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DHTMLX Touch – Best Mobile Framework for all Touch Screen Devices

If you want to build mobile applications with use of extensive HTML5 then DHTMLX Touch is a JavaScript library mobile framework that can help you achieve this. So next time when you plan to develop a HTML based mobile web app then do not forget to consider this free open source DHTMLX Touch JavaScript framework …

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Master the Art of Mobile Web Development with Kendo UI Framework

If you are a professional Mobile Web Developer looking to develop Mobile Websites and Web Apps then Kendo UI is the Mobile Framework for you as it has all the features and functions that are needed for easy Mobile App Development. Kendo UI Framework has a very simple and easy to use consistent programming interface …

Master the Art of Mobile Web Development with Kendo UI Framework Read More »




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Launch: Google Local Mobile, get Google Maps and more on your mobile phone

Satellites, drag and drop, and more.




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'First' mobile coverage for parts of Western Isles

Virgin Media O2 has installed a communications mast on South Uist as part of a £1bn UK project.




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Back to the future: Windows Phone to be called Windows Mobile?

Maybe that forced change from SkyDrive to OneDrive got things rolling, or perhaps new CEO Satya Nadella really is shaking things up at Microsoft, but there seems to be a newfound interest in beginning anew. That apparently includes name changes, …




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Mobile-indexing-vLast-final-final.doc

The last step of our migration to a mobile-first index will soon be complete: the small set of sites we've still been crawling with desktop Googlebot will be crawled with mobile Googlebot after July 5, 2024. Most websites do not need to do anything!




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Developing a Mobile Collaborative Tool for Business Continuity Management

We describe the design of a mobile collaborative tool that helps teams managing critical computing infrastructures in organizations, a task that is usually designated Business Continuity Management. The design process started with a requirements definition phase based on interviews with professional teams. The elicited requirements highlight four main concerns: collaboration support, knowledge management, team performance, and situation awareness. Based on these concerns, we developed a data model and tool supporting the collaborative update of Situation Matrixes. The matrixes aim to provide an integrated view of the operational and contextual conditions that frame critical events and inform the operators' responses to events. The paper provides results from our preliminary experiments with Situation Matrixes.




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The Iceberg Effect: Behind the User Interface of Mobile Collaborative Systems

Advances in mobile technologies are opening new possibilities to support collaborative activities through mobile devices. Unfortunately, mobile collaborative systems have been difficult to conceive, design and implement. These difficulties are caused in part by their unclear requirements and developers' lack of experience with this type of systems. However, several requirements involved in the collaborative back-end of these products are recurrent and should be considered in every development. This paper introduces a characterization of mobile collaboration and a framework that specifies a list of general requirements to be considered during the conception and design of a system in order to increase its probability of success. This framework was used in the development of two mobile collaborative systems, providing developers with a base of back-end requirements to aid system design and implementation. The systems were positively evaluated by their users.




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Security and Privacy Preservation for Mobile E-Learning via Digital Identity Attributes

This paper systematically discusses the security and privacy concerns for e-learning systems. A five-layer architecture of e-learning system is proposed. The security and privacy concerns are addressed respectively for five layers. This paper further examines the relationship among the security and privacy policy, the available security and privacy technology, and the degree of e-learning privacy and security. The digital identity attributes are introduced to e-learning portable devices to enhance the security and privacy of e-learning systems. This will provide significant contributions to the knowledge of e-learning security and privacy research communities and will generate more research interests.




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Rule of Law on the Go: New Developments of Mobile Governance

This paper offers an overview of the emerging domain of mobile governance as an offspring of the broader landscape of e-governance. Mobile governance initiatives have been deployed everywhere in parallel to the development of crowdsourced, open source software applications that facilitate the collection, aggregation, and dissemination of both information and data coming from different sources: citizens, organizations, public bodies, etc. Ultimately, mobile governance can be seen as a tool to promote the rule of law from a decentralized, distributed, and bottom-up perspective.





