TRADE-OFFS IN DEVELOPING HIGHLY INTERACTIVE MLEARNING CONTENT USING THE CURRENTLY AVAILABLE DEVELOPMENT PLATFORMS
The current day smart-phone is packed with a great assortment of sensors (ambient light, proximity, GPS, accelerometer, compass, gyro) and input modalities (touch, camera, microphone). This set of capabilities has spurred tens of thousands of developers to publish hundreds of thousands of mobile app...
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Veröffentlicht in: | eLearning and Software for Education 2012, Vol.8 (2), p.144-149 |
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Sprache: | eng |
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Zusammenfassung: | The current day smart-phone is packed with a great assortment of sensors (ambient light,
proximity, GPS, accelerometer, compass, gyro) and input modalities (touch, camera, microphone). This
set of capabilities has spurred tens of thousands of developers to publish hundreds of thousands of
mobile applications. The apple app store and the android market sum a total app download count of
over 20 billion. How many of these apps have an mLearning focus and what sort of capabilities do they
currently employ? What are some successful use cases extracted from this short market analysis?
Considering the rapidly expanding mobile software and hardware space e-learning also has to adapt
and move to this new medium. Most of the highly interactive desktop e-learning content has been
traditionally developed using Adobe Flash. Does Flash still hold up in the mobile context or do the
developers have take up HTML5 and/or native development for this type of content?
This paper strives to give an answer to these questions by performing a short app markets analysis and
developing an example app for a highly interactive use-case using three combinations of platforms and
tools: flash/air, native and a mixed solution. The stumbling blocks encountered, and trade-offs made
are expanded upon. Factors like the relative ease of implementation, the speed of deployment, multiplatform reach and app performance are also analyzed and trade-off points identified.
As a final step conclusions are drawn as to the best path to choose for present day versus future
development of highly interactive mLearning experiences. |
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ISSN: | 2066-026X 2066-8821 |