3.3 m-standards-guide-v1-0
3.3 m-standards-guide-v1-0
11 April 2007
Version 1.0
By Margaret O’Connell and John Smith
flexiblelearning.net.au
Version information
1.0 2007-04-11
The views expressed herein do not necessarily represent the views of the Commonwealth of Australia.
This work is copyright. Apart from any use as permitted under the Copyright Act 1968, no part may be
reproduced without prior written permission. However, permission is given to trainers and teachers to make
copies by photocopying or other duplicating processes for use within their own training organisation or in a
workplace where the training is being conducted. This permission does not extend to the making of copies for
use outside the immediate training environment for which they are made, nor the making of copies for hire or
resale to third parties. Requests and inquiries concerning other reproduction and rights should be directed in the
2
first instance to the Director, ICT Policy Section, Department of Education, Science and Training, GPO Box 9880,
Contents
3
How do I use this guide?........................................................................................................................ 4
What is m-learning?............................................................................................................................... 4
Good m-learning................................................................................................................................. 5
Portable documents.......................................................................................................................... 16
Further reading..................................................................................................................................... 25
1. Mobile phones........................................................................................................................... 26
4
How do I use this guide?
This Guide is a companion document to the the Australian Vocational Education and
Training (VET) system’s M-learning Standards report (m-Standards) illustrating the way
mobile learning standards can be used in teaching and learning in the Australian VET
system.
The Guide aims to provide a bridge between the technical requirements of mobile tech-
nologies and the teaching and learning strategies teachers, resource developers and
learners may wish to employ.
The m-Standards cover topics such as display resolutions, storage, memory and
processor capacities of digital mobile devices, and outline what could be considered
default specifications for hardware and software for mobile devices and supporting
technologies. The expected audience for the report is educational technologists, resource
developers and technicians.
Consulting the W3C recommendations in conjunction with the m-Standards, will provide
an understanding of the broader frame in which the m-Standards fit (see
http://www.w3c.org). In particular, it is recommended you review the W3C Mobile Best
Practices 1.0 (November 2006, see http://www.w3.org/TR/mobile-bp/).
It is also recommended that you review the ‘content formats’ table on the Australian
Flexible Learning Framework’s e-standards website at:
http://e-standards.flexiblelearning.net.au/topics/formats.htm.
This guide to the M-learning Standards aims to help a wide range of people working in
many different contexts. The extent to which you choose to implement the recommended
standards will be dependent on your situation, the needs, and abilities of people you are
working with as well as the opportunities and limitations presented by the equipment and
infrastructure available.
The Guide provides:
an introduction to mobile devices and m-learning including a table outlining the
capabilities, pros and cons of various devices,
an introduction to various formats used in m-learning (e.g. audio, video, etc)
including discussion of existing practices and how the format can be used in an m-
learning context to enhance or alter practice, and
at least one case study illustrating the format and mobile device(s) in a specific
learning or teaching setting.
What is m-learning?
to refer specifically to learning that is facilitated and enhanced by the use of digital mobile
devices that can be carried and used anywhere and anytime. Such devices include:
Mobile Phones
PDAs (Personal Digital Assistants)
Personal Digital Media Players (e.g. iPods, MP3 players)
Smart Phones.
Whilst Laptop computers, tablet PCs and Ultra-Mobile PCs (UMPCs) can also be used to
facilitate mobile learning, the m-learning Standards currently focus on the suite of devices
that are typically identified by their small screen, lack of standard keyboard and pocket-
sized nature.
Good m-learning
Good m-learning uses good teaching and learning practices and makes the most of being
mobile. It is the learner who is mobile rather than the device (Sharples, Taylor & Vavoula,
2005) and this key principle should inform all other m-learning principles.
Good m-learning makes the most of being on location, providing immediate access, being
connected, and acknowledges learning that occurs beyond (and in conjunction with)
formal learning settings, in places such as the workplace, home, and outdoors.
There are a number of other sources of information on m-learning to support you when
you are ready to try an m-learning approach in your own courses. Many of these highlight
the benefits of m-learning and discuss aspects of m-learning pedagogy and practice in
more depth than this document. Some further reading and case studies can be located at
the end of this Guide.