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Adaptive terminal sliding mode control of a non-holonomic wheeled mobile robot

In this paper, a second-order sliding mode adaptive controller with finite time stability is proposed for trajectory tracking of robotic systems. In order to reduce the chattering phenomenon in the response of the variable structure resistant controller, two dependent sliding surfaces are used. In the outer loop, a kinematic controller is used to compensate the geometric uncertainty of the robot, and in the inner loop, the proposed resistive control is used as the main loop. On the other hand, considering the dynamic uncertainty and disturbance of the robot, an adaptive strategy has been used to estimate the uncertainty limit during the control process in order to eliminate the need for basic knowledge to determine the uncertainty limit in the resistant structure. The proposed control method demonstrates significant enhancements in performance, with the linear velocity error improving by approximately 80%, leading to a more accurate and responsive system.




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The discussion of information security risk control in mobile banking

The emergence of digital technology and the increasing prevalence of smartphones have promoted innovations in payment options available in finance and consumption markets. Banks providing mobile payment must ensure the information security. Inadequate security control leads to information leakage, which severely affects user rights and service providers' reputations. This study uses control objectives for Information and Related Technologies 4.1 as the mobile payment security control framework to examine the emergent field of mobile payment. A literature review is performed to compile studies on the safety risk, regulations, and operations of mobile payments. In addition, the Delphi questionnaire is distributed among experts to determine the practical perspectives, supplement research gaps in the literature, and revise the prototype framework. According to the experts' opinions, 59 control objectives from the four domains of COBIT 4.1 are selected. The plan and organise, acquire and implement, deliver and support, and monitor and evaluate four domains comprised 2, 5, 10, and 2 control objectives that had mean importance scores of > 4.50. Thus, these are considered the most important objectives by the experts, respectively. The results of this study can serve as a reference for banks to construct secure frameworks in mobile payment services.




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What drives mobile game stickiness and in-game purchase intention? Based on the uses and gratifications theory

Despite the considerable growth potential predicted for mobile games, little research explored what motivates users to be sticky and make purchases in the mobile game context. Drawing on uses and gratifications theory (UGT), this study evaluates the influencing effects of players' characteristics (i.e., individual gratification and individual situation) and the mobile game structure (i.e., presence and governance) on players' mobile game behaviour (i.e., stickiness and purchase intention). Specifically, the model was extended with factors of the individual situation and governance. After surveying 439 samples, the research model was examined using the Partial least squares structural equation modelling (PLS-SEM) approach. The results indicate that stickiness is a crucial antecedent for users' in-game purchase intention. The individual situation plays an essential role in influencing user gratification, and individual gratification is the most vital criterion affecting stickiness. Finally, except for incentives, presence, and integration positively affect stickiness. This study provides further insights into both mobile game design and governance strategies.




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International Journal of Mobile Communications




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QoS-based handover approach for 5G mobile communication system

5G mobile communication systems are an in-depth fusion of multi-radio access technologies characterised with frequent handover between cells. Handover management is a particularly challenging issue for 5G networks development. In this article, a novel optimised handover framework is proposed to find the optimal network to connect with a good quality of service in accordance with the user's preferences. This framework is based on an extension of IEEE 802.21 standard with new components and new service primitives for seamless handover. Moreover, the proposed vertical handover process is based on an adaptive heuristic model aimed at achieving an optimised network during the decision-making stage. Simulation results demonstrate that, compared to other existing works, the proposed framework is capable of selecting the best network candidate accurately based on the quality-of-service requirements of the application, network conditions, mobile terminal conditions and user preferences. It significantly reduces the handover delay, handover blocking probability and packet loss rate.




