Seminar: Mobile Learning

Mobile devices have become common in today's society. This seminar deals with how mobile technology influences the field of eLearning and how learning can be improved by employing the capabilities of mobile devices.


Registration is only possible from June 20 to July 3 through the central registration for seminars and lab courses of the Department of Computer Science(external link).

Paper and Apps

  • Nur Al-huda Hamdan, Hauke Schaper: Collaboration in Mobile Learning
    • Abstract: Mobile devices are becoming ubiquitous as they transform into smaller, more affordable and powerful agents. They can communicate over various network infrastructures and provide built in applications that are used in our daily lives. These characteristics drove researchers into studying how these devices can be exploited and integrated into education systems and their effect on learning processes. Due to developments in wireless technology, collaboration learning activity has gained inertia in this research space during the past ten years. Collaborative Learning (CL) is one form of social interaction during learning processes that provides an additional platform for coordination within formal and informal learning environments. In this paper a four-layer model of Collaborative Mobile Learning (CML) systems will be presented. The model consists of: the underlying mobile technology layer, the design layer, the application and activity layer, and the CML theory layer. We will discuss some challenges facing CML and present successful projects in this field. In addition, we will introduce our design of a prototype CML application which we called Trials.
    • App: Trails allows both synchronous collaboration, in case of an available network connection, and asynchronous collaboration, in an offline mode. Learners can finally utilizes this CML application "anywhere anytime", thus, overcoming the availability challenge, which depends heavily on a present network connection in other similar application. In addition, Trails is designed to work with a board range of users and in formal and informal learning environments. Trails' design combines the ability to capture analog objects via mobile phones (e.g. pictures, audio recordings, videos, QR codes and text), attach to them contextual data (e.g. capture time, weather, location, etc.) and then structure them to be discussed synchronously or shared for asynchronous collaboration.
    • Paper
  • Esra Yalcin, Christoph Pallasch: Mobile Learning in Context
    • Abstract: Mobile learning is the new kind of learning method researchers superimpose onto. It breaks through the restrictions of traditional learning and enables a new possibility for learners to gain knowledge. In this paper we do not just focus on general mobile learning but also how the learning process can be broaden if we take the learner's context into account. We will define the term context, discuss what kind of information belongs to the context, and examine the advantages for the learning process to include a user's context. Another aspect that is covered is to explore which learning theories are used. We will see how they are transformed into mobile learning in context and discuss the advantages and disadvantages of these theories. We will also have a close look at some approaches that enable mobile learning and consider a user's context. The focus will be on what kind of information is used to generate a user's context, which new functionalities have been possible by integrating the context, and if learners conceived the approaches as helpful or not.
    • App: GonnaSeeYa! is an app for Android OS which should be used as a learning app for tourists. Users should get an impression of the city and learn about places which lay on the route of a tour. Depending on the place, there are different media which are offered for the user. These media shall help the user in enhancing his knowledge about the given place. As a self-control the user can check his knowledge with an overall test about the city. This test also is used to determine the knowledge of the user. In the following sections the architecture and the development process of the app is explained.
    • Paper
  • Daniel Zielasko, Iurii Ignatko: Mobile Personal Learning Environments
    • Abstract: There are different scientific ways to categorize learning, e.g. into formal learning, means educational one, and informal learning (lifelong learning). As personal learning environments (PLEs), mobile PLEs extend the possibilities of individual, lifelong learning, but come up with new barriers for the developers and the users. Additionally it is unclear so far how a mPLE should be defined: As a basis learning framework or an ensamble of learning tools. Above this problems and questions there is the central question, if informal learning in general is able to break the educational paradigm? This question is to hard to answer, but we can say that it is not done up to now and that it will be difficult to break the dominant design of learning in future.
    • App: Users of this app, simply called Vocabulary (working title), can add words and their translations to a personal vocabulary database. In the following users can train this words as easy as with a simple file card system, but additionally the more often unknown words are asked more frequently as the others. At this version of the application there is no management of different languages. But with a implemented import and export function of the database with dropbox, we wanted to indicate one of the future possibilities to manage and share different language databases, with other users or just because of synchronization purpose with other devices.
    • Paper
  • Thomas Friese, Thomas Roffmann: Mobile Augmented Reality for Learning
    • Abstract: Because of the rapid changes of technologies, it is also essential to deal with new approaches in the context of learning. Already today, - with the wide distribution of smartphones - there is an increasing use of mobile technologies in all situations. Therefore, it is only a question of time until those technologies find their way into classrooms. This work will focus on the technology of Augmented Reality related to mobile devices regarding the learning process.
    • App: We planned to develop an application, which supports and assists hikers and countryside fans on their pathes through the nature, especially the forest and help them by identifying certain tree leafs or to specify for instance mushrooms. Thus, they are able to learn from the nature by using Augmented Reality. The Application ist called: AURA. This stands for AUgmented Reality Assistant. The main app-screen will have the camera picture as background. Geo Data like Latitude and Longitude will be displayed,too. Thus, the hiker can check information by looking "through the device" and recognizing the ground in order to avoid accidents. When you trigger a leaf or a mushroom, algorithms in the backend will analyse the picture and fetch information via internet or a local database (like barcoo).
    • Paper
  • Georg Mierau, Max Sträßer: Mobile Native vs. Web-based Learning Applications