The Framework’s m-Standards seek to help the decision-making process easier for
teachers and developers by providing information addressing the nature of mobile devices
and the baseline standards that optimise their use.
The e-Learning Consortium at the Masie Centre NY outlined six “abilities” that define
Standards in e-learning. These are:
interoperability (ability of two or more systems to share information),
reusability (ability to reuse or modify existing systems, data or code),
manageability (ability to monitor and maintain systems, data or code),
accessibility (ability of many users to access a system and its data or code),
durability (ability of a system to endure over time),
scalability (ability of a system to handle growing amounts of information and work),
and
affordability (ability of systems and data to remain in financial reach of users)
(2003, pp.10-11).
The following basic principles can help to guide decision-making in applying m-learning
standards.
Ensure resources are compatible with baseline (“default”) delivery contexts, and
minimise demands on memory, processor, and presentation
Exploit the capabilities of specific devices to maximise quality and usability, either
through adaptable content or delivery modes, or by providing alternative formats
for resources optimised for a range of devices
Remember that the speed at which mobile devices can access networked data
wirelessly is well below the speeds via a network (e.g. broadband or LAN), with the
cost of data rates still very high. Content prepared for wireless delivery needs to be
much leaner than content prepared for local networks for example, especially in
terms of loading and playback. Some loss in quality is to be expected.
The m-Standards are organized into the following topics:
Client Platforms Mobile Content Development
Delivery Platforms Accessibility
Removable Storage Memory Formats Content Packaging
Metadata
Mobile Content Delivery Mobile Content Support
Mobile Web Services Mobile Audio
Wireless Data Connectivity Mobile Video
Proximal Learning Technologies Mobile Web
Still Images
Document Publication
Interactive Media
Reflecting the ideals of the e-Learning Consortium’s 6 ‘abilities’, the m-standards are
concerned with facilitating optimal compatibility and ‘fit-for-purpose’ capability.
This Guide for teachers and resources developers provides an overview of the application
of the m-learning Standards.
Henry Lichstein (2002) claimed that standards follow practice, not lead it. So, you are
encouraged to use the m-learning standards and this Guide to assist you in decision
making around m-learning but don’t let them constrain you in experimenting and trialling
new ideas and strategies in teaching with technology. Your new practices may well inform
the standards of the future.
A Glossary of technical terms and abbreviations and a list of useful tools, guides and
case studies are located at the end of the Guide.
A description of typical specifications for each device type listed below is provided in
Appendix A.
Device – The mobile devices listed are not intended to be indicative of any particular model.
Instead the titles are used to group devices into generic categories ranging from a very basic
mobile phone to a high-end PDA (see Appendix A for details).
Capability – The capability of a mobile device describes the typical features of a device in a
particular category. For example, a basic mobile phone has calling and SMS. We can assume
that these features are available across the board, when it comes to mobile phones.
Pros – This column comments on the strengths of the device that can be taken into account
when determining its suitability for any given m-learning context.
Cons – This column comments on the drawbacks of particular devices and their capabilities that
impact on selecting a mobile device for m-learning.
Weighing the pros and cons of a device will help in determining whether that device will
work in a relevant m-learning context.
A particular device may have the functionality required for your planned m-learning
activities but it may be too costly for the learner group that you are working with.
The cost of the device (initial investment) and using the device (ongoing investment)
should be taken into consideration when developing learning activities to be carried out
using a mobile device. For example, if you wish to involve learners in SMS games, you
should consider how much students will spend on sending SMS. Is the cost itself a
reasonable “investment” in their learning?
Asking students to incur the costs of searching for information on the Internet using their
mobile phone when there may be a classroom with internet connected computers
available would be inappropriate given that data rates for mobile Web access are still
relatively expensive.
It is worth stepping into the learners shoes to see how they might receive m-learning; what
they expect from it and how they might manage it. Overall, consider how appropriate it is
to develop and use m-learning by asking yourself:
Does it extend the learning and make it better?
Is the mobile technology accessible for learners and teachers?
