes to connect people on the street to our live Internet information service. Here, the Question Box is a simple telephone intercom which requires no literacy or computer skills. Users place a free call by pushing the green button. They connect to an Operator sitting in front of a computer with internet acess. Users ask the operator questions in their local language. The operator goes online and finds their answers, translating English results back into the local language. The physical Question Box units have gone through several design cycles. They now can run completely off the grid, using mobile phone and solar technologies. We have launched the Applab-Question Box hotline in collaboration with Grameen Foundation’s AppLab in Uganda.This collaboration takes Question Box to a new platform - making the service available directly via mobile phone. 40 Grameen Community Knowledge Workers (CKWs) in the field spread the word to villagers in Mbale and Bushenyi regions. Users make calls from the CKWs’ mobile phones into our call center in Kampala. This program is made possible by a grant from the Bill & Melinda Gates Foundation. Callers ask questions in seven local languages. Because the Internet is not consistent in Uganda, Open Mind in partnership with Appfrica has developed a local Knowledge Base filled with information on frequently-asked topics. This allows for efficient searches no matter the conditions.

Economy

Mobile Money for the unbanked. The GSMA Development Fund has initiated the Mobile Money for the Unbanked (MMU) programme to accelerate the availability of mobile money services to the unbanked and those living on less than US$2 per day. Bringing together mobile operators in developing countries, banks, microfinance institutions, governments, development organisations and the private sector, MMU has the goal of reaching 20 million previously unbanked people with mobile financial services by 2012. A US$5 million Fund is available over a period of two years to support commercially viable and sustainable mobile operator led projects that accelerate the speed at which mobile money services for the mass market in developing countries are deployed. The focus of the Fund is upon: Supporting commercially viable projects Providing a quick response and straight forward grant process Ensuring that mobile services are targeted at base of the pyramid customers Knowledge sharing

M-Pesa - Safaricom. M-PESA is a Safaricom service allowing you to transfer money using a mobile phone. Kenya is the first country in the world to use this service, which is offered in partnership between Safaricom and Vodafone. M-PESA is available to all Safaricom subscribers (Prepay and Postpay), even if you do not have a bank account. Registration is FREE and available at any M-PESA Agent countrywide. The M-PESA application is installed on your SIM card and works on all makes of handsets. It was used by 2,3 millions of people in 2008.

Selling Airtime as Currency in Swaziland, Africa

Pedal phones

Mobile revolution Africa

Mobile phones in Africa

Kenia

Cameroon

KIWANJA.NET. Since 2003, kiwanja.net has been helping empower local, national and international non-profit organisations to make better use of information and communications technology in their work. Specialising in the application of mobile technology, it provides a wide range of ICT-related services drawing on over 22 years experience of its founder, Ken Banks. Non-profits in over forty countries have so far benefited from a range of kiwanja initiatives, including FrontlineSMS and nGOmobile.

Mobile database. Interested in mobile? The mobile applications database contains details of projects from around
the world which make social and environmental use of mobile technology in fields such as human
health, economic empowerment, conservation, education, human rights and poverty alleviation.
You can carry out a specific search, browse the entire database, or submit details for any related article, project or report. If it’s mobile photos you’re after, check out the Mobile Gallery.

Project: “mobility”.The mobility project will focus on two key areas: the development of mobile-based programming tools, and the development of an online mobile phone programming curriculum.

Programming tools. Today, the bulk of mobile applications development takes place in a desktop PC environment, with mobile devices used (if at all) for end-user testing or compatibility checking. Desktop PC’s are used for a number of reasons - they are readily available in the developed world (where most development currently takes place), their keyboard and full screen makes them ideal development environments, device emulators are available to allow developers to ‘mimic’ mobile target devices, and the majority of programming tools are written to run on desktop computers. However, access to personal computers is a challenge to many people in many developing countries, making the current methods of mobile applications development inappropriate.

In collaboration with industry partners, the project will examine the developer landscape and determine a roadmap outlining the creation of native developer tools for mobile phones, removing the need for PC’s. Taking mobile applications development away from the limited reach of desktop computers and onto the ubiquitous mobile phone carries huge potential.
Curriculum
Expanding on the work of Nathan Eagle at EPROM, the project will determine the needs and structure of an online mobile programming curriculum, one which will quite likely be based on MIT’s Courseware model. The key objective will be to develop easily accessible and implementable teaching aids, allowing educational establishments throughout the developing world to integrate mobile phone programming courses into their core curriculum. These learning tools will cover existing PC-based environments, such as Java and Python, but more crucially include the new tools that mobility hopes to develop for use on the phones themselves.

ngomobile. Mobile phone use is spreading through the developing world quicker
than a bushfire. This should be great news for the non-profit sector,
but not everyone is reaping the benefit quite yet
The massive potential of mobile technology, particularly at grass-roots level, has already been demonstrated. Examples from around the
world include…
… patients receiving text message (SMS) reminders to take their medicine, so they no longer waste time and money travelling to their nearest clinic. Farmers finding out the current market price before deciding whether to take their produce to market that day. National parks communicating details about dangerous animals, providing an early warning system to mitigate against human-wildlife conflict. Unemployed youths in Nairobi’s shanty towns receiving texts alerting them to job opportunities in the city
The breadth of SMS use is staggering, but we have the feeling that we’re still only just scratching the surface
nGOmobile wants us all to dig a little deeper. Better still, we want to give you the opportunity to exploit the full potential of mobile technology in your work

nGOmobile is a text message-based competition aimed exclusively
and unashamedly at grassroots non-profit organisations working for
positive social and environmental change throughout the developing
world. Behind the scenes, these unsung heroes of the NGO community battle against the daily realities of life in a developing country, where
it can take all day to fulfil the simplest task. These people don’t lack passion and commitment. They lack tools and resources. We’re
here to change all that. Every year, nGOmobile will enable four worthy winners to leapfrog the mobile technology barrier
The competition wants to encourage NGOs to think more about how mobile technology could be applied in their work. If you need inspiration, there are plenty of examples in the kiwanja Mobile Database
NGOs from developing countries are invited to submit a short proposal outlining how text messaging could make their job easier. The ideas don’t need to be rocket science, or even earth-shatteringly original. Sometimes the best ideas are the simplest, easiest and most obvious. We should know - most of ours have been!
What we are looking for is impact - a clear indication that winning an amazing prize, and gaining access to mobile technology, would revolutionise your work and turn mission impossible into mission accomplished

Silverbackers mobile game. Silverbackers is a collaboration between kiwanja.net (project management and concept), Fauna & Flora International (global conservation organisation) and Masabi (mobile software development).

Social mobile group. Mobile phones are revolutionising communications across the globe, more so in developing countries where landline infrastructure is lacking in many rural (and some urban) areas. Mobile phones represent the only means of communication for hundreds of millions of people At the same time, mobiles have opened up huge economic opportunities for their owners. They can now be more easily contacted when work is available, they can use them to advertise their services, receive market prices, job information, and so on. Others now make a living ’sharing’ their phones and charging non-owners to make calls. Some make a living charging phone batteries, selling top-up vouchers, or covers and chargers If you’re interested in how mobile phones, used socially, are changing the face of the planet - and in particular developing countries - then let’s share news, experiences and knowledge With an increasing interest, and momentum, in this area right now, this is a great time to get connected with fellow Group members - researchers, practitioners, bloggers, ICT professionals, developers, authors and members of the general public all interested in this field

Frontlines SMS. A lack of communication can be a major barrier for grassroots non-governmental organisations (NGOs) working in developing countries. FrontlineSMS is the first text messaging system created exclusively with this problem in mind.
By leveraging basic tools already available to most NGOs - computers and mobile phones - FrontlineSMS enables instantaneous two-way communication on a large scale. It’s easy to implement, simple to operate, and best of all, the software is free.FrontlineSMS is award-winning free, open source software that turns a laptop and a mobile phone into a central communications hub. Once installed, the program enables users to send and receive text messages with groups of people through mobile phones. What you communicate is up to you, making FrontlineSMS useful in many different ways.

