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Publications of the University of Eastern Finland Dissertations in Forestry and Natural Sciences Teemu H. Laine Technology Integration in Context-Aware Learning Spaces dissertations | No 59 | Teemu H. Laine | Technology Integration in Context-Aware Learning Spaces

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Page 1: Teemu H. Laine Technology Integration inepublications.uef.fi/pub/urn_isbn_978-952-61-0622-9/urn_isbn_978... · matiikka; ymp arist otietoisuus; historia; museot; tiedekasvatus; ohjelmis-tokehitys

Publications of the University of Eastern Finland Dissertations in Forestry and Natural Sciences

Publications of the University of Eastern Finland

Dissertations in Forestry and Natural Sciences

ISBN 978-952-61-0621-2

ISSN 1798-5668

Teemu H. Laine

Technology Integration in Context-Aware LearningSpaces

Context-aware learning spaces

(CALSs) are mobile-based learning

environments which utilise contextual

resources, such as real world objects, in

the learning process. This dissertation

presents the development of two

technical platforms on which ten CALSs

were created in 2007-2011. Based on

the development experiences, a model

and an evaluation tool for technology

integration in CALSs are proposed.

These results, both practical and

theoretical, can be utilised by

developers to create CALSs in which

technologies have been integrated

effectively so that they do not disturb

the learner.

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Teemu H. LaineTechnology Integration in

Context-Aware LearningSpaces

Page 2: Teemu H. Laine Technology Integration inepublications.uef.fi/pub/urn_isbn_978-952-61-0622-9/urn_isbn_978... · matiikka; ymp arist otietoisuus; historia; museot; tiedekasvatus; ohjelmis-tokehitys

TEEMU H. LAINE

Technology Integration in

Context-Aware

Learning Spaces

Publications of the University of Eastern Finland

Dissertations in Forestry and Natural Sciences

No 59

Academic Dissertation

To be presented by permission of the Faculty of Science and Forestry for public

examination in the Louhela Auditorium in Joensuu Science Park at the

University of Eastern Finland, Joensuu, on December, 20, 2011,

at 12 o’clock noon.

School of Computing

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Kopijyva Oy

Joensuu, 2011

Editors: Prof. Pertti Pasanen, Prof. Pekka Kilpelainen,

Prof. Kai-Erik Peiponen, Prof. Matti Vornanen

Distribution:

University of Eastern Finland Library / Sales of publications

P.O. Box 107, FI-80101 Joensuu, Finland

tel. +358-50-3058396

http://www.uef.fi/kirjasto

ISBN: 978-952-61-0621-2 (printed)

ISSNL: 1798-5668

ISSN: 1798-5668

ISBN: 978-952-61-0622-9 (pdf)

ISSNL: 1798-5668

ISSN: 1798-5676

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Author’s address: University of Eastern Finland

School of Computing, Joensuu Campus

P.O.Box 111

80101 Joensuu

FINLAND

email: [email protected]

Supervisors: Professor Erkki Sutinen, Ph.D.

University of Eastern Finland

School of Computing, Joensuu Campus

P.O.Box 111

80101 Joensuu

FINLAND

email: [email protected]

Associate Professor Mike Joy, Ph.D.

University of Warwick

Department of Computer Science

Coventry CV4 7AL

UNITED KINGDOM

email: [email protected]

Reviewers: Professor Mike Sharples, Ph.D.

The Open University

Institute of Educational Technology

Walton Hall

Milton Keynes MK7 6AA

UNITED KINGDOM

email: [email protected]

Associate Professor Hiroaki Ogata, Ph.D.

Tokushima University

Department of Information Science and Intelligent Systems

2-1, Minamijosanjima

Tokushima 770-8506

JAPAN

email: [email protected]

Opponent: Professor Alfredo Terzoli, Ph.D.

Rhodes University

Department of Computer Science

P.O.Box 94

Grahamstown 6140

SOUTH AFRICA

email: [email protected]

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ABSTRACT

Context-aware learning spaces (CALSs) are mobile-based learning

environments which utilise contextual resources, such as objects in

the physical environment, in the learning process. The awareness of

the surrounding context enables a CALS to take advantage of rich

contextual resources in informal learning settings.

Technology integration refers to the process by which a technology

is introduced to a classroom so that the teacher and the students

can use it effectively for pedagogical purposes. While technology

integration has been typically researched in the context of formal

classroom-based education, it has not received similar attention in

informal learning settings, particularly in the case of CALSs, even

though a large part of learning occurs in informal contexts as part of

everyday life.

Research and development work was conducted in Finland, South

Korea, South Africa and Mozambique in 2007-2011. During those

four years, two CALS platforms and ten CALSs based on the plat-

forms were developed using an exploratory software development

method. The platforms were based on the client-server architec-

tural approach and utilised technologies such as mobile devices, sen-

sors, smart tags and wireless networking. The created CALSs were

games for various purposes and contexts including, but not limited

to, mathematics in classrooms, environmental awareness in a forest,

history in a technology museum, and science in a science festival.

The analyses conducted on the games, together with literature anal-

yses, informed the creation process of a technology integration model

which describes the requirements and the critical factors that should

be taken into account in the design phase of a CALS. Furthermore,

based on the model and a literature analysis, a tool was created

to facilitate the evaluation of technology integration in CALSs. An

evaluation conducted with the tool indicated that it provides more

accurate results with a smaller data set than an evaluation without

the tool.

This research represents both practical and theoretical perspec-

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tives, thus proposing an holistic approach to technology integration

in CALSs. The outcomes fulfill the overall objective which was to

provide the developers with the tools for construction and evaluation

of CALSs in which technologies have been integrated effectively so

that they do not disturb the learner.

Universal Decimal Classification: 004.9, 37.041, 37.091.33, 37.091.64

AMS Subject Classification: 68U35, 97D40

Library of Congress Subject Headings: Context-aware computing;

Mobile computing; Non-formal education; Learning; Educational tech-

nology; Instructional systems; Educational games; Evaluation; Math-

ematics; Environmental education; History; Museums; Science – Study

and teaching; Computer software – development; Software engineer-

ing

Yleinen suomalainen asiasanasto: opetusteknologia; tietokoneavusteinen

opetus; konteksti; kontekstuaalisuus; integraatio; arviointi; oppimi-

nen; oppimispelit; tietokonepelit; mobiilipelit; mobiililaitteet; mate-

matiikka; ymparistotietoisuus; historia; museot; tiedekasvatus; ohjelmis-

tokehitys

Keywords: context-awareness; informal learning; mobile-based learn-

ing; context-aware learning space; system architecture; technology in-

tegration; technology integration evaluation

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Preface

I am deeply grateful to my supervisors Professor Erkki Sutinen

and Associate Professor Mike Joy who ensured that this research did

not sidetrack too much. They shared their wisdom over numerous

conversations which helped me not only to become a proficient author

but also a critical thinker. While long talks with Erkki inspired me

to release my creativity in ways which I thought were not possible,

discussions with Mike helped me to scrutinise and rationalise my

research so that it made sense.

I owe my appreciation to Professor Mike Sharples and Associate

Professor Hiroaki Ogata for performing amazing work while pre-

examining this dissertation, which now meets the high standards of

academic quality. I would also like to express my gratitude to the

defense opponent Professor Alfredo Terzoli for challenging me so as

to ensure the appropriateness of this research.

Carolina Islas Sedano and Mikko Vinni are the two most impor-

tant colleagues with whom I was honoured to work during the past

five years. Without this effective collaboration I probably would have

never ended up doing a PhD. It was Carolina who had a magnificent

idea of creating a pervasive game for the SciFest 2007. She invited

Mikko and me to join the team, and the rest is history. Together we

have gone through ups and downs of academic work, lending a hand

to each other in developing games, evaluating, paper authoring and

overcoming researcher’s blocks.

The year that I spent in South Korea (2007-2008) would not have

been possible without the great hospitality of Professor Chaewoo Lee

from Ajou University who invited me to work in his Multimedia Net-

working Laboratory (MNLab). I am grateful to the students of the

MNLab who taught me the true meaning of hard work and dedica-

tion to research. Specifically, I am thankful to Jinchul Choi and Kitak

Yong who contributed to the creation of the Heroes of Koskenniska

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game.

Other individuals to whom I am grateful for assisting in this re-

search are: Eeva Nygren (nee Turtiainen) for inventing the UFrac-

tions game and evaluating it together with me in Africa and in Fin-

land; Anna Gimbitskaya and Ewa Kowalik for contributing to the

Heroes of Koskenniska game; Professor Seugnet Blignaut and An-

drew Smith for collaborating in research related to UFractions; Leenu

Juurela, Riina Linna and Marianna Karttunen from the Museum of

Technology in Helsinki for participating in the creation of TekMyst,

TekGame and TekGuide; Liisa Eskelinen and Marketta Haavila from

the Pielinen Museum for participating in the creation of LieksaMyst;

and any other individuals whom I have forgotten to mention but who

would deserve to be mentioned here for contributing to this research

in any way. I sincerely thank you all!

The School of Computing at the University of Eastern Finland

(previously: the Department of Computer Science at the University

of Joensuu) supported this research by granting research and travel

scholarships as well as by providing research facilities and services.

The East Finland Graduate School in Computer Science and Engi-

neering (ECSE) granted me a scholarship during which a large part

of the results of this research emerged. I am grateful to University

of Eastern Finland for granting me several opportunities to conduct

research abroad – these experiences will be extremely valuable in the

future.

I am thankful to our kind and knowledgeable secretaries Eeva

Saukkonen and Tarja Karhu who accepted endless requests of infor-

mation with smiles. Without their hard work and professionalism I

would still be navigating through the red tape.

The very foundations of my education can be attributed to my

parents Kaisu and Pertti who raised me with love and care. They

never doubted my choice of career and always encouraged me to be-

come the first doctor in the extended family. So here I am, extremely

grateful for all your support and hopefully making you proud!

My wife Monika deserves the most of my gratitude. Without her

unconditional love, support and encouragement I would have never

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reached this point. Since 2002, she has witnessed my long ascent from

a computer support guy to a university student and then to a PhD

candidate. I have been very lucky to have her to stand by my side

while conducting research in amazing places around Asia and Africa.

She never questioned my progress even during the times when my

research was nearly in standstill. Whenever I needed to go beyond

the ordinary working hours (do such exist for a PhD candidate!?),

Monika was very understanding and supported me in every possible

way.

Finally, I dedicate this work to my late grandmother Laina Laine.

I was inspired by her willpower and sisu which helped me to go

through the hard times.

In Helsinki, November 30, 2011 Teemu H. Laine

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LIST OF PUBLICATIONS

This dissertation presents the outcomes of the author’s research on

context-aware learning spaces in the field of educational technology.

The following publications have been selected to be part of the dis-

sertation:

I Laine T.H. & Joy, M. (2009). Survey on Context-Aware Per-

vasive Learning Environments, International Journal of Inter-

active Mobile Learning (I-JIM), vol. 3, no. 1, pp. 70-76.

II Laine, T.H., Islas Sedano, C., Vinni, M. & Joy, M. (2009).

Characteristics of pervasive learning environments in museum

contexts, Proceedings of the MLEARN 2009 Conference, Or-

lando, Florida, pp. 26 - 34.

III Laine, T.H., Vinni, M., Islas Sedano, C. & Joy, M. (2010). On

designing a pervasive mobile learning platform, ALT-J Research

in Learning Technology Journal, vol 18, no 1, pp. 3 - 17.

IV Laine, T.H., Islas Sedano, C., Sutinen, E. & Joy, M. (2010).

Viable and portable architecture for pervasive learning spaces,

Proceedings of the 9th International Conference on Mobile and

Ubiquitous Multimedia, Limassol, Cyprus, pp. 1 - 10.

V Laine, T.H, Islas Sedano, C., Joy, M. & Sutinen, E. (2010).

Critical factors for technology integration in game-based per-

vasive learning spaces, IEEE Transactions on Learning Tech-

nologies, vol 3, no 4, pp. 294 - 306.

VI Laine, T.H., Sutinen, E., Joy, M.S. and Nygren, E. (2011). Ac-

tive and passive technology integration in context-aware learn-

ing spaces. In Proceedings of the AACE E-Learn 2011 Confer-

ence, Honolulu, Hawaii, pp. 719 - 728.

VII Laine, T.H., Sutinen, E., Joy, M.S. and Nygren, E. (2011).

Rapid improvement of technology integration in context-aware

learning spaces. In Proceedings of the IEEE Africon 2011 Con-

ference, Livingstone, Zambia, pp. 1 - 6.

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These publications will be referred to by Roman numerals through-

out the dissertation. Chapter 2 links the publications to research

questions.