The following points briefly outline how learners, teachers and developers can tell if the m-
learning developed is good practice.
an m-learning approach enhances the teaching strategy or authentic context for delivery
without detracting from other pedagogical considerations
learning materials support equal access to learning, by providing materials in a range of
formats. For example, a learner who is unable to access a mobile learning resource using a
mobile phone, media player, or PDA, should still be able to access a version of the learning
activity using a web browser, or via downloadable or print based resources
an m-learning approach responds to the diversity of the learner group, learning needs and
styles and provides situated, relevant and flexible learning activities.
MP3 Most widely used file format suitable for Quality at low bitrates; Quality
music and speech; to data weight ratio;
WMA Quality to data weight ratio is better than The Digital Rights Manage-
that of mp3 ment (DRM) used in this audio
format may cause frustration
for users.
Data Weight = the amount of data is an indicator of file size; the higher the data weight, the larger the file
Refer to the glossary and the VET M-learning Standards document, Section 4.2.1 (Audio) for more detail.
Teacher James has an audio recording of guest speaker Harold Long's 45 minute
presentation and has stored it on his desktop computer. He sees it has a .wav extension.
He also notes that the file is almost 40 megabytes in size. James would like his students to
have access to Harold's informative presentation and so he needs to upload it to his
subject website. He also has many students who use mobile devices for both their project
management work and for their study. James undertakes the following steps so his
students can access the audio file in ways that suit their needs:
- given the audio clip is a voice file, James can compress the file considerably. He
switches the file from 'stereo' to 'mono' using audio editing software like Audacity, which
effectively cuts the clip in half (in terms of data),
- he then converts the .wav file to .mp3. This reduces the file size even further,
- he uploads the .mp3 file to his subject webpage so that students can download the file,
- he then sends out a bulk SMS to his students to alert them of the new file now available
on the subject webpage.
Nigel is one of James' students, who works fulltime and studies. He has just received an
SMS notifying him of the recently added file to the subject webpage. From his work
computer, he logs in and sees that James has included the audio file of Harold's talk to the
list of weekly resources on the subject webpage. He right-clicks the file link and saves the
file to his computer. He activates the Bluetooth function on his mobile phone and on his
computer and transfers the file to his phone. It will make good listening for the hour-long
bus ride home in the afternoon.
As with audio files, when a video file is compressed, part of the information about the moving
image and the sound is thrown away; however, most compression methods are able to preserve
most of the original quality using a fraction of the original file size.
Different methods for achieving this compression vary in success for different video
requirements:
in quality
Video resolution:
176x144, maximum
25 frames per second Mobile phones, video iPods, PSPs
(fps), bitrate=64KBps,
+ audio: AAC, stereo
Video resolution:
320x240, maximum PDAs, as the screen is generally larger Mobile phones, as they
30 frames per second than that on a mobile phone or iPod usually have smaller screens
(fps), bitrate=96KBps, video device and storage than PDAs
+ audio: MP3, stereo
Container = Holds data in the form of a software data file (e.g. .avi, .mp3).
Bitrat = the number of bits (information) processed per unit of time, referring to the rate of transfer of
information or connection speed.
Refer to the glossary and the VET M-learning Standards document, Section 4.2.2 (Mobile video) for
more detail.
Cookery teacher Tracey Wiles has a digital video recording of a kitchen safety
demonstration, about 5 minutes in length. She sees it has an AVI extension and that it is a
large file at almost 800 megabytes in size. Tracey would like her students to have access
to the demonstration especially in a kitchen setting. Her department has PDAs which
students can borrow to support their study, especially in the kitchen and restaurant
settings. Tracey can add the video file to the network drive so it is available via the Local
Wireless Area Network. This means Tracey and her students can log in to the wireless
network and retrieve files as they need them, during their kitchen classes as well as prior
to or following classes for preparation and revision.
Tracey first compresses the file so it is smaller in size (down to about 50 megabytes) and
adjusts the screen size to suit the PDA screens (320 x 240px). She saves the compressed
file as MP4, and then saves it to the wireless network drive allocated to her department.
She will use the demonstration in her next cookery class.