GRAMEEN FOUNDATION. Fighting poverty with microfinance. Grameen Foundation’s mission is to enable the poor, especially the poorest, to create a world without poverty.
Grameen Foundation is a leader in the fight against poverty in Sub Saharan Africa, Asia, the Arab World, and the Americas. Since our beginning in 1997, our programs, resources and fresh ideas have helped more than 45 million poor people, mostly women and children, improve their lives.
Building strong local institutions that reach even more people in the poorest communities is a cornerstone of our work. We help microfinance institutions (MFIs), credit unions, cooperatives and poverty-focused organizations secure financing, develop strategies to attract and maintain a talented and dedicated workforce, and better track how quickly their clients are leaving poverty. Our technology initiatives focus on helping MFIs work more efficiently and serve more people and on providing new business opportunities and access for poor people.

Grameen AppLab.About the Application Laboratory

The Application Laboratory is an initiative of the Grameen Foundation. We work to promote innovation in the provision of services and information using mobile phones and other ICTs (Information and Communication Tehcnologies) to alleviate poverty in the developing world.
The Issue
Poor and rural populations often lack access to important information and knowledge that would enable them to improve their lives and livelihoods.
The AppLab Solution
By leveraging the power of information and communications technologies, AppLab seeks to overcome the barriers to accessing information that contribute to the poverty cycle.
How AppLab Works
AppLab uses mobile technologies to both disseminate and gather relevant and actionable information. We develop mobile phone applications and services that allow people to access information on important topics like health and agriculture, among others. For example, through a simple text message a farmer can receive tips on treating crop diseases, learn local market prices, or get advice on preventing malaria.
Our applications can also be used for collecting information. For example, surveys conducted by mobile phones can be used to collect information on access to health services or the types of crops being grown in a specific region. This information can provide a detailed understanding of the challenges poor communities face and equip service providers with the knowledge they need to better serve the poor.

Village phone. Grameen Foundation. Based on the pioneering work of Grameen Phone in Bangladesh, Village Phone extends the benefits of affordable telecommunications access in a sustainable, profitable and empowering way. Microfinance clients borrow the money needed to purchase a “Village Phone business” - literally, a business in a box. These grassroots entrepreneurs, or Village Phone Operators (VPOs), run their businesses in rural villages where little to no telecommunications services previously existed and rent the use of the phone to their community on a per-call basis. The VPOs provide affordable rates to their customers while earning enough to repay their loans. The additional profits that they earn allow them to make investments in their children’s health, nutrition and education, and in other business ventures. Our goal is to help create a global Village Phone movement that allows the world’s rural poor access to reliable and affordable telecommunications. With that in mind, the Grameen Technology Center has approached this endeavor with a multi-tiered strategy, working with a variety of organizations around the world. We have had extensive experience partnering with multi-national corporations, telecommunications operators, and microfinance institutions, as well as a range of other organizations. Village Phone projects currently underway in: Uganda Rwanda Cameroon.

EDUCATIONAL

EU Projects

ERICCSON From e-learning to m-learning. 2000-2002. This project sets in place the first stage in the creation of a global provision of training on the wireless internet. It sets in place the first building block for the next generation of learning: the move from distance learning (d-Learning) and electronic learning (e-Learning) to mobile learning (m-Learning).

The From e-learning to m-learning project addressed the development of courseware for mobile phones, smartphones and PDAs. The main pedagogical concepts of developing mobile learning for PDAswere solved in the project From e-learning to m-learning, in which a comfortable didactic environment was created by using Microsoft Reader Works, providing each student with Microsoft Reader software to display the content and which was adjudged highly satisfactory by surveys of students who had studied a full course by mobile learning on a PDA. The full course of text and readings measured 1000 A4 pages and was easily held by the memory of a standard PDA like the HP Compaq iPaq5000 series. The project also had success in developing courseware for phones and incorporated surveys of student satisfaction with mobile learning for students from Ireland, Norway, Germany and Italy.
Keegan, D. (2003).  The future of learning: from e-learning to m-learning.Hagen: Fernstudienforchung, Germany. PDF The future of electronic learning was explored in an analysis that viewed the provision of learning at a distance as a continuum and traced the evolution from distance learning to electronic learning to mobile learning in Europe and elsewhere.

Supported by EU Leonardo da Vinci program. E-learning is the state of the art for education and training but this project asks what is the next generation? The future is wireless. This project proposes that the next generation is the provision of education and training on wireless devices: Personal Digital Devices (PDAs), Mobile Phones and Smartphones. The project sets out to provide systems and courses for mobile learning and to trial them with real students. Documents: The bookPDF

ERICCSON (funded by EU Leonardo da Vinci project). The impact of new technologies on distance learning students. 2006-2008. This is a reference material project on the impact of new technology on distance learning students. The extant literature of the impact of technology on learning is fragile and inconclusive. This was the view of the World Bank in March 2005 (Impact of ICTs on learning and achievement). In the UK in January 2004 Cox et al (A review of the research literature relating to ICT and achievement) reach the same conclusion. In the USA in 2005 similar findings come from the University of California at Santa Barbara. A detailed search of the literature shows that what research there is is nearly all on the impact of technology on children in schools. There is little or nothing on adult education, on lifelong learning or on distance learning. This is the focus of this new proposal. The research situation is unacceptable in an area that is costing European governments millions of euros annually. One of the major manifestations of the use of technology in education is distance education. In distance education the use of technology is essential. It is not a supplement. Today distance education is a rich and complex sector containing five major fields of education and training provision which are detailed here for the first time are: Distance education - the provision of education and training at a distance by Open Universities, distance education institutions and distance education departments of conventional institutions E-learning - e-learning is the provision of education and training via the WWW for students who study mainly as individuals using LMSs (or VLEs) like SumTotal and Blackboard Synchronous e-learning systems - these are the provision of education and training on the WWW to students who study mainly in groups using LMSs like Centra or Horizon Wimba The use of the WWW for the provision of education and training on university and college campuses as a supplement to lectures and ILT given on campus or, alternatively, as a substitute for lectures when the courseware is provided on the WWW in the institution in place of lectures Mobile learning - the provision of education and training on PDAs (including palmtops and handhelds), smartphones and mobile phones. The ultimate goal of the project is to provide a set of findings that help instructors understand the implications of various technologies for their students, and to provide research-based principles for how instructors can best use technology in their teaching. The methodology to be employed is based on the identifying and implementing educational practices supported by rigorous evidence of the US Department of Education, Institute of Education Sciences of December 2003, probably the most recent and most authoritative educational research methodology. Book of the project. 2008. PDF

ERICCSON (funded by EU Socrates project). The role of mobile learning in Europe.Mobile learning is the provision of education and training on PDAs (Personal Digital Assistants), smartphones and mobile phones.