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AUTHOR’S CONTRIBUTION

The publications selected to be part of this dissertation are origi-

nal research papers on context-aware learning spaces (CALSs) and

technology integration in them. The author was the primary con-

tributor to the ideas and the manuscripts. The ideas for papers

IV-VII emerged through discussions with Professor Sutinen. The

CALSs which are described or referred to in papers II-V have been

created in collaboration with Carolina Islas Sedano and Mikko Vinni

who have also provided comments for those papers and co-created all

evaluation designs for these CALSs. Islas Sedano’s role has been the

game and user interface designer while Vinni and the author have cre-

ated the technical foundations for the CALSs. Specifically, Vinni and

the author have created the Myst platform. The author created the

first version of the HoK platform in 2009 with a group of computer

science students and Vinni joined the author to develop the platform

further in 2010. The idea and the designs for the UFractions game

presented and evaluated in papers VI-VII were originated by Eeva

Nygren (nee Turtiainen) and the author was responsible for the tech-

nical development of the game. Furthermore, Nygren and the author

jointly designed and conducted evaluations for papers VI-VII. Dr

Joy and Professor Sutinen contributed to papers in which they ap-

pear as co-authors by commenting paper drafts and giving ideas for

improvements.

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LIST OF TERMS AND ABBREVIATIONS

2D bar code Two dimensional bar code – an optical smart tag so-

lution

Affordance An enabling feature of an object or an environment that

allows an individual to perform an action

Android A mobile platform developed by Google

Backend Part of a software that is hidden from the user and typi-

cally contains the business logic

CALS Context-Aware Learning Space

Client-server architecture An approach to system architecture

where multiple clients connect to a centralised server compo-

nent

Constraint A limiting force that sets restrictions to the use of tech-

nology in pedagogy

Context A collection of interrelated contextual entities

Context-awareness Ability of a system to recognise and act upon

changes in consecutive situations (i.e. temporal snapshots) in

a context

Context-aware learning A form of learning which utilises the re-

sources of the surrounding context

Context-free resource Resouce that is not dependent on a given

context

Context-sensitiveness Ability of a system to adapt to the user’s

situation

Contextual entity A property which can be used to describe a cer-

tain aspect of a context, e.g. time, weather, user’s location or

an object residing within the context

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Contextual resource A contextual entity that can be observed by

a given set of context-aware technologies

Data source A system component that provides data to the system,

e.g. a sensor

Disturbance factor An element in a CALS that has a negative

effect on the learners

Frontend User interface of a system

GPS Global Positioning System

iOS A mobile platform developed by Apple

J2ME Java 2 Mobile Edition – a Java platform for mobile phones

Java A programming language originally developed by Sun Microsys-

tems

Learning space A combination of physical and virtual realities in

which the learning takes place

MeeGo A mobile platform originally developed by Nokia and Intel

Middleware A software component that mediates data communi-

cation between data sources and a server backend

Mobile learning A form of learning in which the learners have time

and location independent access to learning resources via a mo-

bile device

Model-View-Controller A software architecture pattern where soft-

ware comprises a model (data), a view (representation of the

data) and a controller (methods to interact with the software)

MUPE Multi-User Publishing Environment – a mobile publishing

platform developed by Nokia

NFC Near Field Communication – a smart tag solution based on

RFID

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Pervasive learning A special case of context-aware learning where

the learning is connected to a specific context

PLS Pervasive Learning Space

RFID Radio Frequency IDentification – a short-range wireless com-

munication technology comprising RFID reader devices capable

of reading RFID tags

Sensor A hardware component that is capable of detecting changes

in a contextual entity

Situation [in a context] A snapshot of a context at a given mo-

ment of time

Smart tag A tagging technology that can be used to make objects

detectable by a context-aware system

Technological Pedagogical Content Knowledge (TPCK) A tech-

nology integration framework suggesting that a competent teacher

should master knowledge of technology, pedagogy and content

matter

Technology integration A process by which a technology is intro-

duced to a pedagogical setting

Ubiquitous learning A special case of context-aware learning where

the learning spans across contexts

ULS Ubiquitous Learning Space

XML eXtensible Markup Language

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LIST OF FIGURES

2.1 Research objectives and outcomes . . . . . . . . . . . 7

2.2 CALSs and platforms created during this research . . 9

3.1 Examples of changes in the contextual entities between

two consecutive situations . . . . . . . . . . . . . . . . 17

3.2 Detection of changes between situations in a context-

aware system . . . . . . . . . . . . . . . . . . . . . . . 19

3.3 Comparison of two context-aware system frameworks . 20

3.4 Types of learning . . . . . . . . . . . . . . . . . . . . . 22

3.5 Tool Integration Process model . . . . . . . . . . . . . 26

4.1 Working principle of MUPE . . . . . . . . . . . . . . . 30

4.2 The Myst platform architecture . . . . . . . . . . . . . 32

4.3 SciMyst player recording a 2D bar code . . . . . . . . 34

4.4 Excerpts from the story of Jussi the forest worker . . . 36

4.5 An example of a mathematical challenge in UFractions 37

4.6 The HoK platform architecture . . . . . . . . . . . . . 39

4.7 Two players solving a challenge in Heroes of Koskenniska 40

5.1 Technology integration (TI) process in a CALS . . . . 44

5.2 Technology integration model for CALSs . . . . . . . . 45

5.3 Passive and active integration of technology in CALSs 47

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LIST OF TABLES

2.1 Connections between research questions, papers and

research methods . . . . . . . . . . . . . . . . . . . . . 6

3.1 Categories of context-aware technologies . . . . . . . . 18

3.2 Examples of context-aware learning spaces . . . . . . . 23

4.1 CALSs based on the Myst platform . . . . . . . . . . . 31

A.1 Characteristics of CALSs . . . . . . . . . . . . . . . . 73

B.1 Learner’s role in the evaluation tool . . . . . . . . . . 75

B.2 Educator’s role in the evaluation tool . . . . . . . . . . 76

B.3 Context’s role in the evaluation tool . . . . . . . . . . 77

C.1 Disturbance factors found in the first evaluation of

UFractions . . . . . . . . . . . . . . . . . . . . . . . . 80

C.2 Disturbance factors found in the second evaluation of

UFractions . . . . . . . . . . . . . . . . . . . . . . . . 81

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Contents

1 INTRODUCTION 1

2 RESEARCH QUESTIONS AND DESIGN 5

2.1 Q1: What features characterise context-aware learn-

ing spaces (CALSs) within the domain of mobile-based

learning tools? . . . . . . . . . . . . . . . . . . . . . . 6

2.2 Q2: How can a CALS platform be

constructed? . . . . . . . . . . . . . . . . . . . . . . . 8

2.3 Q3: How can technology integration be taken into ac-

count in the design phase of CALSs? . . . . . . . . . . 10

2.4 Q4: How can technology integration in CALSs be eval-

uated? . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

3 BACKGROUND 15

3.1 Informal learning . . . . . . . . . . . . . . . . . . . . . 15

3.2 Context-awareness . . . . . . . . . . . . . . . . . . . . 16

3.3 Context-aware learning spaces (CALSs) . . . . . . . . 21

3.4 Technology integration in education . . . . . . . . . . 24

3.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . 27

4 PLATFORMS FOR CALS 29

4.1 The Myst platform . . . . . . . . . . . . . . . . . . . . 29

4.1.1 SciMyst 2007-2009 . . . . . . . . . . . . . . . . 33

4.1.2 ADEMyst . . . . . . . . . . . . . . . . . . . . . 33

4.1.3 TekMyst . . . . . . . . . . . . . . . . . . . . . . 34

4.1.4 EdTechMyst . . . . . . . . . . . . . . . . . . . 35

4.1.5 LieksaMyst . . . . . . . . . . . . . . . . . . . . 35

4.1.6 UFractions . . . . . . . . . . . . . . . . . . . . 36

4.2 The HoK platform . . . . . . . . . . . . . . . . . . . . 38

4.2.1 Heroes of Koskenniska . . . . . . . . . . . . . . 39

4.2.2 TekGuide and TekGame . . . . . . . . . . . . . 40

4.3 Characteristics of a reusable CALS platform . . . . . . 42

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5 TECHNOLOGY INTEGRATION IN CALS 43

5.1 Technology integration model . . . . . . . . . . . . . . 44

5.2 Technology integration evaluation tool . . . . . . . . . 48

6 DISCUSSION 51

7 CONCLUSION 57

BIBLIOGRAPHY 60

A CHARACTERISTICS OF CALSs 73

B EVALUATION TOOL FOR TECHNOLOGY INTE-

GRATION IN CALSs 75

C DISTURBANCE FACTORS 79

D EVALUATION INSTRUMENTS 83

ORIGINAL PUBLICATIONS 91

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1 Introduction

Context-aware learning spaces (CALSs) are mobile-based learning

environments, typically deployed to informal pedagogical settings,

which utilise surrounding contextual elements (e.g. museum exhibits)

in the learning process. The term learning space refers to a combina-

tion of physical and virtual realities in which the learning takes place.

A typical CALS comprises a number of mobile devices (clients), wire-

less connectivity, a server, a set of context-aware technologies and a

collection of context-sensitive learning content and activities. By be-

ing aware of the context, CALSs are able to connect the learning

content to the surrounding context so as to motivate the learner to

explore the physical environment in a way that has not been possible

in traditional mobile learning [21].

This dissertation lays the foundations for CALS development from

four perspectives. First, the CALS concept is defined and its charac-

teristics are described so as to position this research in the domain

of mobile-based learning tools. Secondly, the process of creating the

technical infrastructure for a CALS is reviewed through the develop-

ment history of two CALS platforms on which ten game-based CALSs

were constructed. These CALSs were created for various purposes in

diverse contexts including, but not limited to, raising environmental

awareness in a Finnish forest (paper IV), taking a visitor back in time

to meet people from the past in an open air museum [40], providing

a science festival visitor an alternative way of exploring exhibitions

and workshops [38] and teaching mathematics to South African chil-

dren with a story-based game [87]. Thirdly, the role of technology

integration in the design process of a CALS is analysed and a model

for technology integration is proposed to assist the CALSs developers

to deploy appropriate technologies to meet various requirements of a

CALS. Fourthly, a technology integration evaluation tool is proposed

to support iterative improvement of CALSs.

CALSs have a degree of context-awareness through which they

can detect changes in the surrounding context and act upon those

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

changes. This means that a CALS delivers content to the learner

based on the learner’s context, for example where they are, what

time it is, what they are doing, who else are with them, how are they

feeling and what is the state of the surrounding environment. The

CALS uses context-aware technologies such as sensor devices [59],

smart tags [2] and positioning [37] to detect these versatile contex-

tual resources. Utilisation of the contextual resources to facilitate

learning processes in a CALS depends on pedagogical and design ob-

jectives as well as availability of resources (e.g. time, money, know-

how). In an optimal case a CALS provides highly personalised and

contextually relevant learning content to the learners based on the

situations in which they are embedded. For example, changes in the

environmental parameters such as temperature, humidity and illumi-

nation between different physical locations in a forest can be used to

inform the learner of the features of different microclimates in these

locations [50].

During four years of research and development, two CALS plat-

forms and ten CALSs based on the platforms were developed. The

incremental nature of the development was based on the ideas and the

solutions of the previous stages. Various technologies were utilised

in the process including, but not limited to, mobile devices, wireless

networks, sensor devices and smart tags. The method of acquiring

context-awareness was mostly based on detecting the learner’s po-

sition and the presence of physical objects within the context. In

one case an environmental sensor network was implemented so as to

acquire deeper information on the context (paper IV). Due to the

presence of technology in CALSs, an investigation into the concept

of technology integration was deemed to be necessary.

Technology integration refers to the process by which a technology

is introduced into a classroom so that the teacher and the students

can use it effectively for pedagogical purposes [20]. Poor technology

integration may lead to disruptions in teaching and learning or to

wasted technology resources. While technology integration has been

typically researched in the context of formal classroom-based educa-

tion, it is clear that the same challenge is present in informal learning

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Introduction

contexts as well. This is particularly true in the case of CALSs due

to the technology’s central role in them. For example, disregarding

the influence of the technology on the learner and on the context

in a museum-based CALS could result in poor learning experiences

and even annoyance. Because the concept of a CALS is novel, there

has not yet been research aimed at establishing the foundations of

technology integration in CALSs.

This dissertation summarises the results of seven original research

papers (I-VII) under seven chapters as follows. First the research

questions and design are described, including the methods which were

applied to answer the questions. Then follows the background in

Chapter 3 where the research is positioned in the field of mobile-based

learning and central concepts are defined. In Chapter 4, overviews

are presented of the two CALS platforms and the ten CALSs cre-

ated on the platforms. Technology integration in CALSs is covered

in Chapter 5. Specifically, the technology integration model is intro-

duced in Section 5.1 and a tool for evaluating technology integration

in CALSs is described in Section 5.2. Finally, the implications of the

results are described and analysed in Chapter 6 before concluding the

work in Chapter 7 with suggestions for future research activities.