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International Journal of Wireless and Mobile Computing




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Design of intelligent financial sharing platform driven by consensus mechanism under mobile edge computing and accounting transformation

The intelligent financial sharing platform in the online realm is capable of collecting, storing, processing, analysing and sharing financial data through the integration of AI and big data processing technologies. However, as data volume grows exponentially, the cost of financial data storage and processing increases, and the asset accounting and financial profit data sharing analysis structure in financial sharing platforms is inadequate. To address the issue of data security sharing in the intelligent financial digital sharing platform, this paper proposes a data-sharing framework based on blockchain and edge computing. Building upon this framework, a non-separable task distribution algorithm based on data sharing is developed, which employs multiple nodes for cooperative data storage, reducing the pressure on the central server for data storage and solving the problem of non-separable task distribution. Multiple sets of comparative experiments confirm the proposed scheme has good feasibility in improving algorithm performance and reducing energy consumption and latency.




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Designing a Mobile-app-based Collaborative Learning System




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Self-regulated Mobile Learning and Assessment: An Evaluation of Assessment Interfaces




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Facilitating Exposure to Sign Languages of the World: The Case for Mobile Assisted Language Learning




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Making Mobile Learning Work: Student Perceptions and Implementation Factors

Mobile devices are the constant companions of technology users of all ages. Studies show, however, that making calls is a minimal part of our engagement with today’s smart phones and that even texting has fallen off, leaving web browsing, gaming, and social media as top uses. A cross-disciplinary group of faculty at our university came together in the mLearning Scholars group to study the potential for using mobile devices for student learning. The group met bi-weekly throughout a semester and shared thoughts, ideas, resources, and examples, while experimenting with mobile learning activities in individual classes. This paper summarizes student perceptions and adoption intent for using mobile devices for learning, and discusses implementation issues for faculty in adding mobile learning to a college course. Outcomes reflect that mobile learning adoption is not a given, and students need help in using and understanding the value in using personal devices for learning activities.




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Evaluating the Acceptability and Usability of EASEL: A Mobile Application that Supports Guided Reflection for Experiential Learning Activities

Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which students learn by doing and by reflecting on the experience. This approach to teaching is often used in disciplines such as humanities, business, and medicine. Reflection before, during, and after an experience allows the student to analyze what they learn and why it is important, which is vital in helping them to understand the relevance of the experience. A just-in-time tool (EASEL) was needed to facilitate this. Methodology: To inform the development of a mobile application that facilitates real-time guided reflection and to determine the relevant feature set, we conducted a needs analysis with both students and faculty members. Data collected during this stage of the evaluation helped guide the creation of a prototype. The user experience of the prototype and interface interactions were evaluated during the usability phase of the evaluation study. Contribution: Both the needs analysis and usability assessment provided justification for continued development of EASEL as well as insight that guides current development. Findings: The interaction design of EASEL is understandable and usable. Both students and teachers value an application that facilitates real-time guided reflection. Recommendations for Practitioners: The use of a system such as EASEL can leverage time and location-based services to support students in field experiences. This technology aligns with evidence that guided reflection provides opportunities for metacognition. Recommendation for Researchers: Iterative prototyping, testing, and refinement can lead to a deliberate and effective app development process. Impact on Society: The EASEL platform leverages inherent functionality of mobile devices, such as GPS and persistent network connectivity, to adapt reflection tasks based on lo-cation or time. Students using EASEL will engage in guided reflection, which leads to metacognition and can help instructors scaffold learning Future Research: We will continue to advance the application through iterative testing and development. When ready, the application will be vetted in larger studies across varied disciplines and contexts.