Defibrillators are used by paramedics to re-start the heart of victims of heart attack. The
correct use of a defibrillator can mean the difference between life and death for a victim;
but because of the electric shock delivered by a defibrillator unit, incorrect use can also
cause death for the person administering the treatment. Furthermore, when someone
needs to use a defibrillator, they may be far from an internet-connected computer, or even
mobile phone connectivity, but may wish to seek the reassurance of a video “refresher” to
ensure they use the correct technique and safety procedures.
To ensure learners can recall instruction on this process when and where they need it,
James would like to provide a 30-second video of “Defibrillator Essentials,” to be stored
and viewed by learners on a number of different mobile devices, to allow learners to
choose for themselves which device best meets their own needs for immediate recall
when and where they require it. James doesn’t know if any particular learner’s preference
is to store the video on a mobile phone, a video iPod, a PDA, or even a portable game
device such as a Sony PlayStation Portable (PSP).
To provide the video for learners in a ready-to-use form, James decides to convert his
original video to several different video formats: 3GP, MP4, AVI, and H.264, which are
recommended in the m-learning Standards. He makes these copies of the video
downloadable over the web, with an explanation for students of which format is likely to be
best for storing on each mobile platform: 3GP for mobile phones, MP4 for computers, AVI
for PDAs, and H.264 for iPods and PSPs. Learners who visit James’ online course are
able to download one or more files that will be optimised for playback on their digital
mobile devices, when and where they need it.
Amelie would like her students to use their mobile devices to record and capture their
encounters with customer/client service, and share those examples with other class
members in an online course for comments and discussion. For example, students could
take photos of good signage for customer service, record an audio recording of a positive
client interaction in which they participated, or create a video of customer service in
action. Those examples are to be uploaded to Amelie’s online course on Customer
Service, where Amelie and her students can comment on each resource shared – the
good and bad aspects of each item of customer service evidence.
Amelie is aware that her students have many different kinds of mobile phones and
portable media players, and only two of her students own a PDA. The various devices
have different capabilities – some can record video, others can only take pictures; some of
the devices can record audio. Different devices may record video and audio in different
formats – for example, Windows Mobile PDAs can only record audio as WAV files by
default, whereas most mobile phones and media players capable of audio recording do so
in MP3, AAC, or AMR formats.
To ensure that students are able to share their resources most effectively and seamlessly
online, Amelie refers to the relevant m-learning standards and provides her students with a
brief session on how to convert the resources they create with their mobile devices to
make them visible and shareable online. She requests her students to ensure their
uploaded files for sharing are in a prescribed range of formats.
Text based All devices where basic information is Screens with a width under
webpages: W3C best suited to text that can be easily 120px
compliant (using written in small chunks or dot points
XHTML or WML,
UTF-8, external CSS
and 256 web safe
colours)
Images and text All devices with screen sizes over Screens with a width under
based webpages: 120px and where image sizes are 120px
W3C compliant (using specified
XHTML or WML, PDAs have a larger screen size (to
UTF-8, external CSS, 640px) so handle images better than
images JPEG or GIF other devices
and 256 web safe
colours)
Flash enabled web Flash capable devices like PDAs (Note: Accessibility - you should also
content using Flash this requires a Flash Lite player to be provide text alternatives
Lite 1.2/2.0 installed on the mobile device
delivering the content)
RSS enabled web Most Web enabled devices Web content that does not
content using RSS Existing and compatible webpages can meet W3C standards,
1.0 be converted for use on mobile devices especially WML
using services such as Winksite or
xFruits
JPEG = method of compression of photos, standardised by the Joint Photographic Experts Group
(JPEG), and indicates the file extension (.JPEG or .JPG)
GIF (or GIF98a) = a Graphics Interchange Format which uses the 256 web safe colour palette to
maintain high quality graphics (not suitable for photos)
Refer to the glossary and the VET M-learning Standards document, Section 4.2.3 (Mobile Web) for more
detail.
