Developing a Platform for
Mobile Learning Using mLearn
Mohammed Samaka
Department of Computer Science and Engineering
Qatar University
Doha, Qatar
Samaka.m@qu.edu.qa
John Impagliazzo
Emeritus, Department of Computer Science
Hofstra University
Hempstead, New York USA
John.Impagliazzo@Hofstra.edu
Abstract—This paper presents preliminary findings of a
research study surrounding the development of an
integrated architecture for a mobile learning platform.
The study builds on prior design specification architecture
for mLearn already appearing in the literature. In this
development stage, the findings indicate that the use of the
mLearn architecture and its approach when applied to a
workplace-learning environment suggests benefits to
learning. The results are in harmony with experimental
expectations.
Keywords—Mobile learning, mLearn, mobile services,
electronic mobile learning, e-learning
I. BACKGROUND AND PRIOR WORK
The rapid evolution of mobile learning (also known as m-
learning or mLearning) allows the incorporation of new
capabilities into mobile devices to enrich the learning process.
Users can implement mobile learning as a method for lifelong
learning to utilize their time in an efficient manner. Mobile
learning also has the potential of bringing benefits to schools
in support of classroom teaching including group learning.
This new approach could change the way people learn in the
future [1,2].
Mobile learning extends e-learning to mobile handheld
devices such as with tablets and smart phones. The earlier
study focused on the design and a suggested development of a
mobile learning platform called mLearn [3]. The platform
allows users within a learning situation to participate in
electronic learning sessions where they have the ability to
share content and to interact with other users in synchronous
and asynchronous modes. The prior study showed the ways in
which the mLearn platform used extensible mark-up language
(XML) content over a hypertext transfer protocol (HTTP) with
the Java 2 platform micro edition (J2ME) on the client [4,5].
This integration allowed the delivery of rich multimedia and
interactive content to a wide range of mobile devices using
different operating system platforms, enabling the mLearn
platform to have a wide and continuous deployment in the
future.
The mLearn platform uses three short message service
(SMS) delivery methods: Push, Pull and wireless application
protocol (WAP) Push. The last method combines both SMS
and web browsing over the HTTP protocol in one service. The
prior study recommended the use of SMS methods in several
learning contexts that require short and in-time content
delivery where one could use the Push and the WAP Push
methods to send multicasting messages to a group of mobile
learners with a common interest or involved in a common
assignment. In addition, one could use J2ME on the client for
large volume of content delivery involving a learning object
such as course content, training material or online tests. The
mLearn platform supports several learning approaches useable
in mobile learning including exposition, exploration,
construction and communication [6,7]. Because of the lack of
availability on mobile handsets, the former study did not
include the construction approach as an appropriate learning
model for mobile learning because it involved interactive,
high-speed, large memory, large-screen devices.
Many applications intended for mobile learning situations
support different learning approaches, each having its own
strengths and weaknesses [4,5,6,7]. As the power of mobile
devices increases, more design options for developing mobile
applications become available and user expectations increase.
In the prior study, the team investigated several approaches
and used them for structuring and developing computer-aided
and multimedia-based learning applications. The reason for
deciding on the three approaches is that they meet the current
resource limitations of mobile handsets and that they support
the computer-aided learning method as described by Kerres
[6] and by Meisenberger [7].
The team had used only three (exposition, exploration and
communication) approaches for the mLearn mobile learning
models. The exposition is a computer-based training (CBT)
approach requiring a learning path that presents learning
objects asynchronously. These mobile learning objects are
generally similar to those used for e-learning on a PC.
Limitations include the amount of information devices can
hold or displayed. Additionally, with mobile learning the user
should be able to suspend the learning session and resume it
ISBN: 978-1-4673-4969-7 ©2013 IEEE 258