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New Findings on Student Multitasking with Mobile Devices and Student Success

Aim/Purpose: This paper investigates the influence of university student multitasking on their learning success, defined as students’ learning satisfaction and performance. Background: Most research on student multitasking finds student multitasking problematic. However, this research is generally from 2010. Yet, today’s students are known to be digital natives and they have a different, more positive, relationship with mobile technologies. Based on the old findings, most instructors ban mobile technology use during instruction, and design their online courses without regard for the mobile technology use that happens regardless of their ban. This study investigates whether today’s instructors and learning management system interface designers should take into account multitasking with mobile technologies. Methodology: A quasi-experimental design was used in this study. Data were collected from 117 students across two sections of an introductory Management Information Systems class taught by the first author. We took multiple approaches and steps to control for confounding factors and to increase the internal validity of the study. We used a control group as a comparison group, we used a pre-test, we controlled for selection bias, and we tested for demographic differences between groups. Contribution: With this paper, we explicated the relationship between multitasking and learning success. We defined learning success as learning performance and learning satisfaction. Contrary to the literature, we found that multitasking involving IT texting does not decrease students’ learning performance. An explanation of this change is the change in the student population, and the digital nativeness between 2010s and 2020 and beyond. Findings: Our study showed that multitasking involving IT texting does not decrease students’ performance in class compared to not multitasking. Secondly, our study showed that, overall, multitasking reduced the students’ learning satisfaction despite the literature suggesting otherwise. We found that attitude towards multitasking moderated the relationship between multitasking and learning satisfaction as follows. Individuals who had a positive attitude towards multitasking had high learning satisfaction with multitasking. However, individuals who had positive attitude toward multitasking did not necessarily have higher learning performance. Recommendations for Practitioners: We would recommend both instructors and the designers of learning management systems to take mobile multitasking into consideration while designing courses and course interfaces, rather than banning multitasking, and assuming that the students do not do it. Furthermore, we recommend including multitasking into relevant courses such as Management Information Systems courses to make students aware of their own multitasking behavior and their results. Recommendation for Researchers: We recommend that future studies investigate multitasking with different instruction methods, especially studies that make students aware of their multitasking behavior and its outcomes will be useful for next generations. Impact on Society: This paper investigates the role of mobile multitasking on learning performance. Since mobile technologies are ubiquitous and their use in multitasking is common, their use in multitasking affects societal performance. Future Research: Studies that replicate our research with larger and more diverse samples are needed. Future research could explore research-based experiential teaching methods, similar to this study.




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Gamification of Statistics and Probability Education: A Mobile Courseware Approach

Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware’s engagement, functionality, aesthetics, and information quality using the Mobile App Rating Scale (MARS) and a researcher-made Gamified Mobile Courseware Assessment Tool (GMCET). Background: The need to investigate the effectiveness of incorporating game-based elements into mathematics courses through innovative instructional materials inspired the study. The COVID-19 pandemic has made distance learning a necessity, and gamified mobile courseware is a potential solution to improve learning outcomes and engagement in mathematics courses. Methodology: The study employed a descriptive-evaluative method with quantitative and qualitative data to achieve its objectives. Five IT practitioners assessed the developed courseware using the MARS regarding engagement, functionality, aesthetics, and information. A researcher-made GMCET was also used to evaluate the app’s content quality, learning objectives, content presentation, learning assessment, and usability. Five math experts and 12 math teachers rated the app using the GMCET. The study used weighted mean to analyze the quantitative data and content analysis for the qualitative data. Contribution: The study provides insights into the strengths and weaknesses of gamified mobile courseware from the perspective of IT practitioners, math experts, and math teachers. The study’s findings can inform improvements in future iterations of courseware, and the study provides a valuable guide for practitioners looking to develop gamified mobile courseware for mathematics courses. Findings: The quantitative results based on the weighted mean indicate that the IT practitioners had a moderately positive perception of the developed courseware across all categories. At the same time, the math teachers and math experts showed highly positive perceptions of the gamified mobile courseware in Statistics and Probability, rating it highly across all categories. The qualitative data analysis through content analysis highlights the need for improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of the developed app. Recommendations for Practitioners: Practitioners can use the study’s findings to improve the design of gamified mobile courseware for mathematics courses and other content areas. The study recommends that practitioners focus on improving the user interface, usability, user experience design, user control, flexibility in interaction, data quality, reliability, and user privacy of gamified mobile courseware. Recommendation for Researchers: Future research can build on this study’s findings by exploring the use of gamified mobile courseware in other mathematical courses and other subject areas. Further research can also examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Impact on Society: The study’s findings could improve the effectiveness of gamified mobile courseware in enhancing student learning outcomes in mathematics courses. This can lead to better student performance, improved engagement, and increased interest in mathematics courses, positively impacting society. Future Research: Future research can explore using gamified mobile courseware in other mathematics courses and other subject areas. Additionally, future studies can examine how gamified mobile courseware can improve learning outcomes for students with different learning needs. Further research can also investigate the impact of gamified mobile courseware on student motivation, interest, and performance in mathematics courses.