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

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2 Research questions and design

There are four objectives for this dissertation: (i) to position the

concept of a CALS within the field of mobile-based learning tools;

(ii) to design and implement a reusable platform for CALSs; (iii)

to explore the role of technology integration in CALS development

and to find a model to facilitate it; and (iv) to evaluate technology

integration in CALSs. While these goals represent both practical

and theoretical perspectives of CALS development, they share the

same overall objective: to provide the developers with the tools for

construction and evaluation of CALSs in which technologies have

been integrated effectively so that they do not disturb the learner.

The four goals are answered by four research questions which use

various methods. The research questions are summarised in Table 2.1

together with references to the relevant papers, research methods

and chapters in which the questions are answered. More detailed

descriptions of each research question, its purpose and its methods

are presented in the following sections.

The research work presented in this dissertation was conducted

between 2007 and 2011 in Finland, South Korea, South Africa and

Mozambique. It was an exploratory journey during which ten game-

based CALSs, two CALS platforms, a technology integration model

and a technology integration evaluation tool were created. Each

game, except the first one, built on the foundations and experiences of

the previous games. The platform development paths followed closely

the development sequences of the games. New game designs uncov-

ered new requirements that had to be dealt with by platform devel-

opment activities. Through the experiences acquired by the research

and development activities, a thought emerged that it would be bene-

ficial to know how to integrate various technologies with CALSs in an

effective manner so that the end result would provide good learning

experiences. Then started the theoretical work towards a technology

integration model which was further extended with an evaluation

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Table 2.1: Connections between research questions, papers and research methods

Research question Papers Methods Ch

Q1 What features characterise context-

aware learning spaces (CALSs) within

the domain of mobile-based learning

tools?

I, II Literature analy-

sis

3

Q2 How can a CALS platform be con-

structed?

III,

IV

Exploratory

software devel-

opment, mixed

method evalua-

tion

4

Q3 How can technology integration be

taken into account in the design phase

of CALSs?

II, V,

VI

Literature analy-

sis, artefact anal-

ysis

5

Q4 How can technology integration in

CALSs be evaluated?

VII Literature anal-

ysis, mixed

method evalua-

tion

5

tool. An illustration of the objectives and outcomes of this research

as well as relations between the components is presented in Figure 2.1.

All evaluations performed in this research were carefully designed

and necessary precautions were taken to ensure the anonymity of the

participants. The participants or their guardians also signed research

consent forms before partaking in any activities which involved re-

search data collection.

2.1 Q1: WHAT FEATURES CHARACTERISE CONTEXT-

AWARE LEARNING SPACES (CALSs) WITHIN THE

DOMAIN OF MOBILE-BASED LEARNING TOOLS?

By answering this research question I aim at defining the concept

of a context-aware learning space and position it in the domain of

mobile-based learning tools. This is necessary so as to give the reader

a perspective on the topic of the dissertation. Chapter 3 answers this

research question.

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Research questions and design

Figure 2.1: Research objectives and outcomes

The research method for answering Q1 is literature analysis. Lit-

erature was acquired by systematically querying popular scientific

search engines such as Google Scholar, ACM Digital Library and

IEEE Xplore, and then following relevant references of the discov-

ered articles. Additionally, the following conferences and workshops

were used as data sources for paper I:

• IEEE International Conference on Pervasive Services (2005-

2007)

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

• IEEE International Conference on Pervasive Computing and

Communications (2003-2007)

• European Conference on Ambient Intelligence (2007)

• International Conference on Mobile and Ubiquitous Systems

(2004-2007)

• IEEE International Workshop on Wireless and Mobile Tech-

nologies in Education (2002-2007)

• Pervasive E-Learning Workshop (2004-2007)

• Pervasive Computing Education Workshop (2004-2007)

• Pervasive Learning Workshop (2007)

In paper I the literature analysis focused on state-of-the-art sys-

tems, the technologies used, the roles of mobile devices and the ap-

plied learning models. In paper II the focus was on pedagogical

approaches for informal learning settings, including situated learn-

ing, authentic learning, contextual learning, group-based learning,

exploratory learning, problem-based learning and museum learning.

Finally, part of the literature analysis of paper II establishes a di-

vision between various mobile-based learning approaches which form

the basis for the concept of a CALS.

2.2 Q2: HOW CAN A CALS PLATFORM BE

CONSTRUCTED?

The aim of this research question is to identify the properties of a

reusable CALS platform and to describe the process of building it.

Results are useful for researchers who wish to establish their own

reusable CALS platforms. Chapter 4 answers this research question.

Two platforms and ten game-based CALSs were developed during

this research. From the perspective of software development, the Ex-

ploratory Software Development (ESD) [86] method with an iterative

structure was used in the development. Trenouth [86] suggests that

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Research questions and design

the ESD method is suitable in situations where a client is unclear

about the requirements or if a specification is unavailable because

the domain of application is poorly understood. In the case of this

research it was the latter that required the use of an exploratory

method of software development. The process was iterative in that

the development of the CALSs were based on previous CALSs, except

for SciMyst 2007 which was the first one. When a new CALS was

created, the platform was adapted to the new requirements while

retaining the flexibility. At some point the requirements set by a

CALS concept required creation of a completely new platform, hence

this research proposes two platforms. The overall evolution of the

platforms and the CALSs is presented in Figure 2.2.

Figure 2.2: CALSs and platforms created during this research

From the game design perspective all CALSs except UFractions

were created by using the Hypercontextualised Game (HCG) design

approach [40]. In the HCG, the game is deeply rooted in the same

context in which the player is embedded. The process emphasises

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

creativity, innovation, self-expression and the knowledge of the stake-

holders who are involved in the design process from the beginning.

The design work is based on workshops which are orchestrated by an

HCG expert with an aim to identify and utilise meaningful resources

from the context in the game play.

UFractions was designed by using the principles of the contextual

design method [64] whereby the designer aggregates data from the

target context and then designs a product based on the data. The

designer of UFractions (Eeva Nygren) spent three months in South

Africa to collect materials and to design the concepts and the contents

for UFractions together with local experts on pedagogy and culture.

A mixed method approach [10] combining quantitative and quali-

tative strategies was used to evaluate all CALSs except ADEMyst and

EdTechMyst, but not all evaluations have been published. The evalu-

ations aimed at gathering learners’ background information, opinions,

motivation, suggestions for improvements and a varying number of

other parameters. Data collection methods were primarily pre-test

and post-test questionnaires supplemented in some cases with qual-

itative interviews and observations. Questionnaires had both quan-

titative multiple choice statements and qualitative open questions.

Approaches for data analysis were study-specific, but typically aver-

age and standard deviation calculations were applied to quantitative

data while supporting evidence was extracted from qualitative data.

2.3 Q3: HOW CAN TECHNOLOGY INTEGRATION BE

TAKEN INTO ACCOUNT IN THE DESIGN PHASE

OF CALSs?

Through this research question I aim at establishing a model of tech-

nology integration which facilitates the CALS development process.

The model can be used by CALS developers to plan technology in-

tegration so that the outcome will not hinder or distract from the

learning process. This research question is answered in Chapter 5

under Section 5.1.

To answer the third research question, two methods were applied:

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Research questions and design

literature analysis and artefact analysis. The theoretical foundations

of the technology integration model were based on two literature anal-

yses which are described in Section 2.1. Additionally, several smaller

scale literature analyses were conducted which investigated for ex-

ample the aspects of learning in museums, CALSs for specific themes

such as environmental education, the use of wireless sensor technolo-

gies, and the requirements of technology integration in educational

settings. These secondary, but equally important, pieces of infor-

mation also contributed to the creation process of the technology

integration model.

Artefact analysis is a research method which has been typically

used in fields such as archaeology, history and arts to research on

human-made objects. The goal of an artefact analysis is to reach

a deeper understanding about an artefact and its usage than what

would be possible by mere direct observation. The artefacts (i.e.

CALSs) were analysed from two perspectives [69]:

1. artefacts as designed – looking at the ways in which the explicit

and implicit knowledge of the designer are exposed in artefacts

2. artefacts as used – looking at the way on which people have

appropriated, annotated and located artefacts in their work en-

vironment

The as designed artefact analysis was used on developed CALSs

in order to determine the key requirements which were met by the

use of technology during the development processes. Specifically,

the decisions regarding inclusions or exclusions of technologies and

the methods of implementing them were scrutinised. In the as used

artefact analysis, usability, users’ perceptions and experiences were

evaluated for several CALSs. A mixed-method approach was used

in this evaluation as explained in Section 2.2. The aim was to see

how the design decisions, i.e. designers’ ideas on how technology

would be integrated, were reflected in the real use scenarios. As an

example, in the case of the LieksaMyst game (Section 4.1.5), the as

designed analysis revealed that simple wooden tags were used instead

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

of state-of-the-art object tagging technology because the context’s

culture sought to preserve authenticity (paper V). From the users’

perspective the wooden tags worked without problems but there were

some other usability issues which indicated problems with technology

integration.

2.4 Q4: HOW CAN TECHNOLOGY INTEGRATION IN

CALSs BE EVALUATED?

To answer this research question a tool was created for evaluating

technology integration. The tool is based on the technology integra-

tion model (paper V, Q3) and it can be used by CALS developers and

stakeholders to evaluate how well the technology has been integrated

into a CALS. Chapter 5 answers this research question.

Before establishing the evaluation tool, the need for technology

integration was determined by evaluating the UFractions game with

a data set that was originally meant for measuring the effect of re-

verse transfer of a learning technology from a technology-alien con-

text (South Africa) to a technology-familiar context (Finland) [51].

A mixed-method approach was used for the evaluation as described

in Section 2.2. Additionally, a qualitative data categorisation and

analysis method was used, which was also used in the evaluation tool

and is described in detail below. The results of the evaluation indi-

cated the need for technology integration (see Section 5.1) but since

the data set was not designed for evaluating technology integration,

the work began towards creation of the evaluation tool.

A literature analysis and the foundations of the technology inte-

gration model were used in the derivation of the evaluation tool for

technology integration. Literature on technology integration in ed-

ucation was acquired and analysed, and the results combined with

the technology integration model. Data were primarily collected

by searching for articles related to technology integration in formal

pedagogical settings. These findings were later complemented by

analysing articles on technology appropriation and acceptance in the

context of mobile learning.

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Research questions and design

Once the evaluation tool was constructed, it was used to evaluate

UFractions, one of the CALSs developed during this research. The

aim of the evaluation was not only to evaluate technology integration

in UFractions but also to evaluate the feasibility of the technology

integration evaluation tool. The evaluation utilised a mixed-method

approach combining both qualitative and quantitative strategies. A

descriptive analysis of the quantitative data was performed with mean

and standard deviation calculations as well as Pearson correlation

metrics. The findings were then supported by qualitative data. A

mixed-method approach was chosen to get not only meaningful sta-

tistical results but also deeper complementary insights on the partic-

ipants’ views on the technology integration. Specifically, qualitative

data were used to support and explain the quantitative conclusions

that were drawn from the statistical analysis of the data set. Fur-

thermore, qualitative data categorisation and analysis were the key

methods for identifying disturbance factors which affect negatively

the users of UFractions. First, a set of indicators were established

and based on them the factors from the open questions and inter-

views were identified. The categorisation was coded according to

the types of negative responses that the participants gave in open

questions and interviews. The data collection techniques used in the

evaluation included interviews, questionnaires, recording of applica-

tion usage statistics, and observations. Interviews were based on

a set of prepared questions with an option to apply clarifying ques-

tions. Questionnaires had both closed and open-ended questions, and

observation remarks were done by hand by a researcher during the

experiments.

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3 Background

3.1 INFORMAL LEARNING

Informal learning occurs outside formal learning settings and it com-

plements formal educational systems. It has been estimated that a

good majority of learning takes place in informal contexts [54,85]. In

the past, before the establishment of the institution of formal educa-

tion, informal learning was the prevalent way of education. People

would learn and share knowledge by visiting a neighbouring village to

exchange news or developing a new handicraft skill as an apprentice

guided by a master. This learning from experience is a key character-

istic of the informal end of the continuum of formality in learning [17].

Other characteristics include, but are not limited to, implicit, unin-

tended, opportunistic and unstructured ways of learning and the ab-

sence of a teacher [19], as well as contextual (organisational) embed-

dedness, action orientation, non-routine conditions, tacit dimensions,

and a requirement for critical reflectivity and creativity [89].

In informal learning, the context in which the learning takes place

is not solely dedicated to the purpose of learning, but learning just

happens to take place there as a secondary function. This aspect is

different from formal classroom-based education where the primary

function of the context is to foster learning and teaching. The richness

of and the interest raised by the surrounding context may increase

the intrinsic motivation of the learner [13], which in turn may lead

to flow, a state of mind in which the learner is completely immersed

in the learning process [14]. The involvement of the context also

works as a catalyst for educators to implement alternative learning

activities which are connected to objects and phenomena within the

context.