Kathryn teaches physics and wants to provide learning activities to students as web pages
that can be retrieved each time they encounter the use of a simple machine (e.g. inclined
plane, wheel and axle, lever, pulley, wedge, or screw). Adopting a mobile learning
approach means that Kathryn’s students will be able to use Kathryn’s interactive activities
whenever they encounter one of these building blocks of science and engineering - even if
they’re not near an internet-connected computer. Instead, they can use their mobile
phone, PDA, or portable gaming device to access the learning activities. Kathryn ensures
that her activities will be viewable on even very basic mobile browsers, by developing
them to meet the “default context” recommended by the W3C, and testing them against
the “baseline specifications” for mobile phones and PDAs set out in the m-learning
Standards. Kathryn also uses a PDA, so she spends some time incorporating a few
shortcut keys into her activities that do not reduce the ability of those activities to work in
other mobile devices, but do enhance the use of the activities on PDAs.
Portable documents
Documents have been a staple for presenting information to learners; books are a key
example of this. With the increased use in technology for word processing and desktop
publishing, we have seen a growth in digital document production. As with our desktop
computers, there are now various ways that mobile users can download and view
documents, on the move. A primary consideration is the amount of content as well as the
screen size; screen sizes on mobile devices are nowhere near the size of desktop
computers, so content should be designed accordingly. The amount of information
presented should be considered and particular attention paid to document navigation
features which may vary across formats. It is likely that, with documents, learners will (a)
use a mobile device to transport documents from one place to another, and (b) to use the
document as a quick reference guide in a specific, localized situation.
The W3C Mobile Web Best Practices 1.0 (http://www.w3.org/TR/mobile-bp/) covers all
aspects of the mobile Web from an overarching principle supporting the notion of “One
Web”, to recommendations about page size and layout, text, images and navigation. It is
highly recommended that these ‘Best Practices’ be read in conjunction with this Guide
when developing content, resources and interactions for mobile Web access.
Different approaches for achieving viewable content vary in success for
different devices:
E-Books /Formatted PDAs, where documents retain as Mobile devices with small
Data for read-only much interactivity/navigation as screens;
display, like PDFs possible
Large amounts of
information, where a printed
document would work better
Formatted Data for PDAs, where documents retain as Mobile devices with small
user manipulation much interactivity/navigation as screens;
like Word processing possible
documents or Large amounts of
spreadsheets* information, where a printed
document would work better
Refer to the glossary and the VET M-learning Standards document, Section 4.2.5 (Document
Publication) for more detail.
Case 6: Using interactive quick reference guides on the job via PDAs
Joshua is undertaking some work experience at a local computer firm, as part of his
Certificate IV. He goes along to service jobs with the technicians, often to small
businesses and home offices. On these jobs, the computer technicians use PDAs on
which are stored technical manuals for a range of computer hardware makes and models.
The technical reference guides make on-the-job decision making quicker and easier, and
there is no need to leave a job to locate the relevant manual. Each guide is available as a
PDF document, with a searchable and interactive table of contents.
more flexibly, depending on where the learner chooses to study, drawing on a range of
resources to support their learning; resources that can be provided by teachers in a range
of formats. Not only can learners make use of a text book, they can also engage in mobile-
based activities such as games, or navigable pages of topic information, that don’t
necessarily place them in the same location as the teacher or other students.
Different approaches for achieving activities and interactive content vary for
different devices:
Refer to the glossary and the VET M-learning Standards document Section 4.2.6 (Interactive Media) for
more detail.
Simon collates and downloads the short reports as a text file (.txt) and uploads this to an
online discussion forum where learners can log in and review their report and that of
others, make comments and suggestions to improve in each scene, developing cultural
awareness, decision-making and communication skills. Learners can also share actual
workplace events that may relate to the game-based scenario, drawing together virtual
and real events that relate to the development of cultural awareness in the workplace.
based sharing of resources (one single “platform” you might say) which was posted to
learners or bought and sold through bookshops or student service centres. Cross-platform
compatibility of resources opens up many possibilities for sharing and exchanging learning
activities and content.
Different approaches for achieving shareable, cross-platform content vary in success for
different devices:
IMS Questions and Pocket PCs and PDAs; a QTI Player Mobile devices with screen
Tests is needed: sizes less than 120px
http://qti.flexiblelearning.net.au/
Devices with low storage
and processing capacity
Refer to the glossary and the VET M-learning Standards document, Section 4.3.2 (Content Packaging)
for more detail.