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Faculty Perspectives on Web Learning Apps and Mobile Devices on Student Engagement

Aim/Purpose: The digital ecosystem has contributed to the acceleration of digital and mobile educational tools across institutions worldwide. The research displays educators’ perspectives on web applications on mobile devices that can be used to engage and challenge students while impacting their learning. Background: Explored are elements of technology in education and challenges and successes reported by instructors to shift learning from static to dynamic. Methodology: Insights for this study were gained through questionnaires and focus groups with university educators in the United Arab Emirates. Key questions addressed are (1) challenges/benefits, (2) types of mobile technology applications used by educators, and (3) strategies educators use to support student learning through apps. The research is assisted by focus groups and a sample of 42 completed questionnaires. Contribution: The work contributes to web/mobile strategic considerations in the classroom that can support student learning and outcomes. Findings: The results reported showcase apps that were successfully implemented in classrooms and provide a perspective for today’s learning environment that could be useful for instructors, course developers, or any educational institutions. Recommendations for Practitioners: Academics can integrate suggested tools and explore engagement and positive associations with tools and technologies. Recommendation for Researchers: Researchers can consider new learning applications, mobile devices, course design, learning strategies, and student engagement practices for future studies. Impact on Society: Digitization and global trends are changing how educators teach, and students learn; therefore, gaps need to be continually filled to keep up with the pace of ever-evolving digital technologies that can engage student learning. Future Research: Future research may focus on interactive approaches toward mobile devices in higher education learning and shorter learning activities to engage students.




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Advancing mobile open learning through DigiBot technology: a case study of using WhatsApp as a scalable learning tool

This article presents a case study that outlines the potential of DigiBot technology, an interactive automated response program, in mobile open learning (MOL) for business subjects. The study, which draws on a project implemented in Sub-Saharan Africa, demonstrates the applications of DigiBots delivered via WhatsApp to over 650,000 learners. Employing a mixed-methods approach, the article reports on live event tracking, qualitative observations from facilitators and learning technologists, and a learner survey (<i>N</i> = 304,000). The research offers practical recommendations and proposes a model for scalable DigiBot learning. Findings reveal that in this case, DigiBot MOL had the potential to effectively address two key obstacles in open learning: accessibility and scalability. Leveraging mobile platforms such as WhatsApp mitigates accessibility restrictions, particularly in resource-constrained contexts, while tailored micro-learning enhances scalability.




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Study on marketing strategy innovation of mobile payment service under internet environment

In order to overcome the problems of low efficiency, low user satisfaction and poor customer growth rate under the traditional marketing strategy, this paper studies the innovative strategy of mobile payment business marketing strategy under the internet environment. First of all, study the status quo of mobile payment business marketing in the internet environment, obtain mobile payment business data through questionnaire survey, and analyse the problems in mobile payment business marketing. Secondly, build a user profile of mobile payment business marketing, and classify user attributes, consumption characteristics and user activity through K-means clustering method; Finally, the marketing strategy is innovated from three aspects: product marketing, pricing marketing and channel marketing. The results show that the marketing benefit after the application of this strategy is 19.52 million yuan, the user satisfaction can reach 98.9%, and the customer growth rate can reach 21.3%, improving the marketing benefit of mobile payment business.




