Abstract-The Sharable Content Object Reference Model (SCORM) is a set of specifications and guidelines for the representation and operation of asynchronous distance learning. Since it was announced in late 1990s, the reference model has been used by software developers and academics in the development of authoring tools, learning management systems, and repositories for distance learning content. To date, most e-learning systems have been based on multimedia and Web technologies on personal computers. Our project, Hard SCORM, advances the field by implementing an integrated system which allows learners to read SCORM-compliant textbooks using multimodal multimedia devices. Hard SCORM employs a pen-like optical character reader device (called Hyper Pen) as an input mechanism. A computer, a personal digital assistant, or a cellular phone can be used for user behavior supervision using the Hard SCORM Machine. With an authoring tool, specially designed tags are printed in textbooks and recognized by Hyper Pen for user navigation control. In this way, users can read hardcopy textbooks in a traditional manner while the process of reading conforms to the SCORM specification. Part of the implemented system (Pocket SCORM on PDA) received the 2005 Brandon Hall Excellence in Learning Awards. The system has also been used by an airline company for online security checking and a high school for online mobile learning.
The Sharable Content Object Reference Model (SCORM) includes a representation of distance learning contents and a behavior definition of how users should interact with the contents. Usually, SCORM-Compliant systems are developed based on Web browsers or Java program. We developed a system which allows users to read SCORM-Compliant course materials on hardcopy papers while an OCRlike pen device is used as an interaction mechanism. A computer, a PDA, or a cellular phone can be used in conjunction with the pen device for multimedia presentations. Our project is called the Hard SCORM. Therefore, users can read textbooks in a traditional manner while behavior of reading is incorporated with the SCORM specification.
This study analyzed students' self-report on their intention to use an ubiquitous video game-based learning system. Participants were 30 college students in Taiwan. They completed a questionnaire measuring their responses to six constructs which formed a research model based on Technology Acceptance Model. Structural Equation Modeling was used as the technique for data analysis. Results showed that attitude and intention were significantly explained by perceived playfulness. Additionally, perceived usefulness was significantly explained by perceived ease of use. Limitation and future research directions are also discussed.
One of the main problems encountered in the usage of mobile devices as a learning platform is the presence of an impermanent network environment due to insufficient coverage or link failure in wireless communication. On the other hand, a persistent connection is usually offered by cellular phones using a telecommunication protocol, but with a relatively weak computing power and very limited network bandwidth which makes m-learning a timeconsuming process. Moreover, learning contents are currently composed of various multimedia resources that induce long latency to display on handheld devices such as smartphones with GPRS. Recently, a lot of m-learning systems and contents have conformed to the Sharable Content Object Reference Model (SCORM) since it was introduced by ADL in the late 90s. The Sequencing and Navigation (S&N) specification is an important part of SCORM. S&N is defined to prescribe the intended student learning sequence by instructors. In this paper, we propose an adaptive course caching strategy based on the S&N specification in an m-learning environment. The system automatically switches to the corresponding course caching strategies, namely, the virtual memory management (VMM) mode and caching on disk (COD) mode, according to the current networking capability. The proposed mechanism is implemented on an m-learning system-Pocket SCORM-which received the 2005 Brandon Hall Excellence in Learning Award in the USA. Our simulation and experiments demonstrate that the proposed course caching strategy ultimately reduces the latency during the learning process and decreases the requests for Internet reconnection.
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