In July 2005 Ericsson announced that the number of mobile devices in the world reached 2 billion for the first time. They forecast that there would be 3 billion as early as 2010. This is for a world population of just over 6 billion. The British Broadcasting Corporation on 1 December 2004 announced that in its research of audience characteristics that the 16-24 age group ‘regarded a mobile phone as a necessity not a luxury’. This is precisely the age grouping of the higher and further education market.
The objective of this project is to bring this unprecedented ownership of mobile devices into European education and training. For this reason the first target group is Commission decision makers and decision makers in the 25 EU states to whom the products of the project will be personally sent. Further target groups are the students and institutions in the partner countries, and eventually in the whole 25 countries. The problem is that students use their mobile phones constantly but not yet in their education.
The main activities, which will result in the products of the project, are: development of a policy document on the role of mobile learning, an overview of the role of mobile learning in the 25 states today, listing of achievements of mobile learning, pedagogical aspects of mobile learning, adapting ILT and e-learning materials to mobile learning, the development, adaptation, teaching and evaluation of mobile learning courseware for real students.

M-learning ProjectPDF European Commission’s IST foundings, 2001-2004. Project coordinator is Learning and Skills Developing Agency - LSDA.
The project has concerned 16-24 years-old population of learners with bas results, and used PDA-phones or smartphones. Evaluations have been directed to establish the ‘attractiveness’ of learning after experiencing mobile learning. “In 2001, when the m-learning project commenced, few people knew about the concept of mobile learning or, indeed, could envisage the potential of mobile devices for learning.The m-learning project – funded by the European Commission, the project partners and (in England) the Learning and Skills Council – was considered highly innovative and unusual. … Key findings from the learner research and systems trials phase of the project are included in this publication. These findings indicate that mobile devices can be used successfully to involve some of the hardest to reach and most disadvantaged young adults in learning.” Conclusions include the following considerations: “Mobile learning is unique in that it allows truly anywhere, anytime,personalised learning.”

See:

Attewell, J. (2005). Mobile technologies and learning: a technology update and m-learning project summary. London: Learning and Skills Development Agency. PDF

For some examples of the learning materials developed by the project, including quiz games, see the project web site. Most of the developed materials are addressed to PDA-phones, but some simple quiz activities can be executed vis SMS, hence through the simplest phones. An example of the mixed approach (basic and high-performance phones, the case of language learning can be cited: “The course structure includes 100 concepts and for each concept textual and test dialogues have been created. The learner can send the answer by simply replying to the SMS message with a further message. The system tracks the answers received from learners, verifies the results and sends them a new SMS containing test results and suggestions for improvement…or the voice courses the potential of VoiceXML was investigated but IVR (Interactive Voice Response) was used instead as this allowed learners to interact with the learning management system. Learners in this phase used their own mobile phones as well as the more sophisticated devices provided by the project.“

Partners within the m-learning project consortium contributed to the first international mobile learning conference – MLEARN 2002. From 2003 the conference has been co-organized by MOBIlearn project. After 2004 conference, LSDA has published a book of proceedings:

Attewell, J. & Savill-Smith, C. (eds) (2005). Mobile learning anytime everywhere. A book of papers from mlearn2004 London: Learning and skills development agency. PDF

Two of the m-learning partners (LSDA and Tribal) have created a project for developing educational resources for portable devices

MOBIlearn Project. 2002-2004. MOBIlearn Consortium: Context-aware m-learninginformation.
MOBIlearn is a worldwide European-led research and development project exploring context-sensitive approaches to informal, problem-based and workplace learning by using key advances in mobile technologies. The MOBIlearn project consortium involves 24 partners from Europe, Israel, Switzerland, USA and Australia. Coordinator: Giunti ricerca. Amongst the partners: Nokia, University of Birmingham, Open University, Stanford University. Their competencies are integrated and extended by a Special Interest Group which includes 250 of the world’s leading organisations, active in Information Technology. The project addresses most of the key objectives of the Multimedia content and tools area of FP5 IST programme and it is strategically positioned to provide relevant research outcomes for the FP6.

MOTILL. 2009. Mobile Technologies for Lifelong Learning. The MOTILL project investigates how these technologies may impact on the diffusion of a social model where learning and knowledge are accessible to all, regardless of social and economic background, age, sex, religion, ethnicity or disability.
There is a need to make explicit connections between learners’ (and potential learners’) everyday uses of mobile devices and the use of these devices to exploit learning opportunities, whether for formal qualifications or for informal learning. The widespread use of mobile technologies in all EU countries offers an opportunity to develop policies aimed at participation and social inclusion. The use of mobile devices transcends age, social status, economic level, gender and ethnic origins. Although the education community has highlighted that mobile learning could be a suitable means to support Lifelong Learning (LLL), national policies have not yet taken any significant steps to integrate LLL and mobile technologies. The MOTILL project aims to promote this type of integration. Partners:  Italian National Research Council - Institute for Educational Technology of Palermo - Italy (coordinator), The Open University (UK) - Institute of Educational Technology; Trinity college of Dublin (Ireland) - Department of Computer Science & Education; Corvinus University of Budapest (Hungary) - Department of Information Systems

Other Projects

Mobile learning: South African examples

MoLeNET. MoLeNET is certainly the UK’s, and probably the world’s, largest and most diverse implementation of mobile learning. 115 colleges and 29 schools are, or have been, involved in MoLeNET.
Approximately 10,000 learners were involved in 2007/08 and around 20,000 learners will have been involved by the end of the 2008/09 academic year together with more than 4,000 staff. The Learning and Skills Council and consortia led by Further Education colleges have together invested over £12 million in MoLeNET. The first phase included 32 projects, involving 136 partner organisations. The second phase of MoLeNET includes 30 new projects, some involving organisations from phase 1 and some introducing mobile learning for the first time. All projects are supported by the MoLeNET Support and Evaluation Programme led by LSN.

Learning with mobile technologies. We are conducting several projects with teachers using technologies such as laptop computers, PDAs and mobile phones.

The purpose of the research is to investigate and disseminate  the creative uses of these devices, emerging teaching and learning methods, professional development needs.

Mobiles in secondary schools (funded by Becta)PDF

Personal and collaborative blogging using mobile devices (funded by Nokia Global Universities Foundation): Peggy Shao and Elizabeth Hartnell-Young are using set of Nokia N80 mobile phones with university and school students to explore individual and group blogs and narratives created using mobile phones.

Hartnell-Young, E. & Simner, J. (2007). Beyond school control: Year 6 students appropriate mobile technologies as curriculum tools. ALT-C. Nottingham, September.

Hartnell-Young, E., & Vetere, F. (2006). My grandfather is dead: narratives of culture and curriculum. mLearn conference, Banff, Canada. October.

Hartnell-Young, E. (2006). Teachers’ Roles and Professional Learning in Communities of Practice supported by Technology in Schools. Journal of Technology and Teacher Education. 14, 3. pp. 461-480. http://go.editlib.org/j/JTATE/v/14/n/3

Hartnell-Young, E., & Vetere, F. (2005). Lifeblog: a new concept in mobile learning? IEEE Wireless and Mobile Technologies in Education. Tokushima, Japan, November.

mlearning (Australia)

The New Technologies, New Pedagogies project investigates and creates new teaching and learning strategies using mobile technologies. Participants in the project explore the use of mobile devices as cognitive tools, and create pedagogies for the use of smart phones and iPods that go beyond the standard convenience and communication functions. This site offers a range of pedagogies and resources for the use of mobile technologies in higher education. Team Pedagogies Resources

Handler - University of Birmingham. Sharples, M. Disruptive devices: personal technologies and education PDF

UniWAP - University of Helsinki; Promoting mlearning by the UniWap Project within higher education PDF

FUTURE LAB

Savannah - Futurelab. Savannah is a strategy-based adventure game where a virtual space is mapped directly onto a real space. Children ‘play’ at being lions in a savannah, navigating the augmented environments with a mobile handheld device. By using aspects of game play, Savannah challenges children to explore and survive in the augmented space. To do this they must successfully adopt strategies used by lions.