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Mobile wallet payments - a systematic literature review with bibliometric and network visualisation analysis over two decades

The study aims to review the literature on mobile wallet payment and align research trends using a systematic literature review with bibliometric and network visualisation analysis over two decades. It uses bibliometric analysis of the literature research retrieved from the Web of Science database. The study period was from 2001 to 2021, with 1,134 research papers. It also provides the indicators like citation trends, cited reference patterns, authorship patterns, subject areas published on the mobile wallet, top contributing authors, and highly cited research articles using the database. Furthermore, network visualisation analysis, like the co-occurrence of author keywords and keywords plus terms, has also been examined using VOSviewer software. The bibliometric analysis shows that the Republic of China dominates mobile wallet payment, and India is a significant contributor. Furthermore, the constructions of the network map using a co-citation analysis and bibliographic coupling shows an interesting pattern of mobile wallet payment.




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A Framework for Teaching Mobile and Wireless Technology




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A Virtual Learning Environment for Mobile IP




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Mobile Learning, Cognitive Architecture and the Study of Literature




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Teaching Mobile Communication in an e-Learning Environmnet




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Identification of Design Patterns for Mobile Services with J2ME




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Mobile Phones and Children: An Australian Perspective




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Usability Issues in Mobile-Wireless Information Systems




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A Strategic Review of Existing Mobile Agent-Based Intrusion Detection Systems




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Securing Control Signaling in Mobile IPv6 with Identity-Based Encryption




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Framework on Hybrid Network Management System Using a Secure Mobile Agent Protocol




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Routing Security in Mobile Ad-hoc Networks




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Cross-Platform Mobile App Software Development in the Curriculum




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Towards a Method for Mobile Learning Design




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Mobile Certificate Based Network Services




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Exploring the Addition of Mobile Access to a Healthcare Services Website




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The Use of Mobile Phones by South African University Students




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Campus Event App - New Exploration for Mobile Augmented Reality




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Evolving Consumption Patterns of Various Information Media via Handheld Mobile Devices

This study examines diverse information media in order to identify those formats that are most suitable for consumption via handheld mobile devices, namely, smartphones and tablets. The preferences of the users are measured objectively by analyzing actual data of their relative use of handheld mobile devices and personal computing (PC) desktop devices, including laptops and notebooks, for consumption of information presented in various formats. Our findings are based on Google Analytics pageview data of five course Websites during a period of three semesters, by 11,557 undergraduate students. M-learning contexts were chosen, since in a learning environment the interests of information providers (i.e., the instructors) are in accord with those of the information consumers (i.e., the students), whereas in commercial settings there may be conflicts of interests. Our findings demonstrate that although about 90% of the pageviews were via PC devices, the rate of smartphone use for consuming learning content in diverse information media is gradually increasing as time goes by, whereas the rate of tablet use for these purposes is stagnant. The most promising direction for smartphone development, emanating from the findings, is online video content.




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The Use, Impact, and Unintended Consequences of Mobile Web-Enabled Devices in University Classrooms

The impact that mobile web-enabled devices have had on the lives and behavior of university students has been immense. Yet, many of the models used in the classrooms have remained unchanged. Although a traditional research approach of examining the literature, developing a methodology, and so on is followed, this paper’s main aim is to inform practitioners on observations and examples from courses which insist on and encourage mobiles in the classroom. The paper asked three research questions regarding the use, impact, and unintended consequences of mobile web-enabled devices in the classroom. Data was collected from observing and interacting with post graduate students and staff in two universities across two continents: Africa and Europe. The paper then focuses on observations and examples on the use, impact, and unintended consequences of mobile web-enabled devices in two classrooms. The findings are that all students used mobile web-enabled devices for a variety of reasons. The use of mobile devices did not negatively impact the class, rather students appeared to be more engaged and comfortable knowing they were allowed to openly access their mobile devices. The unintended consequences included the use of mobiles to translate text into home languages.




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Framework for Quality Metrics in Mobile-Wireless Information Systems