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

3.2 CONTEXT-AWARENESS

In this research, context is understood as a collection of interrelated

contextual entities. A situation is defined as a snapshot of a context

at a given moment of time. Contextual entities may be identified, for

example, by knowing where the users are, what they are doing, how

they are feeling, who else is with them, what resources are nearby,

what time it is and what the parameters of the physical environment

are. Examples of contextual entities include the current time, the cur-

rent weather, and the physical location of the user (e.g. geographical

coordinates). Zimmermann et al. define a contextual entity as an

element which can be described by using categories of individual-

ity, activity, location, time and relations [93]. From this follows that

Zimmerman et al.’s contextual entity can be observed from many dif-

ferent observation points whereas in my definition a contextual entity

corresponds to a single observation point.

This research concentrates on real world contexts, i.e. contexts

which are situated in physical spaces. A context can be divided

further into subcontexts. For example, a museum context comprises

the physical context (museum building, rooms, objects), the socio-

cultural context (of staff, visitors), the temporal context (time of

the day/week/month/year), the political context (museum policies),

the pedagogical context (learning material and objectives), and the

personal contexts (previous experiences, skills, preferences) of the

visitors. Figure 3.1 illustrates how some of the contextual entities of

the Heroes of Koskenniska game (see Section 4.2.1) change between

two situations which are separated by time. These contextual entities

are not comprehensive – others could be for example user’s rate and

direction of movement, user’s posture, user’s spatial relationship to

nearby users, relevant people available online, and so forth.

From the definition of context follows context-awareness, which is

defined as a property of a system to recognise and act upon changes in

consecutive situations (i.e. temporal snapshots) in a context. In order

for a system to be context-aware it needs to utilise context-aware

technologies. Based on my understanding of the field, technologies

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Background

Figure 3.1: Examples of changes in the contextual entities between two consecutive

situations

used in context-aware systems can be roughly categorised into front

ends, wireless networking, input technologies, output technologies,

smart tags, sensor devices, middleware and back ends. Table 3.1

presents these categories together with explanations and examples.

With regard to the example in Figure 3.1, various sensors could be

used to detect the status of the environment as well as of the users.

The current version of Heroes of Koskenniska utilises temperature,

illumination and humidity sensors. The user’s location is detected by

solving riddles at specific locations (Magic Spots).

Figure 3.2 illustrates how a context-aware system detects changes

between two consecutive situations in a context. Specifically, the sys-

tem detects changes (∆1 and ∆2) in contextual resources (Entity1

and Entity2) which form a subset of contextual entities that can

be observed by a given set of context-aware technologies and then

utilised by the system. In contrast, Entity3 is not a contextual re-

source because it is not detectable by the context-aware technologies.

Context-free resources are not dependent on a given context (e.g. a

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Table 3.1: Categories of context-aware technologies

Technology Explanation Examples

Front end

(mobile

device)

Connects user to the

back end and to other

users

Use mobile device to send and re-

ceive data to/from the context-

aware system

Wireless net-

working

Relays data between

wireless entities

Collect data from a wireless sensor

network and relay them to the mid-

dleware

Input de-

vices

Receive data and com-

mands from the user

Use movement-based sensors (e.g.

Microsoft Kinect) to allow natural

interaction with the system

Output

devices

Present content to the

user

Use an augmented reality soft-

ware module to view 3D objects

through the mobile device’s camera

viewfinder

Smart tags Link physical ob-

jects or places to the

context-aware system

Attach two dimensional bar codes or

RFID tags to museum objects in or-

der to make them detectable

Sensor de-

vices

Detect parameters of

various contexts (e.g.

physical, personal)

Adapt learning activities accord-

ing to learner’s location (GPS) and

stress level (skin conductance sen-

sor)

Middleware Relay contextual data

between the data

providers (sensors,

input devices, smart

tags) and the back end

Wireless sensor network sends col-

lected readings to the middleware

which sends it to the back end and

monitors data integrity at the same

time

Back end Contains business logic

of the context-aware

system

A context-aware game engine which

presents challenges to the user based

on context information acquired

through middleware

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Background

theory or general knowledge of a topic). By being aware of the con-

textual resources and changes in them, a system can adapt both the

contextual and context-free resources to fit the user’s current situa-

tion. As a result, the system provides the user with context-sensitive

materials and activities with high relevance to the user’s situation. In

the case of Heroes of Koskenniska, contextual resources form a subset

of all possible contextual entities. These contextual resources include

timestamps, the user’s location (coarse and fine), temperature, hu-

midity, illumination, nearby users and previously visited spots.

Figure 3.2: Detection of changes between situations in a context-aware system

which produces context-sensitive materials as output

The amount of context-awareness required is specific to the ap-

plication – in some cases knowing the user’s location within a ge-

ographical area is enough [4] whereas in other applications it may

be necessary to detect the parameters of the surrounding environ-

ment [50,59]. Sometimes it may even be necessary to detect changes

in the user’s body [3]. As creating a highly context-aware system re-

quires money and time, trade-offs are necessary in the design process.

Furthermore, state-of-the-art technology can also become a burden if

it is not integrated properly, resulting in a situation where the tech-

nology is disrupting the user experience [44] or the system simply

does not work because of a lack of technical maintenance skills.

There are other works which discuss context-aware systems and

the role of context in them (e.g. [5,18,55]). My definition of a context-

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

aware system in Figure 3.2 relates closely to Lonsdale et al.’s frame-

work which is based on content recommendations [55]. In this frame-

work a context subsystem uses metadata from the context, including

the user, and the content to provide recommendations as to what

type of content would be appropriate for the users in their current

situations. The context is defined hierarchically so that the over-

all context comprises context states, context substates and context

features. Figure 3.3 compares the Lonsdale et al.’s context-aware

system framework to mine (see Figure 3.2). The main difference be-

tween the two frameworks is that my framework also accounts for

such contextual entities that are not currently detectable by the sys-

tem (i.e. Contextual Entity 3 in Figure 3.3) but could be included in

a later stage of development. Context Substate does not correspond

to a set of Contextual Entities because the former leaves out some of

the potential Context Features.

Figure 3.3: Comparison of two context-aware system frameworks: Lonsdale et

al. [55] (left) and mine (right)

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Background

3.3 CONTEXT-AWARE LEARNING SPACES (CALSs)

Context-aware learning is a fairly new concept in the domain of edu-

cational technology and it utilises resources of the surrounding con-

text. Context-aware learning typically takes place in informal learn-

ing settings where the context is rich in terms of learning possibilities.

It builds on the foundations of mobile learning (m-learning) in which

the learners with mobile devices have time and location independent

access to learning resources (see e.g. [21, 62, 77]). A major challenge

in m-learning is that the richness of the surrounding context is not

considered. This means that the same learning material can be stud-

ied at home, at school, in a bus or in a park, thus the surrounding

context is disregarded and the learner’s attention can be too much

focused on the mobile device’s screen [23]. As a remedy for ignoring

the contextual relevance in m-learning, context-aware learning (also

built on portable handsets) integrates the surrounding contextual re-

sources into the virtual learning content. A mobile handset delivers

context-sensitive instructions and learning tasks to the learner and

provides relevant feedback upon the learner’s actions. Because of the

context-sensitiveness of the learning content, the learner is encour-

aged to make observations of and to interact with surrounding objects

and phenomena. Context-sensitiveness is achieved by context-aware

technologies as described in Section 3.2.

A learning environment which makes use of a context-aware sys-

tem is referred to as context-aware learning space (CALS). The term

“learning space” in this case refers to a combination of physical and

virtual realities in which the learning takes place. A typical CALS

comprises a number of mobile devices (clients), wireless connectiv-

ity, a server, a set of context-aware technologies and a collection

of context-sensitive learning content and activities. CALSs can be

further divided into pervasive learning spaces (PLSs) and ubiquitous

learning spaces (ULSs). Although the terms “pervasive learning” and

“ubiquitous learning” are sometimes used as synonyms, this research

distinguishes the two at the level of the learner’s mobility in respect

to the context. A PLS is built for a specific context (e.g. a mu-

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

seum) whereas a ULS spans across several contexts (e.g. multiple

locations in a city). Figure 3.4 illustrates the differences between

pervasive learning, ubiquitous learning, mobile learning and desk-

top computer based learning in the domains of learner’s mobility

and context-awareness. This division was adapted from the idea of

Lyytinen and Yoo [57] and it has also been elaborated by Ogata and

Yano [66].

Figure 3.4: Types of learning according to context-awareness and learner mobility

Many research projects have been initiated to build learning en-

vironments which are context-aware at various levels. A selection of

these CALSs are presented in Table 3.2 which also indicates whether

the systems are ULSs or PLSs, i.e. do they span across different

contexts or not. Information on context-awareness in the systems

is also provided. Context-awareness is most commonly achieved by

establishing position of the users but these examples show that also

more advances technologies have been used, such as sensors.

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Background

Table 3.2: Examples of context-aware learning spaces

CALS Purpose PLS/

ULS

Context-awareness

Ambient

Wood [71]

Support contextualised sci-

entific inquiry during school

field trips in forests

PLS Light and humidity

sensors, GPS for user

positioning

Augmented

Knight’s Cas-

tle [32]

Facilitate children’s playing

and learning by technologi-

cally augmented toys

ULS RFID for object detec-

tion

GreenSweeper [36] Increase awareness of green

areas in an urban environ-

ment through a game similar

to Mine Sweeper

ULS Manually inserted used

location, captured

images for detecting

greenness

Context-

sensitive mi-

crolearning

environment [6]

Learn second language vo-

cabulary through interaction

with everyday objects

PLS Object/furniture usage

sensors, water flow sen-

sors, accelerometers,

RFID

Cyberguide [1] Provide a context-sensitive

tour to the visitors of a re-

search laboratory

PLS Infrared positioning

Environmental

Detectives [47]

Support learning of envi-

ronmental science through a

multiplayer real-world simu-

lation game

ULS GPS for user position-

ing

JAMIOLAS [34] Learn Japanese mimicry

and onomatopoeia through

context-aware learning

activities

ULS Wearable and wireless

sensors, RFID for user

positioning

LORAMS [65] Learn and share everyday

tasks through context-aware

videos

ULS RFID for object detec-

tion

Nottingham

Castle Museum

gallery (MO-

BILearn) [56]

Receive context-sensitive in-

formation on paintings in a

gallery

PLS Ultrasound tracking

for user positioning

REXplorer [4] Support touristic context-

aware exploration of Regens-

burg city through a game

PLS Camera-based motion

detection, GPS for user

positioning

Via Miner-

alia [31]

Explore a mineral collec-

tion through a treasure hunt

game

PLS RFID for object detec-

tion

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

To establish characteristics of a CALS, two literature analyses

were conducted. In the first literature analysis (paper I) it was dis-

covered that mobile devices can be used in a CALS for data collec-

tion, content representation, communication, navigation and notifi-

cations. The same analysis suggested that client-server architectures

were prevalent in the systems. The popularity of the client-server

approach can be explained by the fact that the processing power of

mobile devices may be too limited for many use cases. Additionally,

it makes content maintenance easier as well as enabling multiuser

features. Finally, the first literature analysis indicated the lack of a

pedagogical model for CALSs.

In the second literature analysis (paper II), inspired by the lack of

a pedagogical model, a set of pedagogical characteristics for pervasive

learning spaces was derived (PLSs, a subset of CALS). The literature

focused on constructivist approaches to situated learning, authen-

tic learning, contextual learning, group-based learning, exploratory

learning, problem-based learning and museum learning. I combined

appropriate characteristics of these approaches as none them alone

was suited for a PLS. As a result, 15 characteristics were identi-

fied which were later extended to 18 (paper V). The characteristics,

presented in Table A.1, are categorised into five groups: (i) user pro-

files and perspectives; (ii) interaction and collaboration; (iii) owner-

ship; (iv) authenticity and relevance; and (v) support and assessment.

These characteristics can be used to evaluate the potential of a PLS

as a learning tool. The results can be applied also to ULSs and there-

fore to all CALSs because a ULS can be thought of as a collection of

interrelated PLSs [51].

3.4 TECHNOLOGY INTEGRATION IN EDUCATION

The term technology integration refers to the process by which a

technology (typically digital) is introduced into a classroom so that

the teacher and the students can use it effectively for pedagogical

purposes. Technology integration in formal education has been re-

searched extensively [7, 20,53,60,81,82].

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Background

Koehler and Mishra [48] have introduced the TPCK (Techno-

logical Pedagogical Content Knowledge) framework for technology

integration in formal education. The TPCK framework is based on

Shulman’s PCK (Pedagogical Content Knowledge) model which sug-

gests that a competent educator should master both knowledge of

pedagogy and knowledge of content [79]. Koehler and Mishra com-

plemented the PCK model by adding the component of technology

to it so as to meet the requirements of the current trends in ped-

agogy where various educational technologies are being increasingly

combined.