STANFORD UNIVERSITY

Nokia/Stanford University mobile learning research

MathEd. Our project has two main foci:
Stimulating inquiry-based mathematics and science learning
Taking the lab to the real world - increased access to math and science experiments in students’ everyday lives.
Considering mobile devices for education, the immediate implication is that:
Students are not restricted to learn at a specific site; and
Students can be engaged in activities that require mobility.
These benefits are significant because they directly effect the teaching and learning experiences.
However, using mobile devices have additional benefits with powerful implications on the educational infrastructure and on the supporting environment. They are:
Assessment
Differentiated instructions
Scaffolding - teaching the right prerequisites just when they are needed just to those students who do not already have them
Engagement
Accessibility
Cost saving
Repetition - very important for certain subjects
Community - community of learning and teaching support - pass around stories
Home-school connection to engage the parents

Stanford Mobile Empowerment Developers Network. Promoting and developing mobile empowerment applications and games for 6.7 billion people on earth. In this mission, we focus on early literacy, numeracy, health, human rights, and self-empowerment strategy learning content development and best-practice sharing. Please help make education fun for learners of all ages.

Project POMI. POMI (Progarmmable Open Mobile Internet) -An Interdisciplinary Research Through Cleanslate Project. We are rapidly moving into a new age of widely-deployed, inexpensive, Internet-enabled mobile computing and communication devices. This has the potential to give rise to a whole new generation of services, applications, and modes of behavior to benefit society based on openness in ubiquitous wireless and mobile computing. But this requires re-thinking the computing and communication infrastructure–from the servers in the computing cloud, to the desktop, to the individual handheld devices, to the network that interconnects them all. This Expedition aims to promote innovation and competition by breaking down barriers and constructing bridges for enabling the creation of a truly programmable and open mobile internet (POMI). Expanding on the ubiquitous computing model in which users have unencumbered access to distributed computational and storage resources, this timely experimental systems Expedition will create a virtual data system to enable users to take ownership of their data; a three-tiered computational infrastructure to ease the entry of new Web services; an open network to promote network innovation and make wireless capacity available across heterogeneous and abundant radio networks within a vicinity; and open-source software to promote existing efforts in opening the cell phone and other such handhelds. An at-scale prototype system of infrastructure, devices and applications will be deployed across the Stanford campus–perhaps the most comprehensive experimental deployment of mobile technology for research ever performed by a university. Outreach includes the development and distribution of POMI kits to students at small and underrepresented universities, K-12 schools, and undergraduates at Stanford to engage in creative and inspired discovery through mobile-based education and exploration.

Slides

Video

Project Pocket school. Pocket School: Exploring Mobile Technology As A Sustainable Education Option For Underserved Children. This project involves the assessment, design, development, implementation, and evaluation of mobile learning technology to provide underserved indigenous children in Latin America with equitable access to basic education and literacy exposure in health and environmental safety. The primary framework for the design and implementation addresses situation specificity, cultural sensitivity, practical usability, theoretical applicability, economical scalability, and viable sustainability. Creative contents and mobile applications are being created through Stanford Mobile Empowerment Developers Network.

Dunia Moja Project. The Dunia Moja Project — “one world” in Swahili — is a pilot project offering classes via cellphone. Once conducted by mail, distance-learning programs now offer Web-based courses and materials. But in many parts of Africa and other parts of the developing world, students have better access to cell phones than to computers and Internet connections. “We’re experimenting with a new model for distance learning that incorporate both local and global perspectives,” said Shelley Goldman, Stanford professor of education. “We’re looking at how mobile technologies can be used to give people access to information and education.” Stanford said both Ericsson and Sony Ericsson collaborated to provide mobile smart phones equipped with video cameras, audio recorders, and Internet capability, as well as technical and other support for the pilot version of the course.This pilot project on international environmental issues is a collaboration among faculty and students at Stanford and three universities in Africa - the University of the Western Cape in South Africa, Mweka College of African Wildlife Management in Tanzania and Makerere University in Uganda. The project offers students the opportunity to learn from leading experts in environmental sciences from several countries and to debate issues through Internet and mobile technology interactions.

The project is structured so students can learn first-hand from faculty and each other about environmental issues concerning Africa and the world. Although the environmental challenges facing our world are deeply globally intertwined, our communities experience these challenges and often design solutions for them in specific local contexts. This project will allow students to share their local experiences, and to understand their global connections.
As part of an initiative by the Stanford University International Outreach Program (IOP), the pilot project investigates global environmental issues and their impact on the African continent and in the United States while bringing local perspectives and viewpoints to bear on the course topics. Faculty and students from the four participating institutions will share course materials, exchange information, contribute course content and have an opportunity to help design collaborative activities.
The project will use mobile technologies to increase communications and access to course materials, to allow study and assignment completion from the “field”, and to experiment with using various media to share local environmental research with the global project cooperative.

INTERNATIONAL YOUTH FOUNDATION

Project BridgeIt. In September 2007, the International Youth Foundation (IYF) and the Tanzania Ministry of Education and Vocational Training (MoEVT) launched Bridgeit Tanzania, in close partnership with the Forum for African Women Educationalists (FAWE), Nokia, Nokia Siemens Networks, Pearson Foundation and Vodacom Foundation. Bridgeit’s goal is to significantly increase the quality of teacher instruction and achievement among primary school boys and girls in math, science, and life skills through the innovative use of cell phone and digital technology. The Bridgeit project in Tanzania is a replication of a successful project in the Philippines known as text2teach. Locally, the Bridgeit Tanzania project is known as Elimu kwa Teknolojia (or ET), which means “Education through Technology.” This two-year project is supported through a grant from the United States Agency for International Development (USAID) and is working in the following seven regions: Lindi, Mtwara, Pwani, Dar es Salaam, Tanga, Dodoma and Kilimanjaro.
Bridgeit Tanzania brings together a dynamic public-private sector alliance that leverages technical assistance and in-kind support from key partners. In close collaboration with these partners, the project adapts and creates mathematics, science and life skills videos and establishes the necessary technological infrastructure for teachers to access the content in their classrooms. Bridgeit also trains teachers and provides them with comprehensive teacher’s guides and learner-centered lesson plans in order to enhance student-teacher interactions, ensure student participation, and guide the teachers on how to effectively use and integrate the videos.

Project Text2teach. The Philippines “text-2-teach” - program is based on the global Bridgeit program as developed through a unique multi-sector collaboration between Nokia, International Youth Foundation (IYF), Pearson and the United Nations Development Programme (UNDP). Bridgeit puts advanced digital communications in the service of education; with a particular focus on positively impacting underserved youth and their communities.
The program has so far benefited more than 120,000 5th and 6th grade Science, Math and English students in more than 200 schools. 920 teachers have been trained to use the system including the locally produced video and Teacher’s Guide material.
Teachers can access a library of over 100 KnowledgeBox® and 270 locally produced science, math and English videos. All lessons follow the national curriculum and have been created to meet the local education guidelines and standards. Teachers have been provided 480 lesson plans to support these video packages.
Lessons can be ordered from the library using text messaging (SMS) and then delivered to the ordering school via satellite, and downloaded to a Digital Video Recorder connected to a TV set in the classroom. The Department of Education collects statistics from each DVR on the useage of various lessons.