    • Abstract: We are living in the world, full of mobile devices. Most of them could and should be used not only just for communication or entertainment, but for learning too. At the moment there are two main approaches in mobile learning: native and web-based applications. In this paper we compare these approaches for the purpose of finding the "fittest". This one will be chosen for the further development of a mobile learning application.
    • App: CanvasCards (http://gemir.de/canvascards/) is a webbased application we developed working on this paper, which demonstrates our main ideas, how a modern (mobile) learning application has to look like. We planned it as project with content available for registered as well as unregistered users, which should make learning with flashcards without any paper-based ashcards possible. It is inspired by FlashcardExchange (http://www.flashcardexchange.com/), an online printable ashcard library, which stores hundreds of decks, created by users.
    • Paper
  • Togrul Mageramov, Bogdan Kyryliuk: Sensor Technology and Ubiquitous Learning
    • Abstract: Nowadays achievements in mobile, wireless, and sensor technologies create new possibilities for supporting learning activities. The purpose of this paper is to present up-to-date mobile technologies and the way they enhance learning; clarify differences between eLearning, Mobile Learning and Ubiquitous Learning (hereafter, abbreviated as m-learning and ulearning); define outstanding issues and vision on future of u-learning. We present our technical efforts in designing and implementation of a mobile application that integrates sensory data used to support ubiquitous learning.
    • App: Remeber gives a signal to the user and shows todo item when he comes to the possible location of this item. There is a todo list with fixed categories which are used to check with location types for reporting. It is also possible to add, delete, edit, make the items as done or mark them as undone.
    • Paper
  • Polson Keeratibumrungpong, Mathias Obster: Orchestration of Mobile Learning
    • Abstract: We are in the transition to the new mobile age, where mobility apparently gains significant parts of our everyday life, thereby learning often take place along the way. It is questionable how far traditional orchestration of learning can be applied in mobile context. There are challenges needed to be address though also opportunities. In this paper we look in to the history of orchestration, examine the current implementations of mobile learning delivery systems and discuss their strengths and weaknesses. As a result we found that AICHE model is a promising model for analysis, and classification of mobile learning systems and provides a foundation for developing future systems under aspects of educational design and contextual learning.
    • App: The application Lammo (short for Learning Attention Measurement for Mobile Orchestration) is a vocabulary learning application for Android >=2.1 based devices. To optimize the learning efficiency, the learning session will have a difficulty level according to the learner’s attention level. Therefore the application measures the surrounding noise via the device's microphone and draws a conclusion about the learner's attention.
    • Paper
  • Farrukh Masud, Ashif Peash: Augmented Reality and Excursion Tools
    • Abstract: In recent times the computing power of Smart Phones has increased tremendously. With this increased computing power, it is now possible to develop application for Smart Phones which previously have been thought impossible for mobile devices. One such area of applications is Augmented Reality (AR). This article discusses what AR is and how AR applications for Smart Phones can be used for excursions. This article also discusses how AR based applications designed for excursion enrich and enhance the learning experience of the user. Finally we discuss the application developed by authors for excursion which make use of AR.
    • App: Smart Augmented Reality Application (SARA) is designed to be used as an excursion tool in mobile devices. Using this tool, the user would be able to fi x some excursion points. User will see the way points in augmented reality through the mobile. Whenever user will reach the point, it would show or give some signal.
    • Paper
  • Syed Muhammad Fahad Aizaz, Anupam Ashish: Lifelong Learning supported by Mobile Technologies
    • Abstract: Learning by itself is a continuous process. The acquisition of knowledge, skills, behaviors is a fundamental procedure built-in human beings. This continuous building of skills and knowledge throughout the life of an individual is Lifelong Learning. Though by itself this acquisition of knowledge is not restricted to literature or books. But it includes experiences encountered in the course of lifetime. It could be formal training, tutoring, higher education etc. or the lessons learned from situations. The paper establishes support available to the lifelong learning process by use of technology, specifically in that of a mobile environment. It presents the concept of Mobile Learning as the technology that enables lifelong learning any-time anywhere. Also, this paper highlights the challenges faced by mobile learning such as mobility, availability, individuality etc. In addition to the systematic support that mobile learning provides to lifelong learning, the paper also suggests few frameworks that support lifelong learning via mobile learning.
    • App: Travel Companion: A typical use case scenario can be a large group of exchange students from US who have come to Europe to learn architecture. They can form small groups and each of these groups visits different European cities. While they keep on finding interesting information about new places and sites they can keep on adding information about it. This application is different from other's in the way content is generated and the type of content that is generated. It is totally based on collaboration to add information (content generation) and the information entered is also specific.
    • Paper

If you are interested in some apps, please contact Hendrik Thüs.


The seminar paper and the presentations have to be done in English.


Students must be enrolled in a computer science program (Bachelor/Master-Informatik, Diplom-Informatik, SSE, or MI). Knowledge in Web and/or mobile technologies is recommended.





July 27, 2011, 2.00 pmFirst meeting in the seminar room 5052 - Introduction & Assignment of topics
September 25, 2011First draft of the seminar paper (3-5 pages)
September 28, 2011Second meeting
October 23, 2011Draft version of the seminar paper (6-8 pages)
October 26, 2011Third meeting
November 27, 2011Final version of the seminar paper (10-12)
January 15, 2012Implemented application
January 22, 2012Final version of the slides
CW 6/7 2012Presentations (45 mins including discussion)


The following references are only meant as starting point. You need to search for other suitable references for your seminar paper.




Created by Hendrik Thüs. Last Modification: Monday, 05. March 2012 12:34:37 by Hendrik Thüs.