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M-learning


M-learning or mobile learning is defined as "learning across multiple contexts, through social and content interactions, using personal electronic devices." A form of distance education, m-learners use mobile device educational technology at their time convenience.

M-learning technologies include handheld computers, MP3 players, notebooks, mobile phones and tablets. M-learning focuses on the mobility of the learner, interacting with portable technologies. Using mobile tools for creating learning aids and materials becomes an important part of informal learning.

M-learning is convenient in that it is accessible from virtually anywhere. Sharing is almost instantaneous among everyone using the same content, which leads to the reception of instant feedback and tips. This highly active process has proven to increase exam scores from the fiftieth to the seventieth percentile, and cut the dropout rate in technical fields by 22 percent. M-learning also brings strong portability by replacing books and notes with small devices, filled with tailored learning contents.

Mobile learning is the delivery of learning, education or learning support on mobile phones, PDAs or tablets. E-learning has provided the ability for traditional learning to break out of the classroom setting and for students to learn at home. Mobile learning has enhanced upon e-learning by taking it a step further and allowing students to learn virtually anywhere a mobile signal is available.

New mobile technology, such as hand-held based devices, is playing a large role in redefining how people receive information. The recent advances in mobile technology are changing the primary purpose of mobile devices from making or receiving calls to retrieving the latest information on any subject. "Numerous agencies including the Department of Defense (DoD), Department of Homeland Security (DHS), Intelligence community, and law enforcement are utilizing mobile technology for information management."

Applications in classrooms and other learning spaces combine the use of handheld computers, PDAs, smartphones or handheld voting systems (such as clickers) with traditional resources. (Tremblay 2010).


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