Koehler and Mishra are not the first authors attempting to at-

tach a technology component to the PCK model of Shulman. Ear-

lier related works such as Keating and Evans [45], Pierson [67] and

Niess [63] also used the PCK model when addressing the challenge of

technology integration in classrooms. This research uses Koehler and

Mishra’s framework as a reference due to its comprehensive and clear

representation. Furthermore, the distinction and analysis of different

combinations of the core components can be attributed to them.

Koehler and Mishra utilise the concepts of affordances and con-

straints in the technology integration process [48]. Affordances are

enabling features of an object or an environment that allow an indi-

vidual to perform an action1. Constraints are a limiting force which

sets restrictions to the use of technology in regard to pedagogy. For

example, teachers can use traditional chalkboards to present text

and hand-drawn graphics (affordances) but they are not able create

multimedia animations with them (constraint). Together affordances

and constraints define how a technology can and cannot be used for

educational purposes in a given context. Although traditional instru-

ments such as chalkboards, overhead projectors and posters can be

considered as technologies for education, this research focuses more

on digital technologies.

The aforementioned studies on technology integration concen-

trated on formal classroom settings. There are also research which

1http://en.wikipedia.org/wiki/Affordance (Retrieved: November 23,

2011)

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

focus on technology appropriation and acceptance in the context of

mobile learning. Waycott [90] proposes the Tool Integration Process

(TIP) model for analysing how the possibilities and constraints of a

new mobile tool can mediate or change activities that the tool was

built to support. This way of adopting and shaping a technology for

new purposes while it is being used is referred to as appropriation.

The TIP model, as illustrated in Figure 3.5, uses the foundations

of activity theory, thus integrating the concepts of actions, opera-

tions, contradictions and breakdowns into the flow of events. Being

user- and task-centric, the TIP model does not take into account the

effects of the tool on the surrounding pedagogical setting (e.g. in-

structor and other learners) or to the surrounding context. However,

it is useful for exploring how the learners adapt new technologies for

new purposes that the designers of the technology did not consider.

Figure 3.5: Tool Integration Process (TIP) model for mobile learning (adapted

from [90])

Jones and Issroff [43] analysed the motivational issues of mobile

learning from two perspectives: technological appropriation ( [11,90])

and Jarvela et al.’s model of coping strategies [41]. Through case

studies they conclude that Waycott’s TIP model [90] is useful for un-

derstanding the larger contextual aspects of the use of mobile tech-

nologies, whereas the model of coping strategies is more applicable

to small incidences of learning.

As a third example of research on technology integration in mobile

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Background

learning, Huang et al. complement the Technology Acceptance Model

(TAM) [16] with two factors that they identified to cause individual

differences in mobile learning: perceived enjoyment and perceived

mobility value [35]. Huang et al. show that these two factors can be

used to predict user acceptance of mobile learning. This result may be

useful for predicting the success of technology integration in mobile

learning environment but may not be applicable to context-aware

learning spaces which typically comprise a versatile set technologies

in addition to a mobile device.

3.5 SUMMARY

This chapter summarised the central concepts of this dissertation and

while doing answered the research question Q1: What features char-

acterise context-aware learning spaces (CALSs) within the domain of

mobile-based learning tools? Specifically, the chapter presented the

interlinked concepts of informal learning, context-awareness, context-

aware learning space and technology integration. A CALS is based on

various context-aware technologies which, in turn, aid the CALS to

connect the resources of the physical context to virtual learning con-

tent, thus transforming the physical context into a learning space.

The ability of CALSs to utilise resources of the context (e.g. sur-

rounding objects) in the learning process makes them particularly

useful for informal learning activities in contexts such as museums,

science centres, urban areas, national parks and fairs. In principle,

CALSs can be applied to any context having rich learning contents so

as to facilitate context-aware learning activities and therefore release

the hidden pedagogical potential within the context.

The majority of technology integration research efforts have con-

centrated on formal classroom-based education. However, it is equally

important, if not more so, to consider the role and the effects of tech-

nology integration in informal learning settings. The importance of

proper technology integration is particularly high in CALSs where

the technology plays a significant role in the learning process. Since

the concept of a CALS is novel, technology integration research has

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

not yet been applied to it. This research is motivated because without

a proper integration of technology a CALS may distract and annoy

the learners instead of leading them to the flow [14].

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4 Platforms for CALS

Four years of research and development activities culminated in the

creation of two CALS platforms: the Myst platform and the HoK

platform. Both platforms were created for game-based CALSs but

they can be used for other types of learning activities as well. The

following sections present these platforms together with short descrip-

tions of the CALSs that were created on the platforms. Finally, this

chapter ends with a description of the characteristics of a reusable

CALS platform. The aim is to answer the research question Q2: How

can a CALS platform be constructed?

4.1 THE MYST PLATFORM

Similar to many other CALSs (see Section 3.3), the Myst platform

(not to be confused with the commercial Myst game series) is based

on a client-server architecture through Nokia’s Multi-User Publish-

ing Environment (MUPE) [83]. The working principle of MUPE is

presented in Figure 4.1 in which the Java-based MUPE server pushes

requested content to the J2ME-based MUPE client in XML (eXten-

sible Markup Language) format, and the client renders the XML to

display the corresponding user interface screen on the mobile device.

The MUPE client has a plugin development interface which can be

used to extend the client’s functionalities. The current set of plugins

include for example support for GPS, NFC (Near Field Communica-

tion) and 2D bar codes. MUPE was chosen as the basis for the Myst

platform because of its portability and the ease of deployment and

maintenance as most operations are performed on the server side.

The Myst platform offers various game-like features to be used in

CALSs. The most central features are enigmas which are a collection

of challenges that the learner must solve. Enigmas are sensitive to the

context in which the learner is, thus the learner must pay attention

to the surrounding context in order to solve them. Enigmas come

in many flavours, ranging from text-based queries to take-a-picture

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Figure 4.1: Working principle of MUPE

tasks in which the user must locate an object based on a description

and read a smart tag attached to it with a mobile device (i.e. treasure

hunt). In addition to CALSs based on query-driven activities, the

Myst platform also supports CALSs with a story-based structure,

thus all Myst-based CALSs can be divided into story-telling games

and treasure hunt/adventure games.

Another feature provided by the Myst platform is evidence record-

ing in which the player takes pictures of some details of the physical

context and attaches comments on the pictures. These recordings,

appended with meta information such as player’s nickname, location

and time stamp, are stored on the server and can be presented on the

game website. The website is a feature of the Myst platform which

must be customised for each game instance. Dynamic content on the

website can include basic information of the game, instructions, game

results (points), and galleries of recordings and collaborative battle

(in which all players’ points are accumulated and compared against

those of a common enemy).

The Myst platform has been used in eight game-based CALSs

in various contexts. Table 4.1 shows these CALSs with descriptions

and basic elements (adapted from paper III which describes the Myst

platform in detail). The three SciMyst games only differ by content,

hence they are grouped under one entry in the table.

As shown in Figure 4.2, the high-level architecture of the Myst

platform can be divided into four distinct interconnected parts: the

server, the clients, the physical environment, and the off-site exten-

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Platforms for CALS

Table 4.1: CALSs based on the Myst platform

Game Purpose and location Elements

SciMyst

(3 games)

Scientific treasure hunt for

exploration of the SciFest

science festival in Joensuu,

Finland

Multiple choice questions,

find-an-object tasks, record

impressions, collaborative

battle, website

AdeMyst Promotional treasure hunt

for ADE Oy’s products and

services in Helsinki, Fin-

land

Multiple choice questions,

find-an-object tasks, record

impressions

TekMyst Treasure hunt on simple

machines for the Museum

of Technology in Helsinki,

Finland

Multiple choice questions,

multiple skill levels, find-an-

object tasks, record impres-

sions, collaborative battle,

website

LieksaMyst Storytelling time-travel

game for learning how peo-

ple used to live in the past

at the open air Pielinen

Museum, Lieksa, Finland

Interaction with past char-

acters through a story, mul-

tiple choice questions, find-

an-object tasks, alternative

story branches, guest book,

website

EdTechMyst Treasure hunt to demon-

strate the Educational

Technology research group

at the University of Eastern

Finland, Finland

Multiple choice questions,

find-an-object tasks, record

impressions, collaborative

battle, web site

UFractions Storytelling adventure

game for learning fractions

with two leopards who

are interacting with the

learner. Developed for

South African context but

also deployed in Finland

and in Mozambique.

Interaction with leopards

through a story, usage

of fraction rods, multiple

choice questions, open-

ended questions, record

evidence of fractions,

collaborative battle, alter-

native story branches, guest

book, website

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

sion. These components are described in detail in paper III. Context-

awareness in Myst-based CALSs is primarily established through ob-

jects tagged either with two dimensional bar codes or short alphanu-

meric codes. The use of NFC tags is also supported but none of

the Myst-based games uses them due to lack of support in client de-

vices at the time of creating the games. Through the smart tags the

server is aware of the user’s presence next to the objects and can also

establish a rough estimate of the immediate social contexts of the

users.

Figure 4.2: The Myst platform architecture

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Platforms for CALS

4.1.1 SciMyst 2007-2009

SciMyst is a CALS which takes the form of a treasure hunt game

played in 2007-2009 at the annual SciFest science festival in Joen-

suu, Finland. Players of SciMyst used mobile phones to explore the

festival arena and to solve enigmas related to the exhibitions and

workshops. Each version of SciMyst has a special theme, and be-

fore the game starts the player is familiarised with the theme. The

player can then choose to play alone or team up with friends or family

members for collaborative exploration. All three versions of SciMyst

use multiple-choice challenges and take-a-picture tasks in which the

player must locate a specific object based on a given description and

take a picture of a 2D bar code tag attached to it (see Figure 4.3).

The player’s location is established by 2D bar codes as well. All

correctly solved enigmas yield points for the player. At the end of

the game the player has to complete the last challenge where the ac-

quired knowledge is tested by repeating some of the game’s enigmas

in a limited time. The game area is divided into coloured sections

and the player is provided with a map of the area, including mark-

ers on the locations of workshops and area tags. If the player needs

help with solving an enigma, they can use context help to receive a

hint, contact other players through the multiplayer help feature of

the game, or interact directly with the festival exhibitors. SciMyst

also utilises the impression recording feature of the Myst platform

to allow the player to capture memories of the festival. The game

has also a website which presents all player-generated content. The

concept and details of SciMyst are described in [38].

4.1.2 ADEMyst

ADEMyst is a treasure hunt game for promoting products and ser-

vices of ADE Oy, a Finnish company specialising in 3D animations

and visual design. After having seen SciMyst in action, the com-

pany representatives wanted to build a game on the Myst platform

for promoting their business in a public relations event. A new game

was build rapidly and showcased successfully during a one day event

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Figure 4.3: SciMyst (2007) player recording a 2D bar code

in Helsinki in 2007. The game’s features were identical to those of

SciMyst 2007 except the website which was omitted. This positive

experience was the first indication that the platform could work in

different contexts and for different purposes.

4.1.3 TekMyst

TekMyst is a game recontextualised from SciMyst for the Museum

of Technology in Helsinki, Finland. One of the main motivations

to create TekMyst was to test whether the SciMyst concept and

technology could easily be ported to a different context, a space

filled with machines and technological innovations. TekMyst is based

on the SciMyst code but some game rules were changed, a mech-

anism for multiple game levels was added, and the user interface

was customised. The TekMyst theme featured a magical kingdom of

knowledge-sharing ants and their battle against ignorance and lazi-

ness which threatened the kingdom. The game was deployed and

tested with several school groups during one week in August 2008.

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Platforms for CALS

More information about TekMyst, including its design process, is

available in [39].

4.1.4 EdTechMyst

EdTechMyst is an application of the SciMyst concept to the Ed-

ucational Technology research group’s (EdTech) laboratory at the

University of Joensuu (now the Joensuu Campus of the University of

Eastern Finland). The objective of the game is to familiarise a visitor

with the EdTech group’s research activities and demonstrate the ca-

pabilities of the Myst platform at the same time. As with ADEMyst,

EdTechMyst was created within a very short period of time and it

has been demonstrated to various visitors to the research group since

its emergence in 2008.

4.1.5 LieksaMyst

LieksaMyst is a CALS created for the open air Pielinen Museum in

Lieksa, Finland. The concept of LieksaMyst differs from the afore-

mentioned games because it is a suite of applications including a

story-based game, a database discovery tool, an NFC-based knowl-

edge retrieval tool (prototype) and a story editor. The story-based

game is the most complex feature of the system and its concept also

differs from earlier treasure hunt games. Whereas the aforementioned

games are based on competitive quizzes, LieksaMyst offers a relaxed

(no time limits, no competition) way to make a journey back in time

to visit fictitious characters from the past who live in the museum

buildings (see Figure 4.4). The characters tell the player how life

is like in their respective periods of time, and ask for assistance in

performing various daily activities such as weaving carpets or churn-

ing butter. Relevant sound effects are used to create an authentic

atmosphere. Mobile phones are used for interacting with the char-

acter who ask the player various questions and ask them to locate

specific museum objects. By embedding these objects into the story,

the game teaches the player the usage of and the connections be-

tween the objects. The technology used in LieksaMyst is based on

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

the technology of previous games but modifications were needed in

order to accommodate the story-based game structure and changes

in the rules. However, these modifications were made while retaining

the platform’s flexibility for the future game releases.