MELFA - Mobile Learning for Africa. The overall goal with the MELFA pilot project (2007-2009) is to enable illiterate and semi-literate Xhosa speaking building workers to receive complementary literacy and skills training via a mobile device and thereby assisting them in their personal growth and in performing their jobs better.
Innovative interactive technologies, including Optical Character Recognition (OCR), Text-To-Speech (TTS), speech translation, 3-D graphical illustration and M-learning are applied in the developing of a running prototype. The results from user tests and conclusions will eventually be used to indicate the prominence for further development and marketing.
Melfa is spun off from another project MELFO Mobile E Learning For Dyslexic.

MobilED. MobilED initiative is designing learning environments that are meaningfully enhanced with mobile technologies and services.
mobilED blog. We design scenarios and guidelines of how mobile technologies could be used for teaching, learning and empowerment of students within and outside the school context. We design concepts, prototypes and platforms that will facilitate and support the scenarios and guidelines developed. We test, evaluate and disseminate the scenarios, guidelines, concepts, prototypes and platforms in real contexts with real people. In pedagogy we are focusing on: Student and group-centred learning Project-based learning Problem solving Inquiry learning. In technology we are looking for: Mobile devices: GSM phones, multimedia/smart phones, Internet tablets Wireless networks: GSM, 3G, WLAN Voice, speech and language technologies: speech interfaces, audio information systems etc. Social software: Mediawiki, blogs, Knowledge Building tools. Wikipedia: The Free Encyclopaedia. We are aiming to design and develop two products that are freely available for anyone to take in use. The expected outputs are: MobilED KIT - a box with mobile tools, software and a guidebook that one can take in use in a classroom or youth club to carry out collaborative mobile learning projects. MobilED SERVER - a technology platform that makes it possible to take most out of the MobilED KIT. Governments, organizations or operators willing to support use of mobile phones in collaborative learning projects may install the technology platform. The current principle partners of the MobilED initiative are Meraka Institute of the Council for Scientific and Industrial Research (CSIR), South Africa and Media Lab of the University of Art and Design Helsinki (UIAH), Finland. The network of Associated Partners and Advisers includes Centre for Research on Networked Learning and Knowledge Building, University of Helsinki (FI); Tshwane University of Technology (SA); University of Pretoria (SA); Escola do Futuro Universidade de São Paulo (BR); WikiMedia Foundation, (US) Center for Knowledge Societies (IN) and Nokia.The initiative is funded by the Principle Partners, Department of Science and Technology, South Africa and Embassy of Finland in Pretoria. The initiative is sponsored by Nokia.We have a hypothesis that some kind of ready-made MobilED KIT product could help teachers and schools to implement meaningful learning processes with mobile technology. We have thought that the MobilED KIT could be a box that contains 5 mobile devices with places for charging them, pedagogical guidebook with descriptions of learning events / lesson plans, guidelines and props that will help teachers to implement the learning events and DVD with example project. The MobilED KIT should be part of the school’s facilities, just like blackboard, overhead projectors, computers etc. It should be shared by teachers and pupils. When teacher wants to implement a mobile learning project she will take the MobilED KIT to her classroom. When the project is over she will return it to the teachers’ room. The MobilED KIT should be easy to assemble and build by anyone. All the components should be available everywhere around the world. The guidebook and the DVD should be available for anyone to download and copy.We are right now assembling the first prototype of the MobilED KIT. Disclaimer. We want to emphasise the first sentence: “we have a hypothesis”. This means that we are not sure if the MobilED KIT, as described here, makes sense in a real school environment. This is why we have the MobilED initiative. We must test the prototype KIT, see what teachers, pupils and other stakeholders think about it. We must co-design, study and iterate. For this reason, mostly likely, the MobilED KIT will finally be something totally different than what is now described in here.
(2008, news form the blog). It has been quiet in the MobilED project. In the Helsinki team we have been writing an article where we conclude that probably the best area where one could use MobilED technology, and the basic interaction provided with it, could actually be rather generic community information system than a service used in formal education, such as in schools. This direction is not taking MobilED out from the “learning landscape” but it may expand the research focus. It will maybe help us to consider MobilED more as a media service - from people to people - than an “educational service”.

MILLEE. Mobile and immersive learning for literacy in emerging economies (India).

