2012
DOI: 10.4018/978-1-4666-0053-9.ch009
|View full text |Cite
|
Sign up to set email alerts
|

A Platform for Actively Supporting e-Learning in Mobile Networks

Abstract: The ubiquitous availability of wireless networks has opened new possibilities for individuals to learn from each other in open learning spaces like cities. Therefore, the changed learning environment must be understood by e-learning systems and technological facilities must be provided for knowledge sharing and construction. Such systems need to be pedagogically sound, yet adaptive to altered modalities. The teacher who was once the central entity to fulfill the learner’s needs may not always be available. The… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2017
2017
2017
2017

Publication Types

Select...
1
1

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(2 citation statements)
references
References 6 publications
0
2
0
Order By: Relevance
“…AGORAs implemented in FABULA are used as an example here, however, the details about different AGORAs are not provided and only the names of AGORAs and short description is given. Interested reader is referred to our other work [15] FABULA is used here as an example, however the AGORA system does not require FABULA to run. AGORA can be started from console and GUI mode and can be used for application other then FABULA.…”
Section: Proof Of Conceptmentioning
confidence: 99%
“…AGORAs implemented in FABULA are used as an example here, however, the details about different AGORAs are not provided and only the names of AGORAs and short description is given. Interested reader is referred to our other work [15] FABULA is used here as an example, however the AGORA system does not require FABULA to run. AGORA can be started from console and GUI mode and can be used for application other then FABULA.…”
Section: Proof Of Conceptmentioning
confidence: 99%
“…Specifically, the Device-to-Device (D2D) wireless communication technologies have been rapidly developed, and numerous human-carried smart mobile devices such as smart phones, smart watches, have been widely adopted in human daily life, which therefore causes the appearance of mobile e-learning [3][4][5][6]. In the mobile e-learning environments, pervasive and ubiquitous learning schemes can be applied, in which humans could learn anywhere and anytime with the human-carried mobile smart devices, especially in those infrastructure-less environments, in which humans could apply convenient content sharing based on the D2D communication technology when two people's smart devices are within the range of their wireless communication range [7][8][9].…”
Section: Introductionmentioning
confidence: 99%