Figure 4.4: Excerpts from the story of Jussi the forest worker

Currently, LieksaMyst has two stories in two locations: a story

of Anna, a warm-hearted 40 year-old lady of the Virsuvaara house

(the largest building in the museum) in 1895, and Jussi, a 30 year-

old unmarried forest worker who lives in a forest camp in the 1930s

and has manners comparable to lumberjacks of that time. More

information about the LieksaMyst CALS and its design process is

presented in [40].

4.1.6 UFractions

The last Myst-based game is UFractions (Ubiquitous Fractions) which

was developed for students in South African rural middle schools.

The development process of UFractions was financially and tempo-

rally constrained, and a decision was made to base it on the story-

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Platforms for CALS

telling concept of LieksaMyst and mix it with competitive features

of SciMyst. The game features a story of two leopards on a mobile

phone and a set of colourful fraction rods (Cuisenaire rods) which

are used to solve the challenges presented on the phone (see Fig-

ure 4.5). In the story the player’s task is to help a mother leopard

and her cub through mathematical problem solving. For each cor-

rectly solved fraction challenge the player is rewarded points. The

game has an introduction part, followed by three levels of varying

difficulty of which the player can choose one or play all of them. In

addition to the story, the game has a feature which allows the player

to use the phone’s camera to record evidence of fractions from the real

world and share this evidence with a comment on the game’s website.

The game’s website also contains statistics related to players’ perfor-

mance individually and collaboratively, and guest book entries that

the players can submit at the end of the game play from the phones.

The design process and the features of UFractions are described in

detail in [87].

Figure 4.5: An example of a mathematical challenge in UFractions

UFractions was tested in South Africa (2009), in Finland (2010)

and in Mozambique (2011). Consequently, the content has been made

available in English, in Finnish and in Portuguese. A development

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

activity has also started towards the creation of intelligent fraction

rods which are monitored in real time by the game so as to analyse

the player’s actions and act upon them (e.g. instant feedback) [80].

This technology, however, has not yet reached its maturity and thus

has not been evaluated with learners.

4.2 THE HOK PLATFORM

When the development of the Heroes of Koskenniska CALS com-

menced (see Section 4.2.1), the game concept was envisioned to be

different to the Myst-based games in terms of context-awareness and

content structure. In the Myst-based games, context-awareness is

mostly based on detecting the locations of the users and the objects,

and content is arranged according to pre-defined screen types within

enigmas. In addition to detecting locations, Heroes of Koskenniska

required deeper contextual information from the surrounding envi-

ronment. Additionally, a more flexible content structure was required

which would enable the designer to easily utilise existing screen types

or create new ones.

Figure 4.6 presents the architecture of the HoK platform which is

also based on the MUPE software. The content structure follows the

Model-View-Controller architecture in which the data model (learn-

ing content) is separated from the view (representation of the content)

and control (user input mechanisms). This way the same data can

have alternative representations which, in turn, can have alternative

input mechanisms. The HoK platform has also the ESN (Environ-

mental Sensor Network) Manager (middleware) for handling incom-

ing data from sensors deployed in the environment. The support for

environmental sensor data adds another layer of context-awareness

to the platform. More details about the HoK platform is available in

paper IV which discusses the creation of the platform and the Heroes

of Koskenniska game.

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Platforms for CALS

Figure 4.6: The HoK platform architecture

4.2.1 Heroes of Koskenniska

Heroes of Koskenniska is a CALS combining mobile and sensor tech-

nologies in a natural context to provide the means to raise environ-

mental awareness among visitors of the Koskenniska Mill and Inn

Museum area in North Karelian Biosphere Region1 in Eastern Fin-

land. The area consists of four museum buildings, a sauna, a forest,

a river and a lake. Readings from an Environmental Sensor Net-

work [59] provide background data for the game where the player

traverses the forest and the museum area while performing various

learning activities. Figure 4.7 shows a team of two players in the for-

est area of Koskenniska. The player’s location is established by using

riddles which are connected to specific locations and which must be

solved before the game can be continued. The story of the game has

references to the Finnish epic story Kalevala and it interweaves con-

cepts such as the beginning of life, the afterlife, the meaning of time,

1Part of UNESCO’s Man and the Biosphere Programme

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

energy and animals. The game has three levels ordered by increasing

difficulty. Each level has three Magic Spots specific to physical loca-

tions and themes. The player can freely choose the traversal order

of the Magic Spots within a level. Each Magic Spot has a number of

challenges which can be text-based multiple choice questions (with

one or more correct answers), image-based tasks where the player

must pick a correct image from several possibilities, or special spot

activities in which the player must perform hands-on activities such

as building a bark boat and taking a picture of it. Each challenge can

have any number of screens which introduce the player to the chal-

lenge before the actual challenge screen. A more detailed account

on the Heroes of Koskenniska game is available in paper IV and [50]

describes the environmental sensor network implementation.

Figure 4.7: Two players solving a challenge in Heroes of Koskenniska

4.2.2 TekGuide and TekGame

TekGuide and TekGame are two applications that together form a

CALS based in the Museum of Technology in Helsinki. The HoK

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Platforms for CALS

platform was chosen for creating these applications due to the higher

degree of flexibility of content structure than that enabled by the

Myst platform. The ESN Manager of the HoK platform is not used,

but the platform was modified to introduce some new challenge types

and rules that were not present in Heroes of Koskenniska. Both

TekGuide and TekGame are operated with a mobile device which

the visitor carries in the exhibition hall. TekGuide takes the visitor

to a tour through the four thematic areas of the museum by using

text, images and sound effects as well as audio narration. The visitor

may choose their pace and go back and forth between the screens of

information. Long texts can be scrolled and images zoomed to fill

the entire screen. Sounds and narrations are played automatically,

and the visitor can stop or repeat the audio at will.

TekGame is a more complex and interactive application than

TekGuide. It is based on various objects embedded in the four the-

matic areas of the museum but the traversal order of these objects

can be decided by the player. Thus, there is no forced chronological

structure in TekGame as content created for each object forms an

independent entity. For the time being there are 13 objects included

in the game and for each object there are two challenges: one for

knowledge and one for creativity. Compared to Heroes of Kosken-

niska, TekGame has a few new challenge types such as an ordering

challenge in which the player sorts a list of items to some order. Addi-

tionally, there are Super Challenges with a higher degree of difficulty

that are shown after every three passed objects. The selection of

objects is done by recording 2D bar codes with the mobile phone’s

camera. As the platform is the same for TekGuide and TekGame, the

latter also utilises text, images and audio content. However, interac-

tion is of higher degree in TekGame due to increased possibilities for

user input. Unlike other CALSs presented in this chapter, TekGuide

and TekGame have not yet been evaluated nor described in previous

publications.

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

4.3 CHARACTERISTICS OF A REUSABLE CALS PLAT-

FORM

Because CALSs can be created for many different contexts and pur-

poses, there is a need for a flexible and reusable system architecture.

Such an architecture can be measured through the aspects of viability

and portability which are defined as follows (paper IV).

• Viability : the extent to which a given CALS can be adapted to

the requirements of new stakeholders or a subject matter

• Portability : the extent to which a given CALS can be trans-

ferred to a new physical context without adjusting the technical

implementation

If the architecture of a CALS allows flexible creation of new types

of applications in the same physical context with minimal develop-

ment efforts then the viability is high, whereas if a CALS is suited

only for a single purpose the viability is low. A CALS has low porta-

bility if deployment to another location requires significant changes to

the underlying system (e.g. rules, concepts, equipment). High porta-

bility allows a CALS to be transferred between physical contexts with

minimal changes to the original implementation.

Portability is high in both platforms as neither of them have com-

ponents fixed or dependent on the physical context. Viability of the

Myst platform is not at a high level because of its limitations in the

content structure representation and lack of a sensor data middleware

component. In contrast, the HoK platform’s viability is higher as it

remedies these shortcomings of the Myst platform. Furthermore, the

successful creation process of the TekMyst 2 game has informed us

that the HoK platform can be successfully applied to different pur-

poses and contexts (i.e. from environmental education in a forest to

history education in a museum).

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5 Technology integration in CALS

As has been previously defined in Section 3.4, technology integration

in a formal pedagogical context refers to the process by which a tech-

nology is introduced into a classroom to facilitate teaching and learn-

ing. In context-aware learning, technology integration can be seen as

a challenge for CALS design, implementation and deployment. This

is because CALS creators may not have the needed technical and con-

ceptual knowledge and skills to choose and integrate technologies into

the learning space. Without this know-how technology integration in

a CALS will result in disturbed learning experiences. For example, a

badly integrated technology may cause the learners to concentrate on

playing with the properties of the technology instead of performing

learning activities.

To my knowledge technology integration in CALSs has not yet

been researched. Furthermore, research on technology integration in

informal learning contexts has been overshadowed by the research

on technology integration in formal classroom settings. The impor-

tance of proper technology integration is particularly high in CALSs

where the technology plays a big role in contextualising the learning

content. The iterative process of technology integration in a CALS is

illustrated in Figure 5.1 (paper VII). The idea is that the first version

of a CALS is placed under evaluation of technology integration. The

results of the evaluation are utilised in the revaluation process which

diminishes the problems discovered in the evaluation, thus increas-

ing the pedagogical and motivational value of the CALS. Devaluation

may take place when when a technology breaks or becomes obsolete.

In this case revamping the CALS with a new technology is needed.

After revamping a new evaluation should be performed to ensure

successful integration of the new technology.

Waycott’s Tool Integration Process (TIP) model [90] was previ-

ously illustrated in Figure 3.5. We can compare the TIP model to

the technology integration process shown in Figure 5.1. Waycott’s

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Figure 5.1: Technology integration (TI) process in a CALS

model is user- and task-centric, and it aims at identifying new ways

of using a mobile technology, such that were unforeseen by the de-

signers. This information can be used to offer new opportunities

for further technology integration and development. In contrast, the

CALS technology integration process covers the entire cycle of tech-

nology integration from emergence to evaluation and from improve-

ment to degeneration. The TIP model could be used to complement

the CALS technology integration process by identifying new ways of

using the CALS. However, since the TIP model was developed for

the purpose of mobile learning, it may need to be adjusted to match

the setting of context-aware learning. Such development is out of the

scope of this research.

To tackle the challenge of technology integration in CALSs, the

following sections present a model to describe requirements of tech-

nology integration and a tool for evaluating technology integration in

CALSs.

5.1 TECHNOLOGY INTEGRATION MODEL

The proposed technology integration model, presented in paper V

and illustrated in Figure 5.2, concerns various requirements which

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Technology integration in CALS

should be met by the integrated technology. Each main require-

ments category (tips of the triangle) is further divided into more

specific requirement categories. The context requirements cover the

requirements and restrictions set by the context’s available resources,

culture, technology, environment, social aspects and scheduling. The

pedagogical requirements in this case are formed by a set of character-

istics for pervasive learning spaces (a subset of CALS, see Section 3.3).

These requirements cover categories of user profiles and perspectives,

interaction and collaboration, ownership, authenticity and relevance,

and support and assessment (paper II). Finally, the design require-

ments include subcategories of context-awareness, game dynamics,

interaction, and content design. Each requirement category has a

critical factor and they are: unobtrusive technology for the pedagog-

ical requirements; available resources for the context requirements;

and context-awareness for the design requirements.

Figure 5.2: Technology integration model for CALSs (critical factors marked with

asterisks)

Paper VI continued the work on the technology integration model

by dividing technology integration into passive and active compo-

nents. This division was done according to the roles of technology in

the integration process as follows.

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

1. Passive integration: technology must be integrated into the

CALS so that it becomes subtle and unobtrusive to the learner

and to the context. In other words, technology is the object of

integration.

2. Active integration: technology must integrate the contextual

resources and context-free resources into the CALS and make

the system adaptive to the changing situations of the context,

including users within. In other words, technology is the subject

of integration.

This division is necessary in order to manage the technology’s

direct and indirect influence on the learners. Both active and pas-

sive integration are driven (or restrained) by available resources (Fig-

ure 5.3). Passive integration aims at achieving unobtrusiveness of the

technology from the learners’ and the context’s perspectives so that

the learning process and the context will not be disturbed by the

technology. The integrated unobtrusive technology is used to pro-

vide context-awareness to the active integration process via contex-

tual resource detection. The goal of active integration is to establish

context adaptation [51] within the system. This means that when

the situation in the target context changes, the technology automat-

ically adapts the contextual and context-free resources to the new

situation.