video ABC blog with experiences on the field papers
Poor literacy remains a decisive barrier to the economic empowerment of many people in the developing world. Although technology cannot replace learning through interactions with proficient language users, it can nevertheless provide learners - especially those who are disadvantaged and lack access to other educational avenues - with the foundation for further growth in listening, reading, writing and conversational skills. After more than two years of educational experiments in developing regions, a clear opportunity emerged: while the desktop computer is currently the platform of choice in practically any grassroots literacy program, mobile devices offer significantly more convenience due to inadequate building infrastructure and irregular electricity in rural areas. There is a more fundamental social argument: since a substantial fraction of children in developing regions have limited time to attend school regularly when they need to work for the family in the home or agricultural fields, learning in out-of-school settings made possible by mobile technologies can potentially increase access to literacy by at least an order of magnitude. Informed by educational theories on language acquisition, we are designing a suite of mobile learning applications that target conversational skills, listening comprehension, phonetic decoding and sight reading. These applications will run on cellphones, the fastest growing technology platform in emerging economies. Learners in these regions are usually skeptical of formal education, and as such, some applications make use of the built-in camera so that students can use and articulate language anchored in local scenes. The suite will include subtitled videos based on vector graphics (XML-based SMIL) and interactive games, some of which will leverage Bluetooth or infrared to promote the group-play experiences prevalent in everyday village life. Other applications will employ speech output and artificial intelligence techniques for conversational practice. To address local learning needs, it is essential that our applications are easy to adapt for a new learner community by reusing existing modules as much as possible. Worse, in developing regions, the learner’s educational baseline can deviate sharply from the official syllabus, and learners in the same classroom or baseline may belong to a relatively wide age bracket. In a peer-reviewed paper, we presented a framework called PACE (Pattern-Activity-Curriculum-Exercise) that supports the rapid, scalable development of language learning software localized for a particular community. The key insight is to represent pedagogy, software and curricula at separate levels so that an application can be modified at one level without affecting its overall correctness or behavior. In an initial pilot, designing our applications according to PACE provided the flexibility to adapt our prototypes for more advanced learning material, alternative teaching philosophies and local cultural conventions without incurring significant localization costs. The same applications were also enthusiastically received by children and demonstrated some positive learning outcomes.
Project mission: To enhance access to literacy among children of school-going age in the developing world. In particular, we aim to complement the formal schooling system by applying mobile learning technology to augment educational opportunities in out-of-school settings. In order to make the literacy challenge more tractable, we are currently focusing on English language literacy in rural India. But we expect our lessons to be applicable to other languages and to other developing regions throughout the world. English is widely seen as a key to socioeconomic success in India. English is taught in almost all schools: as a second language in public schools, and as a first language and the medium of instruction in most private schools. Fluency in English can almost be equated with membership in the middle and upper classes. A recent article states that mastery of English is the “single most influential factor that determines access to elite educational institutions, and hence to important avenues of economic and social advancement.” Language competency is also the biggest barrier to technology empowerment, e.g. 90% of the indigenous web content in India is in English.
Potential impact: Generalizing beyond India, English is a global language used by at least 1.5 billion people in more than 170 countries. Fluency in English opens the door to continuing education where English is the medium of instruction, “new economy” outsourced jobs that involve call centers, basic medical transcription, data entry, etc. - even in business process outsourcing centers located in rural areas - and better-paying occupations with multinational corporations or the civil service, and often improves access to government, health and legal services. These benefits also foster a stronger sense of self-esteem and social status. Thus our current focus is on English as a Second Language (ESL), even though we believe that many of the lessons will transfer to other languages.
Unfortunately, the school systems in underdeveloped regions face many difficulties, especially with ESL. Two significant obstacles stand out: irregular school attendance due to the need for students to work in the fields, homes, etc., and disinterest in schoolwork due to the perceived opportunity costs or lack of benefits of formal schooling. Another factor is the preparation of local ESL teachers, who often cannot communicate with us without the help of interpreters. We believe that ESL learning games on cellphones can address the above challenges. In particular, we hypothesize that learners can improve their ESL skills by using mobile devices in out-of-school settings. We also believe that game-like design can improve enjoyment of the learning experience and encourage spontaneous adoption. Technology-assisted learning in developing regions is not far-fetched. At least two non-government organizations, Pratham and the Azim Premji Foundation, have used computer games in their initiatives for children in the urban slums and rural areas of India respectively. Most importantly, a large-scale evaluation by Pratham showed significant gains on math test scores from playing computer games that target math learning. It is plausible that similar learning outcomes can be replicated using mobile games for ESL.
Improving Literacy in Rural India: Cellphone Games in an After-School Program. Matthew Kam, Anuj Kumar, Shirley Jain, Akhil Mathur, and John Canny. In Proceedings of IEEE/ACM Conference on Information and Communication Technology and Development (ICTD ’09), Doha, Qatar, April 17-19, 2009.
Designing Digital Games for Rural Children: A Study of Traditional Village Games in India. Matthew Kam, Akhil Mathur, Anuj Kumar, and John Canny. In Proceedings of ACM Conference on Human Factors in Computing Systems (CHI ’09), Boston, Massachusetts, April 4-9, 2009. Best Paper Nominee.
Involving Local Undergraduates in Fieldwork. Matthew Kam. In ACM interactions, July-August 2008 issue. (article in English; translated into Chinese by uiGarden for practitioners in China.)
Designing E-Learning Games for Rural Children in India: A Format for Balancing Learning with Fun.Matthew Kam, Aishvarya Agarwal, Anuj Kumar, Siddhartha Lal, Akhil Mathur, Anuj Tewari, and John Canny. In Proceedings of ACM Conference on Designing Interactive Systems (DIS ‘08), Cape Town, South Africa, February 25-27, 2008.
The Social Complexities of User-Centered Design in ICTD: Experiences from Four Schools in India’s Villages and Slums. Matthew Kam, Siddharth Bhagwani, Anuj Kumar, Siddhartha Lal, Akhil Mathur, Anuj Tewari, and John Canny. In Proceedings of IEEE/ACM International Conference on Information and Communication Technologies and Development (ICTD ’07), Bangalore, India, December 15-16, 2007.
Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns.Matthew Kam, Vijay Rudraraju, Anuj Tewari, and John Canny. In Proceedings of 3rd Digital Games Research Association International Conference (DiGRA ‘07), Tokyo, Japan, September 24-28, 2007.
Localized Iterative Design for Language Learning in Underdeveloped Regions: The PACE Framework.Matthew Kam, Divya Ramachandran, Varun Devanathan, Anuj Tewari, and John Canny. In Proceedings of ACM Conference on Human Factors in Computing Systems (CHI ‘07), San Jose, California, April 28-May 3, 2007.
Social Dynamics of Early Stage Co-Design in Developing Regions. Divya Ramachandran, Matthew Kam, Jane Chiu, John Canny, and James L. Frankel. In Proceedings of ACM Conference on Human Factors in Computing Systems (CHI ‘07), San Jose, California, April 28-May 3, 2007.
Practical Considerations for Participatory Design with Rural School Children in Underdeveloped Regions: Early Reflections from the Field. Matthew Kam, Divya Ramachandran, Anand Raghavan, Jane Chiu, Urvashi Sahni, and John Canny. In Proceedings of ACM Conference on Interaction Design and Children (IDC ‘06), Tampere, Finland, June 2006.
Designing Educational Technology for Developing Regions: Some Preliminary Hypotheses. Matthew Kam, Divya Ramachandran, Urvashi Sahni, and John Canny. In Proceedings of the 3rd International Workshop on Technology for Education in Developing Countries (TEDC ‘05), Kaohsiung, Taiwan, July 2005.
The Case for Technology for Developing Regions. Eric Brewer, Michael Demmer, Bowei Du, Kevin Fall, Melissa Ho, Matthew Kam, Sergiu Nedevschi, Joyojeet Pal, Rabin Patra, and Sonesh Surana. InIEEE Computer, Volume 38, Number 6, pp. 25-38, June 2005.


MERAKA INSTITUTE.

