Affordances of mobile technologies for
experiential learning: the interplay of
technology and pedagogical practices
C.-H. Lai,* J.-C. Yang,† F.-C. Chen, ‡ C.-W. Ho* & T.-W. Chan†
*Department of Computer Science and Information Engineering, National Central University, Jhongli, Taiwan
†Graduate Institute of Network Learning Technology, National Central University, Jhongli, Taiwan
‡Graduate Institute of Learning and Instruction, National Central University, Jhongli, Taiwan
Abstract Experiential learning is the process of creating knowledge through the transformation of expe-
rience and has been adopted in an increasing number of areas. This paper investigates the pos-
sibility of technological support for experiential learning. A learning activity flow (or script)
and a mobile technology system were designed to facilitate students in experiential learning.
An experiment was conducted on two fifth-grade classes at an elementary school, one class
using personal digital assistants (PDAs) and the other working without them. The results indi-
cate that mobile technologies are effective in improving knowledge creation during experien-
tial learning. The interplay between the mobile technology affordances and the proposed
learning flow for experiential learning is thoroughly discussed.
Keywords affordance, experiential learning, mobile learning, mobile technology, PDA.
Introduction
Dewey’s (1938) ‘learning by doing’ theory emphasizes
the value of action while learning. From an experiential
learning perspective, learning is a process in which
knowledge is created through the transformative expe-
rience (Kolb 1984; Kaagan 1999). Optimal learning
occurs when people are able to link past experience
with new concepts they want to learn (Kolb 1984).
Experiential learning utilizes learning activity in which
learners encounter tangible learning contexts rather
than abstracted knowledge (Pimentel 1999). To date,
experiential learning has been applied in numerous
fields (Kayes 2002). However, the utility of experien-
tial learning has been questioned by some educators
(Reynolds 1999; Miettinen 2000; Kayes 2002). In an
authentic learning context, can students be motivated to
learn effectively without any careful design or guid-
ance? (Lai et al. 2005) Experiential learning is gener-
ally regarded as lacking a mechanism to focus student
awareness in a learning context (McMullan & Cahoon
1979; Miettinen 2000). Thus, our purpose is to attempt
to provide technical support to facilitate experiential
learning.
With the rapid advancement of technology, there has
been an increase in the quantity of research into apply-
ing mobile technologies to learning. The G1:1 project
(Research Center for Science and Technology for
Learning 2005; Chan et al. 2006) and the M-learning
project (ULTRALAB and CTAD 2003) are examples of
this. Researchers have argued that mobile technologies
have created many new exciting opportunities for
learning (Curtis et al. 2002; Kynäslahti 2003; Ogata &
Yano 2004). As for support of mobile technologies for
Accepted: 20 February 2007
Correspondence: Chih-Hung Lai, Department of Computer Science
and Information Engineering, National Central University, No. 300,
Jhongda Rd., Jhongli City, Taoyuan County 32001, Taiwan. Email:
laich@cl.ncu.edu.tw
doi: 10.1111/j.1365-2729.2007.00237.x
SPECIAL ISSUE
Original article
326 © 2007 The Authors. Journal compilation © 2007 Blackwell Publishing Ltd Journal of Computer Assisted Learning (2007), 23, 326–337