In addition to passive and active integration, the requirements

defined by the model and the critical factors can be used by a CALS

designer to prepare and assess a plan for integrating technologies into

a CALS. Once design and implementation have been completed, it

is necessary to evaluate the outcome of the technology integration

process. To verify the need for technology integration evaluation, the

aspects of active and passive integration were applied to the evalua-

tion of the UFractions game (see Section 4.1.6) in South Africa and

in Finland. The tests were conducted with 105 and 104 eighth grade

pupils in South Africa and in Finland respectively. The data set

was designed for investigating the reverse transfer process of UFrac-

tions [51] where a technology, which was designed and developed in

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Technology integration in CALS

Figure 5.3: Passive and active integration of technology in CALSs

and for a technology-alien context (South Africa), was transferred to

a technology-familiar context (Finland). Relevant metrics of the data

set were used so as to evaluate the direct and indirect influence of the

technology on the pupils. The results, presented in paper VI, sug-

gest that particularly active integration failed in the Finnish context

as the technology indirectly influenced the pupils by not providing

contextualisation of the game content. Passive integration was fairly

successful as there were no technical issues and most pupils received

the technology well, but there were some individual pupils whose

learning processes were disturbed by the technology.

During the evaluation it was observed that the lack of active or

passive integration may cause various disturbances to the learning

process. These disturbances do not necessarily affect the majority

of the test participants, hence a qualitative approach was required.

By analysing the qualitative data from questionnaires, interviews and

observations, sixteen disturbance factors were discovered which relate

either to active (9) or to passive (7) integration of technology. Ta-

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

ble C.1 describes the disturbance factors with indications that map

the relevant evidence to the factors. Column I indicates whether

the factor relates to active (A) or passive (P) integration. Identified

disturbance factors are grouped by the learner’s areas of experience

which are affected by the disturbance factors. The disturbance fac-

tors “Below ZPD” and “Beyond ZPD” refer to Vygotsky’s Zone of

Proximal Development [88].

5.2 TECHNOLOGY INTEGRATION EVALUATION TOOL

The technology integration evaluation shown in the previous section

yielded interesting results. Particularly the identified disturbance

factors are useful for guiding the improvement process of UFractions.

However, as described above, the data set used was not designed for

measuring technology integration in CALSs, hence calling for a ded-

icated tool for a deeper evaluation. For this purpose a technology

integration evaluation tool was created (paper VII) by grounding

it on the technology integration model and on the TPCK framework

for classroom-based technology integration [48] (see Section 3.4). The

evaluation tool uses the viewpoints of the learner, the educator and

the context to measure the critical factors (unobtrusiveness of tech-

nology, availability of resources and context-awareness) as well as af-

fordances and constraints (from the TPCK framework) in the target

CALS. These aspects formed the basis of the evaluative questions for

the viewpoints of the learner, (Table B.1), the educator (Table B.2)

and the context (Table B.3). These questions are to be used as a

starting point for creating data collection instruments. For example,

the question “How do the learners perceive the technology?” can be

answered by asking the learners’ opinions on and experiences with

the technology (e.g. mobile devices) as a part of the CALS.

The evaluation tool also measures general perceptions of the CALS.

These data include likes, dislikes, suggestions for improvements, mo-

tivation and applicability to other contexts. These aspects can be

used to evaluate the attractiveness of the CALS as a learning tool

both from the learner’s and the educator’s perspectives.

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Technology integration in CALS

After creating the evaluation tool, an evaluation of UFractions

was performed in the Mozambican context, and was targeted at

70 pupils at two schools in Maputo. Only the learner’s viewpoint

was considered in this evaluation which is presented in detail in

paper VII. Applied evaluation instruments are presented in Ap-

pendix D. As a result, 22 disturbance factors were identified which

are described in Table C.2. The disturbance factors were derived

using the same method as the evaluation described in Section 5.1.

All but one of the previously identified disturbance factors (16)

can be found within the 22 disturbance factors discovered with the

evaluation tool. Furthermore, the size of the data sets used in this

evaluation (70) was significantly smaller than the combined data set

used in the previous study in South Africa and Finland (209). The

participants in Mozambique were of a wider age range (10-32, average

13) than in South Africa and Finland where UFractions was tested on

eighth graders. Additionally, in Mozambique the participants were of

23 different nationalities, thus making the data heterogeneous. There

was also a high number (75) of significant correlations (equal to or

above 0.5) between quantitative statements of the questionnaire in

Mozambique. This informs us of the good quality (triangulation)

and the depth of the data. In contrast, in the South African data set

the number of significant correlations was 8 and in the Finnish data

set it was 29. These observations on the results indicate that the

evaluation tool outperformed the previous evaluation as it produced

more accurate results with a smaller data set. This suggests that

the evaluation tool is likely to speed up the technology integration

process of a CALS through a rapid evaluation procedure.

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6 Discussion

By identifying the concept and the characteristics of CALSs, I have

established the foundations on which researchers and educators can

base their future efforts on learning environment developments to-

wards richer and contextually relevant learning experiences. The

definitions used in this dissertation aim at creating a common vo-

cabulary for future work on CALSs. For example, previously the

terms pervasive learning and ubiquitous learning have been used in

some cases as synonyms but now they have well-defined meanings

that differ from each other. Furthermore, my definition of context-

awareness is generic enough to be used for other purposes apart from

CALSs.

The iterative development processes of the Myst and the HoK

platforms show the elements that a viable and portable platform for

a CALS should contain. Successful design and implementation of ten

game-based CALSs on the two platforms indicate that the proposed

platforms can be used for many different contexts and purposes. A

question remains whether the platforms would be suitable for a CALS

without game-like features. To my understanding they would, as both

platforms support flexible use of text, graphics and sounds to present

the learning content. For example, instead of a quiz-like structure of

SciMyst at the SciFest festival, the Myst platform could be used to

create an interactive tour guide for the festival. However, I argue,

with support from Malone [58], that it is through games that the

learners, particularly children and young adults, can better immerse

themselves in the flow [14] through increased intrinsic motivation.

Hence, although the Myst platform and the HoK platform can be

used for CALSs without game-like features, the gaming approach is

recommended especially for young learners.

Technology integration has received much attention in the context

of traditional classroom-based learning but in the domain of informal

learning, particularly in context-aware learning, the issue has not

received similar attention. While a CALS at its best can provide

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

highly interactive and engaging learning experiences, the technical

complexity might be high, thus leading to issues of badly integrated

technology. The technology integration model for CALS was created

to assist CALS designers to choose and apply technologies based

on various requirements set by the context, the pedagogy and the

design. Technology integration was further divided into active and

passive integration. Both integration types are important to con-

sider, as was suggested by the evaluations of the UFractions CALS

in three different contexts (papers VI and VII). Therefore, an im-

portant implication is that in order for a CALS to be pedagogically

and motivationally effective, its technology must be unobtrusive and

subtle to the learner while adapting contextual resources to match

the learner’s profile and the context’s requirements.

The concepts of active and passive integration are generic enough

to be applicable to other contexts as well. In a formal classroom-based

pedagogical setting technology integration is usually performed in a

passive manner, i.e. technology is introduced to the context with

appropriate training for teachers and students. However, active inte-

gration could also be applied so as to make the technology in the class-

room more responsive to the learners’ and the teacher’s preferences

and background knowledge. For example, a new technology could

provide a novice teacher with an extensive usage tutorial whereas a

more technology-savvy teacher would be given access to advanced

features of the technology. In a similar fashion, the active integration

process could ensure that the students would receive learning mate-

rials in preferred formats and compatible with the students’ previous

knowledge. This could be done for example by existing technolo-

gies used in intelligent tutoring systems [68] and content adaptation

systems [52].

Based on the model of technology integration in CALSs, a tool

was proposed for evaluating technology integration. Both the model

and the evaluation tool are novel approaches to scrutinise technol-

ogy integration in CALSs from an holistic perspective. The pro-

posed evaluation tool connects to the TCPK model by Koehler and

Mishra [48], thus building on firm theoretical foundations of technol-

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Discussion

ogy integration in classroom contexts. The evaluation tool was used

to assess the UFractions game in the Mozambican context in order to

measure the tool’s suitability for technology integration evaluation in

CALSs. The evaluation conducted with the tool yielded deeper re-

sults with a significantly smaller data set than a previous evaluation

without the tool (paper VI), hence indicating the efficiency of the

tool.

The proposed technology integration evaluation tool is not per-

fect. It performed well with UFractions but its limits and opportu-

nities with other CALSs are yet to be explored. Furthermore, the

evaluation presented in paper VII did not consider the viewpoints

of the educator and the context. Although the learner’s viewpoint is

the most critical, it is necessary to consider these other viewpoints as

well if comprehension of the big picture of technology integration in

a CALS is desired. The current version of the tool aims at delivering

an overall view of technology integration but in the future there may

be a need for specialised evaluations. For this purpose, I suggest that

a future version of the tool should have a suite of test instruments

which are organised by areas of experiences (e.g. user experience,

learning experience, social experience).

The evaluations of technology integration on the UFractions game

(both with and without the evaluation tool) revealed disturbance fac-

tors which guide the improvement process of a CALS. The identified

disturbance factors may indicate pitfalls in the design and imple-

mentation of future CALSs. This information is useful for CALS

designers who can now plan the use of technology so that the goals of

active and passive technology integration are met. Furthermore, the

areas of experience, which were used to group the disturbance fac-

tors, are useful for the CALS designers for ensuring that a variety of

different experiences are supported in a CALS. It is clear that there

are more disturbance factors and areas of experience to be discov-

ered by future studies. These results can be used as a starting point

towards a complete taxonomy of experience areas and related distur-

bance factors. Additionally, generalisability of the factors and their

experience areas to other learning environments apart from CALSs

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

should be investigated.

The results of a technology integration evaluation can be used

to inform the revaluation process in which the identified problems

and disturbances are diminished (Section 5). This important step

towards improving technology integration in a CALS is left for fu-

ture research. Assumptions can already be made on some aspects

about the revaluation process. First, a taxonomy of potential so-

lutions will be available with information on how each solution can

help to diminish the disturbances. Secondly, there will be separate

revaluation threads for active and passive integration because they

have inherently different goals. Improving passive integration should

be completed first because it may affect active integration through

context-aware technologies. Thirdly, in the passive integration user

experience [26] guidelines or similar tools can be used so as to decrease

the obtrusiveness of the technology. Fourthly, in the case of active

integration, content adaptation [52] could be a viable technology for

ensuring the content’s suitability for a learner in a given situation.

Common sense dictates that by diminishing disturbance factors

that were identified for UFractions, the game would better facilitate

learning because the learner would be less distracted. However, deter-

mining the pedagogical effectiveness of a CALS goes beyond common

sense and also beyond this dissertation. The results of this research

can merely be used to develop CALSs and to evaluate technology in-

tegration in them. To effectively evaluate the learning experience in

a CALS, the 18 pedagogical characteristics for CALSs (Appendix A)

could be used as the basis for evaluation instruments. Additionally,

it is necessary to use appropriate pedagogical assessment techniques

for a given subject matter in a long term exposure. These results

must then be compared to the results of a control group in order to

determine how much the learners who use the CALS actually benefit

from it. Another aspect that should be a subject to evaluation in ad-

dition to acquired knowledge and skills is motivation as it contributes

to the overall learning experience and attitude towards the content

matter.

Elimination of all problems and disturbances in a CALS is very

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Discussion

difficult despite of the use of state-of-the-art context-aware technolo-

gies. This is because the more technology is used, the harder it

becomes to manage the technical complexity and to make it unob-

trusive to the learner. Furthermore, price of technology is an effective

limitation in many projects and even if there would be infinite finan-

cial resources, it would not be possible for a system to be aware of

everything within a context. For example, detecting the most fine-

grained nuances of a human’s body and mind is currently not pos-

sible, and the physical environment with all its dimensions is a very

complex structure to monitor in an holistic manner. The good news

is that as the development of context-aware technologies advances

and they become more affordable, it will be possible to create highly

context-aware systems in financially constrained areas. These sys-

tems will converge towards Weiser’s vision on ubiquitous computing

where technologies “weave themselves into the fabric of everyday life

until they are indistinguishable from it” [92] while providing access

to the richness of hidden resources of the surrounding contexts.

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7 Conclusion

During 2007-2011, I was involved in the creation of ten context-aware

learning spaces in versatile contexts and for different purposes, includ-

ing but not limited to mathematics in South African and Mozambi-

can schools, environmental awareness in a Finnish forest, history in

an open air museum and a technology museum in Finland, and sci-

ence at a science festival in Finland. Additionally, I spent one year in

South Korea to become familiar with the state-of-the-art technolo-

gies, particularly sensors and wireless communications. The richness

of contexts provided the research with opportunities that would not

have been possible in a single context.

