Proceedings of the 2006 ACM Symposium on Applied Computing 2006
DOI: 10.1145/1141277.1141549
|View full text |Cite
|
Sign up to set email alerts
|

Handheld devices for cooperative educational activities

Abstract: This paper presents a framework that aims to support several steps of learning activities. Working either on mobile and non-mobile devices, Test-IT, allows users to learn ubiquitously and to proceed with their work at any time and place. It approaches both teaching and learning activities, allowing teachers and students to cooperate using common mobile devices to transfer information between each other.We describe the requirements for using such tool on mobile devices and comment some of the current approaches… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
6
0

Year Published

2006
2006
2010
2010

Publication Types

Select...
5
4

Relationship

3
6

Authors

Journals

citations
Cited by 13 publications
(6 citation statements)
references
References 8 publications
0
6
0
Order By: Relevance
“…The goal was to provide students with tutorials, educational artifacts and assessment tools that could be used while at school, at home or ubiquitously. The application targeted handheld devices such as PDAs or SmartPhones [19].…”
Section: Educationmentioning
confidence: 99%
“…The goal was to provide students with tutorials, educational artifacts and assessment tools that could be used while at school, at home or ubiquitously. The application targeted handheld devices such as PDAs or SmartPhones [19].…”
Section: Educationmentioning
confidence: 99%
“…On the first, psychotherapy, we developed low and high-fidelity prototypes for several therapeutic tools [3]. On the second, education, teachers used the framework to create different elaborated prototypes [22].…”
Section: Case Studiesmentioning
confidence: 99%
“…Throughout various experiences, on mobile design, the application of these techniques, suggested by the used UCD methodologies, posed problems and proved to be inadequate to some of the settings and activities that were being addressed. On pervasive and mobile activities as those that were targeted on the projects at hands (e.g., thought registration and activity scheduling during user's daily lives, Cognitive Behavioural Therapy, homework), these data gathering techniques failed to provide sufficient detail and reliable data for designers to use (Sá & Carriço, 2006). Globally, these difficulties pointed the need for adjusted and more flexible means and techniques do gather data and analyse requirements on mobile and ubiquitous settings, especially for pervasive activities.…”
Section: Data Gatheringmentioning
confidence: 99%
“…The few examples available in literature apply common techniques with no particular emphasis on the specific characteristics of the devices and their interaction. Recently, research directed to this stage of design, applied to mobile devices (Hanington, 2006;Holmquist, 2005;Weiss, 2005) including some of the experiences that originated this work (Sá & Carriço, 2006) has addressed these issues. Given mobile devices' portability and adequateness to intensive usage and their physical characteristics and peculiar interaction modalities, the distinction between the device and the UI, although rarely addressed and implemented, seems to be crucial to take into account while creating mobile low-fidelity prototypes.…”
Section: Prototypingmentioning
confidence: 99%