Maths for MXIT - DR Math. The programme was developed by Laurie Butgereit of the Meraka Institute; the Centre for Social and Industrial Research’s information technology and communication arm. Maths on MXit uses South Africa’s most popular cellphone-based instant messaging tool MXit, to provide school learners with an affordable and instant tutor. Scholars simply send a message to the Maths on MXit cell phone number with their mathematical query and “Dr. Math” or “Dr. Wiskunde” will reply. Butgereit started the programme at her son’s high school in an effort to provide extra maths assistance through an easily accessible manner. Butgereit took advantage of the fact that most high school children have cell phones and regularly use MXit as a communication tool. MXit is a South African innovation that was developed in 2004. The mobile instant messaging tool is the biggest in the world with 5.8 million users in South Africa and a further 750 000 worldwide. The messaging tool has achieved great popularity among SA teens since its launch. “If you want to reach teenagers and children, you have to reach them using their own medium and MXit does that,” says Butgereit.
“[Maths on MXit] started at one school but the programme has since mushroomed and we now have 1000 students from all over the country,” says Butgereit. “Our users are boys and girls from private and public schools and range anywhere from Grade 3 to Grade 12″.
Maths on MXit tutors (known as Dr. Math) are students from the University of Pretoria’s Engineering, Built Environment and Information Technology Department who are required to complete 40 hours of community service as part of their course. Meraka employs roughly 20 students over the course of a year with tutors on duty between 14:00 - 20:00 from Sunday to Thursday, covering all aspects of the South African maths syllabus.
The programme’s popularity grew tremendously over the course of 2007, primarily through word of mouth. Meraka believes that they have opened the platform for similar programs in other academic fields such as accounting and science as well as opportunities for counselling services.
See:
Butgereit, L. 2007. Math on MXit: the medium is the message. 13th Annual National Congress of the Association for Mathematics Education of South Africa (AMESA), White River South Africa, 2-6 July 2007, pp 15 PDF
Math is cool when you MIXIT. South Africa the good news
Using MXIT to learn. Steven Vosloo on tought leader
MXit is more than only a chat client. It also offers text-based information services - such as news and movie listings - that can present educational materials; the ability to view and upload images, video and audio; and seamless integration with the web. In other words, MXit can be used to access and contribute to any suitable website, like Facebook. When two people are chatting, with one at a wired PC and the other on MXit, the interaction is seamless for both. The last feature means that faculty and lecturers who are not MXit users but very comfortable with working at their PCs can interact with students using MXit. Online chat would complement other communication variants, such as face-to-face, email and SMS interaction. Math on MXit, or Dr Math, is an interesting initiative launched in early 2007 by the Meraka Institute of the Council for Scientific and Industrial Research (CSIR) that has proven the efficacy of a chat support service. Learners send a maths question to the Math on MXit number and enter into a discussion with a tutor ready to answer any question from the entire high-school mathematics syllabus. Tutors are students from the University of Pretoria who are obliged to do 40 hours of community service work. After one year, Math on MXit has 1 000 learners that it supports during the hours of 2pm and 8pm on weekdays, and on Sunday nights when possible. You might think that MXit is not a suitable medium to talk about maths, but read the conversation transcripts in the research paper by Laura Butgereit, Math on MXit founder, and it is quite clear that real support and learning is happening. She says: “If you want to reach teenagers and children, you have to reach them using their own medium, and MXit does that.” This week MXit had more than 5,8-million subscribers in South Africa, and this number is growing at between 10 000 and 12 000 new subscribers per day. While Math on MXit does not know whether its service is improving its users’ grades, there are pointers suggesting that it definitely does. Of interest is that its users are boys and girls from private and public schools, from all over the country. They obviously find the service extremely helpful because they constantly ask for a Dr Science service. Butgereit confidently recommends this mode of communication with teenagers for a variety of learning areas including science, history and religion.
MXIT Imfundo Yami Imfundo Yethu. Once the bane of teachers and education authorities, instant messaging service Mxit is teaming up with cellphone manufacturer Nokia and the Department of Education to teach learners mathematics. The Department of Education (DOE) is leading a pilot project that uses the mobile social network company to deliver mathematics tutorials to Grade 10 learners. This project, “Imfundo Yethu Imfundo Yami”, is a joint venture between the national DOE, Nokia SA and Safipa (a funding portal managed by the Finnish Embassy in SA).
Grade 10 learners - 260 in total - from six selected schools in Gauteng, the North West and the Western Cape provinces will take part in the pilot project. It allows users to receive maths information, to problem solve, as well as to share thoughts and ideas to better their understanding of the math module
MXIT  mobile book.
Apple Education. Mobile learning and iTunesU.

WAAG.

Frequency 1550. Waag developed a ‘mobile learning game’ pilot together with IVKO, part of the Montessori comprehensive school in Amsterdam. It’s a citygame using mobile phones and GPS-technology for students in the age of 12-14 (so called HAVO+MAVO basic curriculum). It is a research pilot examining whether it’s possible to provide a technology supported educational location-based experience. In the Frequency 1550 mobile game, students are transported to the medieval Amsterdam of 1550 via a medium that’s familiar to this agegroup: the mobile phone. The pilot took place in 2005 from 7 to 9 February and was supported by KPN Mobile’s UMTS network. At its UMTS launching event KPN put out this press release, but it’s in Dutch only.

JISC Supporting education and research. The JISC TechDis Service is delighted to be working across the education sector throughout the UK, and with agencies such as the Learning and Skills Network (LSN) following their highly successful MoLeNet projects, to explore the accessibility benefits and barriers of mobile learning on Upwardly Mobile , and in the companion publication GoMobile! The experience and expertise of a number of highly-respected practitioners and technologists from HE, FE, and the Independent Specialist Colleges has combined to produce this DVD-ROM. We believe this exciting and stimulating resource will encourage innovation, creativity and a holistic approach to m-learning across the educational sectors, and are gratified to be able to add it to our ever-growing collection of m-learning resources.

WORLD BANK

The World Bank is embarking on a new study investigating issues related to the use of mobile phones in education in developing countries.
The study is intended to help to raise awareness among key decisionmakers in the public, private and civil society sectors about the potential importance of the use of low cost mobile devices — especially mobile phones — to help benefit a variety of educational objectives. By documenting the existing landscape of initiatives in this area and emerging ‘good practice’, it is also hoped that this work will serve as a common base for further analytical work in this area, and inform the impending explosion of development of new hardware, software and business services occurring on mobile devices, to the benefit of these educational objectives.
This activity is one component of a larger ‘mobile flagship’ program at the World Bank consisting of studies and activities related to mobile services and applications in selected sectors, including “Mobile Banking Users and Non Users Behavior Study”; “Extending Mobile Applications in Africa through Social Networking”; and “Mobile Applications for Sectoral Development”.Drawing on examples of the use of mobile phones and related handheld technologies for educational purposes in advanced economies like Korea, Japan, the U.K., the United States and Finland, and an emerging evidence base of pilot projects from countries as diverse as Tanzania, Kenya, the Philippines, Mongolia, China and South Africa, this study proposes to:

- Map the existing universe of projects and initiatives exploring the use of mobile phones in education in developing countries.
- Map the existing and potential uses of mobile phones in this regard, comparing and contrasting such uses with other ICT devices.
- Document lessons learned so far from key initiatives in this area, proposing tentative guidance for policymakers and various stakeholder groups in this fast moving area.
- Propose a conceptual framework and way forward for further analytical work to aid in the documentation and rigorous impact cost and impact assessment of the use of mobile phones in education.

While ‘education’ is the focus here, the area of inquiry is not be limited to the formal education sector itself. Lifelong learning and educational outreach activities utilizing the mobile phone to benefit the health and agricultural sectors will also fall within the scope of this study. This work will draw heavily on organizations and expertise active in these areas on-the-ground.