Training supervisor, Michael, conducts assessment activities at the mine site where he
works. He visits employees who are undertaking training in areas like Occupational Health
and Safety and worksite procedures. Today he will visit Debra on the east side of the mine
site to assess her OHS knowledge as part of her training. Michael exports the relevant
assessment forms (i.e. from a Quiz/Assessment criteria database) related to the OHS
units of competency from the company network, to his PDA (using the QTI standard). This
also includes signature recognition software so that Debra can sign off on her assessment
at the end of the day.
Debra meets Michael at the fence she has been constructing. She had been preparing for
her assessment today, as Michael had sent her an SMS with the key competencies he
would be looking at today. She had taken some pictures of her work setting with her
camera phone, showing where she had identified hazards. When Michael arrives she
activates the Bluetooth function on her phone and sends the images to Michael's PDA to
be included in her assessment evidence portfolio, stored digitally. After this, Debra
proceeds to show Michael around her worksite, answering his questions as they go.
Michael instructs Debra to demonstrate her skills and awareness in identifying hazards,
noting her responses and demonstrations. At the end of the session, Michael is pleased
with Debra's increased level of awareness and confidence on OHS; this is the third visit he
has made and Debra has improved with each visit. Michael makes sure Debra signs the
electronic form on his PDA before he leaves.
Wi-Fi /WLAN Activities that require some distance Mobile phones where GPRS,
to be travelled, as in around a infrared or Bluetooth are still
campus, an office block or café; the main forms of
connectivity
PDAs where Wi-Fi is configured;
Mobile phones;
RFID* Provided information is presented in Large chunks of information
small chunks
GPRS = General Package Radio Service, a data service for mobile phones used for WAP, SMS &
MMS
Proximal = A device which activates in response to another device in close range (a few inches to a few
metres) without necessarily making physical contact.
RFID = Radio Frequency IDentification, tags that automatically respond to provide information on the
spot
Wi-Fi/WLAN = Wireless Fidelity is based on a Wireless Local Area Network. It is a localized network
that businesses and institutions use to systematically store, share and retrieve information digitally and
is often password-protected.
Refer to the glossary and the VET M-learning Standards document, Section 4.4 (Mobile Content
Delivery) for more detail.
(www.mirekw.com/winfreeware/mwsnap.html)
Audiovisual – Microsoft Photo Story for Windows (http://microsoft.com), Wink
(www.debugmode.com/wink/)
Audio – Audacity (http://audacity.sourceforge.net)
Documents – Open Office (http://openoffice.org), Google Docs (http://docs.google.com)
Interactions – Adobe Flash Lite (http://www.adobe.com/products/flashlite/)
*Thanks to Sue Waters and Marcus Ragus for links and information.
AMR = Adaptive Multi-Rate. A digital speech compression format used widely in mobile
phones.
AVI = Audio Video Interleave. AVI files contain both audio and video data in a standard
container that allows simultaneous playback.
Bit = is a binary digit with a value of either 1 or 0 on which computing is built.
Bitrate = the number of bits (information) processed per unit of time, referring to the rate of
transfer of information or connection speed
Bluetooth = provides a way to connect wirelessly and exchange information between
devices using a short-range radio frequency.
Bytes = A byte is made up of 8 Bits. 1 byte storage capacity is equal to one character. 10
bytes is equal to a word, and so on.
Codec = Compression-Decompression. A program or device that encodes a stream or
signal for transmission, storage or encryption and decodes it for viewing or editing.
Connectivity = the flow of a network through which we communicate.
Container = Holds data in the form of a software data file (e.g. .avi, .mp3).
Datamatrix or Semacode = Datamatrix symbols are made up of square modules arranged
within a perimeter finder pattern. It can encode up to 3,116 characters from the entire
ASCII character set (with extensions). The symbol consists of data regions which contain
square modules set out in a regular array. Datamatrix and Semacode codes are used
widely in manufacturing to identify components. They require a scanner in order to read
the encoded information.
DRM = Digital Rights Management. Technologies used by creators and publishers to
control access to and availability of digital materials on digital devices.
Data Weight = the amount of data is an indicator of file size; the higher the data weight,
the larger the file.
GIF (or GIF98a) = a Graphics Interchange Format which uses the 256 web safe colour
palette to maintain high quality graphics (not suitable for photos).
