The Mobile Learning Showcase focuses on a small selection of critical
mobile examples related to the needs of corporate partners provided
by the integrated research programme. An important feature of the
showcase is that the work presented from our partnership be available
as a working prototype for our corporate partners to see working
and (ideally) to trial. Most of the examples we have presented here
have managed to fit this tough criterion.
“ In this work package we aim to expand professional
learners’ engagement with best of European Interactive Media
research. We aim to use research in our Academy of partners to create
powerful new media activities that is themselves are both a research
output and a direct an marketable shared asset in our Competence
This showcase aims to inform professional learners in our community
about the potential of small devices and ubiquitous computing for
new models of learning and knowledge work. It seeks to find lessons
for the professional learner from a wide range of current mobiles
research work within our consortium and beyond. It is not intended
to replicate the work of major ubiquitous-centred projects such
as Mobilearn, and MLearn but rather to collect a specific set of
working examples from our partnership could show the impact of the
technology for the short to medium term use of professional partners.
It should be noted that the anticipated impact of 3G mobile solutions
has been less prominent in our showcase than was originally envisaged.
The work to date has aimed to integrate a range of research samples
into our portal. Examples of each system are presented on the website
and the researchers from each project have presented their work
to part of our community, via physical events (such as our Thematic
workshop) or virtual events (such as our FlashMeetings). A significant
peer-reviewed virtual event is planned for 2005.
There are broadly four categories of case study
which have been included within the portal to date. Each appears
significant potential for professional learners. Case studies
have ONLY been included if they have a downloadable component
or some interactive or working demonstration online that a
professional learner could use to understand the potential
significance of the concept presented. As we have already noted,
this is a tough criterion.
The first broad category is that
of “Interactive Media
on the move”. This covers the broad topic of access to
learning objects on small devices. This concept is particularly
relevant for professional learners who may need to acquire
skills in the field. The second broad category covers those
samples that offer novel ubiquitous concepts for learning.
These include new activities that can empower the learner in
ways that desk-bound applications cannot and that offer a real
possibility of a new mobile pedagogy. The third collection
of samples include demonstrations of the power of “Ubiquitous
Presence” to transform learning. These examples show
how mobiles that ‘know your state, or location, or activity’ can
empower learners to act differently. Finally, there is a general
class of systems that are simply to do with “empowering
ubiquitous communication” so that learners can get access
to each other or to dynamic sources (such as news) more effectively.