Companies & products

ZMQ. Mobile Learning is an ideal solution today as it facilitates learning anytime-anywhere. M-Virtual Classroom is a learning content delivery concept designed by ZMQ. Here the learning process is more flexible, accessible and personalized. The learning content is divided into number of classes (or lessons). The user gets registered on a virtual mobile classroom. On a regular interval (period of time), a classroom lesson is triggered on the mobile set. The user goes through the virtual classroom, and upon its successful completion, another lesson is triggered. The solution is also suited and recommended for corporate training and training working. Some of the solutions can be communication skills, product learning, sales force training, time management, safety training etc. It has also been successfully implemented in learning activities used for license renewal and up-gradation. Mobile Learning is also highly effective for social learning solutions like healthcare programs, awareness programs and literacy programs like basic numeracy and basic alphabetization.
Magic Mundo. MagicMundo was started to meet a requirement for the mobile phone market. We in the early days worked along side the big mobile phone operators in Ireland. Once MagicMundo found specific markets for its applications, we decided to go directly to the potential client. We are involved with Enterprise Ireland as one of their HPSU.
Upwardly mobile - getting started in inclusive m-Learning. Mobile learning is a fast-maturing technology offering opportunities and challenges in equal measure. Learning with mobile devices can bring many inclusion benefits, enabling learners to access content wherever and whenever they choose, and using a device they know they can operate. m-Learning therefore has vast potential to enhance learning opportunities for all, and to level the playing field for learners with specific needs.
We love mobile. We came together as a company to fill a hole in the market, to build a mobile advertising agency that would focus on creativity and the consumer experience and deliver real value and great service to our clients. We think we’ve done just that
mobiledu - Blackboard. MobilEdu is a revolutionary new integrated suite that combines virtually all of your school’s services in one convenient place-your palm. The time has come to fully integrate the academic world with the technologies of today. We aim to enrich the collegiate experience by bringing virtually every facet of campus life to the palm of your hand. With the widespread popularity of devices like the iPhone, students and faculty alike will have unprecedented access to everything academia has to offer.
While the individual applications are valuable on their own accord, the real beauty of MobilEdu is the seamless integration of their functions. For example, when searching for a class, you are generally provided with only the name of the professor and the location of the class. With MobilEdu, on the other hand, you can take it several steps further by clicking on the professor’s name to search the Directory, or by clicking on the location to pinpoint it on Maps.
With our eyes ever on the future, you can expect even more great offerings in the next release, including an exciting foray into social networking.
SPRXmobile We are SPRXmobile, a Strategic Creative Consultancy specialised in mobile services. Sparked from our passion for mobile. Ignited with services as NOS Mobiel. Now ready to support your organisation with Mobile Campaigns, Mobile concepts and services. Tuesday June 16th, 2009. Mobile innovation company SPRXmobile launches Layar, worlds first mobile Augmented Reality browser, which displays real time digital information on top of reality (of) in the camera screen of the mobile phone. While looking through the phone’s camera lens, a user can see houses for sale, popular bars and shops, jobs, healthcare providers and ATMs. The first country to launch Layar is The Netherlands. Launching partners are local market leaders ING (bank), funda (realty website), Hyves (social network), Tempo-team (temp agency) and Zekur.nl (healthcare provider).
Layar is derived from location based services and works on mobile phones that include a camera, GPS and a compass. Layar is first avaliable for handsets with the Android operating system (the G1 and HTC Magic). It works as follows: Starting up the Layar application automatically activates the camera. The embedded GPS automatically knows the location of the phone and the compass determines in which direction the phone is facing. Each partner provides a set of location coordinates with relevant information which forms a digital layer. By tapping the side of the screen the user easily switches between layers. This makes Layar a new type of browser which combines digital and reality, which offers an augmented view of the world.

M-learning toolkit.  See the Literacy skills pack as an example. mobile learning toolkit for teachers. The toolkit includes authoring tools which teachers use on a PC to create learning materials which are then accessed via learners’ mobile phones or transferred onto learners’ palmtop computers. Tools include: - An SMS (text message) quiz authoring tool this tool allows teachers to set up an automated response system for a multiple choice quiz. The quiz can be presented to the learners in any way e.g. a paper handout, a poster, a website or on a whiteboard or in a PowerPoint presentation. When the learners send the answers to the questions by SMS they receive almost instant feedback. - A mediaBoard authoring tool this tool allows teachers to create interactive learning tasks and projects for groups of learners. Each mediaBoard a teacher creates is rather like an Internet message board but consists of a visual image. Learners can attach audio, text and images to areas of the image, sending these by e-mail, or by multi-media message (MMS) from a palmtop computer or a mobile phone. - A Pocket PC authoring tool this tool allows teachers to author multiple choice quizzes, including pictures and text, for delivery via any device supporting the PocketPC operating system. They can also author simple Pairs or Snap card games and small pages of text.” See:

Attewell, J. (2005). From Research and Development to Mobile Learning: Tools for Education and Training Providers and their Learners. Mlearn conference 2005, Cape Town.

Examples of applications from the toolkit: basic numbers skills literacy skills pack

WapEduc. Depuis Juin 2006, les élèves de collège et de lycée peuvent réviser leurs cours sur leur téléphone portable et bénéficier de conseils pédagogiques. WapEduc , l’Ecole Nomade,  est en ligne sur tous les mobiles depuis trois ans: plusieurs milliers d’élèves ont pris l’habitude de réviser leurs cours sur leur mobile en situation nomade et de s’informer (bus, attente chez le médecin, chez soi sans Internet). Nous travaillons à ce projet depuis 2003, date à laquelle nous avons obtenu le soutien du Rectorat de l’Académie de Montpellier ainsi qu’une distinction en tant que lauréat du E-Learning Awards (parmi 600 projets européens). Interview to Philippe Steger

mobile ESL Athabasca. This is a course of lessons and practice on the system of English. It is divided into eighty-six sections. Each section covers an area of basic grammar and contains a number of exercises. The exercises are not all the same length. Some exercises have only five questions, but others have up to nine questions. This is because some areas of grammar are more important than others. This course tests your knowledge of English grammar and, more importantly, it gives you practice in using your knowledge to make correct and appropriate sentences. When you do the exercises, you will see that grammar is not just a game. Grammar has meaning - if you change some of the grammar in a sentence, you also change its meaning.

Math4mobile. The Math4Mobile project examines the opportunities of ubiquitous and personal technologies for educational purposes, specifically of using the mobile phone for teaching and learning mathematics. There are 5 Java (J2ME) applications that are designed to help you learn intuitivelly about mathematical concepts in different fields using your mobile phone. You can download the application for free or try them online using the Live Demo page.

Lmo. Concept demonstrator for children second language learning. Sharp Laboratories of Europe, based in Oxford, has funded the LSRI for the L-Mo (Language - Mobile) project which aims to make language learning fun and effective. A team of language experts, educational technologists, and computer games designers are developing innovative technologies for children to learn and practise foreign languages. Young children who learn through patterns, rhythms and games generally do better and enjoy the experience more than from traditional methods. The teams from the LSRI and Sharp will combine their knowledge of handheld technology, mobile learning, and language development to make learning a new language as engaging as playing computer games.
OOKL. OOKL was conceived and developed by Science Ecology Art Limited, a design and technology consultancy that started trading in 1999. Our passion is to help people improve their lives using every day tools (like mobiles and the web), and our work focuses mainly in the area of Education, Health and Communities. OOKL uses mobile phones and the internet in a way that turns any scheme of work into a game-like experience. The phones are used to help students create content (photos, text, audio) which is uploaded to a website where they can collaborate with their classmates and create digital stories. OOKL can supply your school with 3G mobiles or, if you already have Windows Mobile PDAs, you can download the OOKL mobile application. Learners can also use their own mobile to create content which they can upload to the OOKL website. OOKL has had five separate academic reviews including the Institute of Education and the University of Birmingham. The results are fantastic - OOKL improves learning outcomes and increases student enjoyment.

Myart space project- OOKLPDF MyArtSpace does not confine the learning experience just to interactions with a mobile device. Rather, it makes use of the mobile devices for the part of the experience where they bring the most value (i.e. for data collection in the museum, where the use of fixed technologies is impracticable and the use of traditional media such as pen and paper is cumbersome). The mobile device is then used as a bridge to technologies used in other parts of the learning experience (i.e. the exhibits, installations and printed media available in the museum that trigger reflection and inform data collection, or the Web-enabled ICT suite at school used for data analysis). This is a wiser use of mobile technology than an indiscriminate digitisation and ‘mobilisation’ of all learning activities. Bridging learning spaces: MyArtSpace allows visitors to interact in three spaces: the physical space of the museum which they explore; the personal space on the mobile technologies that they use to collect and cre- ate items of personal interest; and the virtual space provided by a web portal that stores their collected items and additional resources for them to organise, share and present. Not only does it enable interactions in these spaces, though; Myartspace offers balanced opportunities for interacting in each space. For example, when collecting an item in the museum, the student sees a list of other students who have also collected that item.