J2ME = Java 2 Mobile Edition has become a popular option for creating games for mobile
phones.
JPEG = method of compression of photos, standardized by the Joint Photographic Experts
Group (JPEG), and indicates the file extension (.JPEG or .JPG).
IMS = IMS Global is an international organization involved in developing e-learning
specifications such as IMS Content Packaging and QTI
PDF = Portable Document Format, such as those produced by Adobe Acrobat and Open
Office.
Proximal = A device which activates in response to another device in close range (a few
inches to a few metres) without necessarily making physical contact.
px = pixels, single points or samples in a graphic or image.
QR Code = Quick Response Code. A two-dimensional bar code that allow its contents to
be decoded at high speed. Widely used to track manufacturing materials and manage
inventory in many industries. QR codes can be read via a camera phone using software
Australian Flexible Learning Framework 25
M-learning standards guide
Further reading
e-Learning Consortium (2003) Making sense of e-learning specifications and standards
(2nd Ed.). S3 Working Group Report, November 2003, The Masie Centre, New York.
Naismith, L., Lonsdale, P., Vavoula, G. & Sharples, M. (2005) Literature Review in Mobile
Technologies and Learning. FutureLab.
Faux, F., McFarlane, A., Roche, N. & Facer, K. (2006) Handbook on learning with
handheld technologies, FutureLab.
Lichstein, H. (2002) Standards follow practice, they don't lead, Taskz February 25, 2002.
Peters, K. (2005) Learning on the Move: Mobile Technologies in Business and Education,
Research project, Australian Flexible Learning Framework.
Thomas, M. (2006) iPods in education, The Knowledge Tree, Edition 10.
Australian Flexible Learning Framework 26
M-learning standards guide
Sharples, M., Taylor, J. & Vavoula, G. (2005) Towards a theory of mobile learning. Paper
presented at Mlearn: Mobile technology: The future of learning in your hands, 25-28
October 2005, South Africa.
Rabin, J. & McCathieNevile, C. (Eds) (2006) Mobile Web Best Practices 1.0: Basic
guidelines, W3C Proposed Recommendation, 2 November 2006.
Zimmerman (1999) Wireless networked digital devices: A new paradigm for computing
and communication. IBM Systems Journal 38(4).
1. Mobile phones
WLAN No
Bluetooth Yes, v1.2
Infrared port Yes
USB Yes
Features OS Palm OS 5.4.9
Messaging SMS, MMS, Email
Browser WAP 2.0/ HTML
Games/ Applications Yes, downloadable
Camera Yes, VGA camera, size = 640
x 480 pixels, video(CIF)
Music MP3 player
Voice memo Yes, records in MP3
Organiser Yes
Document
viewer/editor Word, Excel, PowerPoint, PDF
Battery Std Li-Ion Stand-by up to 300 hrs
Talk time up to 4 hrs
Messaging
Browser WAP 2.0/XHTML, HTML
(PocketIE)
Games/Applications Yes, Java (MIDP 2.0),
downloadable
Camera Yes, resolution = 2 megapixels,
VGA camera, size = 1600 x
1200 pixels, playback = video,
flash, video calling
Music MP3/AAC player
Voice memo Yes, records in MP3 or AAC
Organiser Yes
- Pocket Office (Word, Excel,
PowerPoint, Outlook), PDF
- video/audio album
Battery Std Li-Ion Stand-by up to 300 hrs
Talk time up to 5 hrs
Display LCD
Storage 1 GB
Size Dimensions 89 x 39 x 8mm
File Formats Audio WMA, WAV, MP3
Sample Rate 8
Multimedia Features FM tuner
Connections USB 2.0 (cable)
Power supply Battery (AA, AAA,
rechargeable)
USB 2.0
Firewire
Operating System Windows
Sound High Definition Audio, stereo
Battery Standard Lithium-ion
rechargeable
4.5hrs
AC adapter
Network: A dualband phone supports both GSM 900 and GSM 1800 networks and tri-
band usually supports GSM 900/1800/1900, as do some PDAs. Universal Mobile
Telecommunications System (UMTS) is one of the 3G mobile phone technologies
available (also marketed as 3GSM).
