A device which is typically characterized by mobility, small form factor and communication functionality and focuses on handling a particular type of information and related tasks. Typical devices could be a Smartphone or a PDA. Mobile devices may overlap in definition or are sometimes referred to as information appliances, wireless devices, handhelds or handheld devices.
Published in Chapter:
Design for Mobile Learning in Museums
Nikolaos Tselios (University of Patras, Greece), Ioanna Papadimitriou (University of Patras, Greece), Dimitrios Raptis (University of Patras, Greece), Nikoletta Yiannoutsou (University of Patras, Greece), Vassilis Komis (University of Patras, Greece), and Nikolaos Avouris (University of Patras, Greece)
Copyright: © 2008
|Pages: 17
DOI: 10.4018/978-1-59904-871-0.ch016
Abstract
This chapter discusses the design challenges of mobile museum learning applications. Museums are undoubtedly rich in learning opportunities to be further enhanced with effective use of mobile technology. A visit supported and mediated by mobile devices can trigger the visitors’ motivation by stimulating their imagination and engagement, giving opportunities to reorganize and conceptualise historical, cultural and technological facts in a constructive and meaningful way. In particular, context of use, social and constructivist aspects of learning and novel pedagogical approaches are important factors to be taken in consideration during the design process. A thorough study of existing systems is presented in the chapter in order to offer a background for extracting useful design approaches and guidelines. The chapter closes with a discussion on our experience in designing a collaborative learning activity for a cultural history museum.