Dimensions: The size and volume of the device.
Weight: The weight of the device generally depends on the type of battery used, that is
lightweight or slimline or standard type batteries.
Display type: Mobile device displays vary widely. Some are colour or monochrome,
and can be alphanumeric or graphic. Alphanumeric displays can show only symbols
with a constant size, while graphic displays can show fonts of different sizes and
animations. Colour displays can be STN, TFT, TFD or OLED, with TFT being most
popular to date.
Display size: The size of the display is shown in pixels (e.g. 128 x 128). Some basic
phones use alphanumeric displays, where the size is shown in characters and lines
(e.g. 5 lines). The size of the display can also be shown in millimeters too, if available
(e.g. 27 x 27mm).
Memory available for phone books: The number of phone book entries saved in the
phone or PDA memory is normally displayed. Additional entries can be stored in (or
copied to and from) the SIM card's memory. Call records can also be stored in the
device memory.
Memory available on storage cards: Some devices accept memory cards for storage
expansion. Usually a small card is included in the standard package (e.g. A 64MB
memory card); bigger capacity cards can be purchased separately and are similar to
memory cards available for digital cameras.
Data via GPRS: The General Packet Radio Service (GPRS) is a nonvoice service that
allows information to be sent and received across a mobile telephone network, such as
the Mobile Web. GPRS data transfer is typically charged per megabyte of transferred
data.
Data via HSCSD: High-Speed Circuit-Switched Data (HSCSD), is a development of
Circuit Switched Data (CSD), the original data transmission mechanism of the GSM
network. HSCSD uses different coding methods and even multiple time slots to increase
data throughput. It allows maximum transfer rates (using four time slots) up to 57.6
kbps. The user is typically charged for HSCSD at a rate higher than a normal phone call
(e.g., by the number of time slots allocated) for the total period of time that the user has
a connection active.
Data via EDGE: Enhanced Data rates for GSM Evolution (EDGE) is a digital mobile
phone technology which acts as a bolt-on enhancement to 2G and 2.5G GPRS
networks. It can carry data speeds up to 384 kbit/s in packet mode and will therefore
meet the International Telecommunications Union's requirement for a 3G network.
Data via 3G: 3rd-Generation (3G) technology provides the ability to transfer
simultaneously both voice data (a telephone call) and non-voice data (downloading
information, email), allowing users access to full motion video, high-speed internet and
video-conferencing.
Data via Bluetooth: Bluetooth is an industrial specification for wireless personal area
networks (PANs). Bluetooth provides a way to connect and exchange information
between devices like PDAs, mobile phones, laptops, PCs, printers and digital cameras
via a secure, low-cost, globally available short range radio frequency.
Data via Infrared: With infrared, users can exchange data with notebooks, printers,
PDAs or other phones wirelessly via invisible infrared light at close distance and in
direct visibility. Expected to be replaced by Bluetooth.
Data via USB: Universal Serial Bus (USB) is a plug-in cable connecting phones, PDAs
and media players to PCs and is useful for quickly transferring files, or for synchronizing
address book and calendar information with a computer application such as Outlook.
Most devices require (and come supplied with) proprietary USB cables to connect to a
PC.
Browser: Browsers are built-in software that allows users to access web resources.
Browsers can support different transfer protocols such as WAP, i-mode, HTTP(web).
Games: Some companies provide in-built games that run only on specific device
models. Other games are downloadable from a range of company sites and often are
developed using Java. Applications, like games, can also run on a range of devices
(e.g. world clock converter) using Java.
Languages: Some devices support a set of languages, depending on the manufacturer.
Some manufacturers combine the languages in packs and make versions of the phone
model with different packs.
Camera: Most phones and other devices nowadays have the ability to take a still picture
or shoot a video clip using a built-in camera. The most important characteristic of the
camera is the resolution. VGA is a somewhat obsolete standard for computer displays
that is used mainly in the mobile market these days.
Battery stand-by: Is how long the device can stay connected to the network without
recharging, if it doesn't receive or makes calls.
Battery talk time: Is how long the device can make calls without recharging.
Wikipedia: http://en.wikipedia.org
Other Glossaries and specifications are available online via mobile device company
websites.