My role as a technical developer granted me a unique view over

the challenges and the opportunities posed by the target contexts

from a technical point of view. Each iteration of the exploratory

software development process provided me with new ideas to narrow

the focus of this research, which eventually led to the emergence of

the concept and the characteristics of CALSs, a technology integra-

tion model and an evaluation tool for technology integration. These

results fulfill the overall objective of this research which was to pro-

vide the developers with the tools for construction and evaluation of

CALSs in which technologies have been integrated effectively so that

they do not disturb the learner.

Research question Q1, “what features characterise context-aware

learning spaces (CALSs) within the domain of mobile-based learn-

ing tools?”, was answered by a literature analysis on existing CALSs,

state-of-the-art context-aware technologies and a number of pedagog-

ical approaches for informal settings. In the process I defined the con-

cept of CALS together with other interrelated concepts and derived a

set of characteristics which can be used in a CALS design process as a

checklist to increase the pedagogical value of the CALS. A challenge

with this research question is that, due to the rapid development of

technology, it is very laboursome to keep up-to-date with the latest

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

technologies. Consequently, the current state-of-the-art technologies

should be analysed for each CALS development project.

In research question Q2, “How can a CALS platform be con-

structed?”, the exploratory software development method was fol-

lowed by which ten CALSs and two CALS platforms were created.

Most of the CALSs were also evaluated. Without this practical work

the other research questions would have never been formulated the

way they are, thus this is the core part of this dissertation. The

process started in the beginning of this research and is still ongo-

ing. Based on the developing experiences, two concepts emerged

which can be used to analyse CALS platform architectures: viability

and portability. The descriptions of the CALSs, the platforms and

the concepts, are useful for developers who want to establish their

own flexible and reusable CALS platforms. A challenge with this

research question relates to the challenge of Q1 – the rapid develop-

ment of technology makes most platforms obsolete within a few years

of its launch. However, high level architectural features (e.g. modu-

lar structure, Model-View-Controller pattern) can be applied across

technologies.

The results of research questions Q1 and Q2 informed the re-

search question Q3 (“How can technology integration be taken into

account in the design phase of CALSs?”). As a result, I established

a technology integration model which is partly based on the charac-

teristics of CALSs and partly on an artefact analysis conducted on

the CALSs which were created. The model suggests various require-

ments and three critical factors to be considered in order to facilitate

smooth technology integration. The concept of technology integra-

tion was further divided into active and passive integration according

to the role of technology in the process, and UFractions was evaluated

from these perspectives. The established model is useful for CALS

designers in order to ensure appropriate integration of technology.

The final research question Q4 was “How can technology inte-

gration in CALSs be evaluated?”. To answer this question, I created

an evaluation tool based on the technology integration model (Q3)

and a literature analysis on technology integration in formal educa-

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Conclusion

tion. The evaluation tool uses the three critical factors of the tech-

nology integration model as well as affordances and constraints to

measure technology integration in a CALS from the perspectives of

the learner, the educator and the context. Comparison of two eval-

uations indicated that the evaluation tool produces more accurate

results with a smaller dataset than an evaluation conducted without

the tool. Thus, the evaluation tool can be useful for CALS designers

and developers who want to know how well technology is integrated

into their systems.

There are several limitations to this research which could be ad-

dressed by future studies. First, although I established the char-

acteristics for CALS, there is still no dedicated pedagogical model

that could be used to facilitate the pedagogical appropriateness of a

CALS. Future research could use the CALS characteristics as a start-

ing point towards establishing such a model. Secondly, while both

Myst and HoK platforms have certain degrees of viability and porta-

bility, their underlying technology is becoming rapidly outdated. This

applies particularly to client devices: the current J2ME-based client

implementation is no match to Android, MeeGo or iOS platforms in

terms of features and programming capabilities. Thus, an important

technical research and development project would be to add a multi-

client support to the platforms or rebuild the platforms to support

the latest mobile software platforms. Thirdly, the concepts of active

and passive technology integration have only been discussed within

the domain of CALS. An interesting future study would therefore be

to find out how well these concepts could apply to other informal and

formal learning environments. Fourthly, when the proposed technol-

ogy integration tool was used on UFractions, only the learner’s role

was considered. It is, therefore, important to apply the evaluation

tool for the educator’s and the context’s roles too, as well as for other

CALSs. Only this way can the generalisability of the evaluation tool

be determined. Fifthly, this research proposed tools only for CALS

creation and evaluation. The process of technology integration reval-

uation, i.e. diminishing disturbances and problems discovered in the

evaluation, was only speculated upon in this dissertation, hence it

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

requires more work. Once a method or a tool for the revaluation

process has been established, the overall iterative process of technol-

ogy integration in CALS is completed. Finally, this research has set

the foundations for the CALS implementation and technology inte-

gration processes. However, both of these processes can and should

be explored further as I have merely performed an initial survey and

much of this territory remains uncharted.

In the future we will see context-aware technologies as a more

integral part of our lives. Already now, location-based services are

popular and it is only a matter of time before these services will ex-

pand towards wider utilisation of contextual resources such as sensor

data. Initiatives have already been launched to gather and manage

global sensor data (e.g. SensorPlanet [8], SensorBase [12]) which can

be used by researchers and developers to invent new ways of utilising

the data in context-aware applications. This also applies to the field

of education and I envision CALSs to be in the forefront of educa-

tional technology development as the importance of informal learning

will be more acknowledged. In addition to sensing the surrounding

context, future CALSs will also be able to observe the bodily func-

tions of the learner and thereby sense the optimal moment to deliver

educational materials, for example. Technologies such as natural user

interfaces, 3D screens, micro projectors, and even cybernetic implants

can be used to take the user experience to the next level. This all

raises ethical concerns that must be investigated in future research.

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A Characteristics of CALSs

Table A.1 describes the characteristics of CALSs that were identified

based on a literature analysis on pedagogical approaches such as sit-

uated learning, authentic learning, contextual learning, group-based

learning, exploratory learning, problem-based learning and museum

learning.

Table A.1: Characteristics of CALSs

Characteristic Literature Rationale

User profile and perspectives

Multiple roles,

perspectives

and skill levels

[15,22,25,

29, 30, 42,

46,84]

In order to support learners of various backgrounds,

skills and interests, the CALS should provide access

to various roles, perspectives and skill levels in an

adaptive manner.

Consideration

of background,

prior knowl-

edge and

experiences

[22,46,73,

74,76]

Prior knowledge and experiences should be taken

into account in learning activities. For example,

a first-time learner has different needs to a regular

learner.

Consideration

of learning

styles

[9, 49] Different learners prefer to learn in different ways.

The CALS should support the variety of learning

styles by offering alternative content and activities

via multimodal learner interfaces.

Interaction and collaboration

Social negotia-

tion and collab-

oration

[15,22,25,

28–30, 46,

61, 72, 73,

76,84]

Sharing experiences and facing challenges together

facilitate effective learning.

Multimodal ex-

ploration of the

environment

and objects

[15,42,61] By exploring the environment through various senses

the learner becomes more attached to it. This re-

lates to the characteristic “Consideration of learning

styles”.

Ownership

Ownership of

the learning

process and

outcome

[15,22,27,

28, 30, 42,

46, 61, 72,

76,84]

Ownership affects directly to motivation to learn.

Furthermore, having control over one’s own learning

process is necessary for effective learning.

Ownership of

the technology

[73,75,84] In addition to increased motivation, owning the tech-

nology has direct consequences on the ability to use

the technology effectively.

Continues on next page

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Characteristic Literature Rationale

Authenticity and relevance

Authentic con-

text

[22,24,29,

74]

Solving real world challenges cannot be taught effec-

tively in an unauthentic setting. Authentic context

is also important for deep immersion of the learner.

Authentic ac-

tivities that

have relevance

to the real

world

[29,30,46,

61,72,73]

Connecting learning activities to the real world is an

important part of making the meaning of concepts.

Without real world relevance, the concepts remain

abstract.

Compelling

narrative to

facilitate im-

mersion

[22,25] The CALS should employ a compelling narrative

that helps the learner to immerse quickly in the au-

thentic context.

Gained ex-

periences

integrated

and applied

across different

subject areas

[30,33,61,

78]

Knowledge can and should be transferred across dis-

ciplines. The CALS should allow generalisation and

linkage of the knowledge to other contexts and sub-

ject areas.

Personal rele-

vance

[22,24,61,

73,84]

Learning activities in the CALS should have personal

relevance, so the learner is able to construct a per-

sonal meaning of a concept.

Unobtrusive

technology

[76,91] Technology should not distract the learner in the

learning process. In the best case the learner does

not even notice the existence of the technology and

therefore can become fully immersed in the context.

Support and assessment

Scaffolding

techniques

[15,25,29,

46,61,72]

Support should be available when the learner needs

it the most, and it should be faded out when the

learner can face the challenges themselves.

Support for

just-in-time

reflection

[22,29,30,

42, 46, 70,

72]

The CALS should offer possibilities for reflection

while performing learning activities. During reflec-

tion new knowledge is linked to existing mental mod-

els and prepared for future linkages.

Support for

post-reflection

[70,72] The CALS should also support reflection after the

learning activities have ended. This can be done for

example with an interactive website through which

the learner can retrace the learning process.

Immediate

feedback

[15] The learner should be provided with immediate,

choice-dependent feedback after each activity. This

helps to maintain (intrinsic) motivation and orienta-

tion in the learning process.

Integrated, au-

thentic assess-

ment

[29] [30] Even though CALS are often deployed in informal

learning contexts, sometimes assessment is necessary.

In such cases the CALS should offer a possibility to

perform assessment as part of the learning process.

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B Evaluation Tool for Technology

Integration in CALSs

The following tables present the evaluative questions for the technol-

ogy integration evaluation tool. The questions are categorised by the

viewpoints of the learner, (Table B.1), the educator (Table B.2) and

the context (Table B.3).

Table B.1: Learner’s role in the evaluation tool

Learner

Unobtrusiveness

of technology

How good is the user experience of the CALS?

Does any of the used technologies distract the learner?

How do the learners perceive the technology? (or do

they perceive it at all?)

Availability of re-

sources

Do the learners afford using the system (if not free)?

How does the CALS take into account the learner’s avail-

able time resources?

Are the learners able to use the technology efficiently?

What kind of connections can the CALS create be-

tween the learning content and previous experiences of

the learners?

Context-

awareness

How does the CALS take into account the learner’s per-

sonal context (e.g. location in a room, previous knowl-

edge, preferences)?

How does the CALS take into account the social context

of the user (e.g. other learners)?

How does context-awareness take into account the

learner’s cultural background?

Affordances How do the features of the CALS facilitate learning?

Constraints How do the features of the CALS restrict/prevent learn-

ing?

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Table B.2: Educator’s role in the evaluation tool

Educator

Unobtrusiveness

of technology

How does technology related to the CALS affect the ed-

ucator’s normal work?

How good is the user experience of the CALS operating

interface and maintenance tools?

Availability of re-

sources

Are the educator’s technical skills adequate for operat-

ing and maintaining the CALS?

How does the educator’s content knowledge compare

with the content in the CALS?

How do the educator’s time resources match with re-

quired time for operating and maintaining the CALS?

How is the maintenance of the CALS organised?

Context-

awareness

How does context-awareness support pedagogical goals

set by the educator?

How well does the CALS take into account learners’

backgrounds and prior experiences?

Affordances How do the features of the CALS facilitate the educa-

tor’s work?

Constraints How do the features of the CALS restrict/complicate the

educator’s work?

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Evaluation Tool for Technology Integration in CALSs

Table B.3: Context’s role in the evaluation tool

Context

Unobtrusiveness

of technology

How does the technology integration process consider

the authenticity of the context?

How does the technology affect the maintenance activi-

ties in the context?

How is the CALS integrated into the context as part

of the educators’ work description and as a permanent

service (rather than a prototype)?

Availability of re-

sources

How do the available financial resources compare with

the requirements of the CALS development and mainte-

nance?

How sufficient is the quality/quantity of available in-

formation/learning content to support learning with the

CALS?

How well does the physical infrastructure support the

CALS?

Context-

awareness

To what extent is the physical context detected by the

CALS?

Affordances How do the features of the CALS benefit the context’s

operations?

Constraints How do the features of the CALS restrict/complicate the

context’s operations?

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

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C Disturbance Factors

Table C.1 and Table C.2 present the disturbance factors identified in

two evaluations of the UFractions game: one without the evaluation

tool and one with the evaluation tool. Further evidence of these

evaluations can be found in Papers VI and VII, respectively.

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

Table C.1: Disturbance factors found in the first evaluation of UFractions

Area of

experience

Disturbance factor Indication I

Social experi-

ence

Harassment Group members disturbed game

play

A

Learning ex-

perience

Below ZPD References to easiness of challenges A

Beyond ZPD References to difficulty of chal-

lenges

A

Wrong age group Suggestion to use the game for

younger players

A

Behavioural

experience

Wasting time by

pleasing others

Avoidance of answering wrong de-

spite the lack of challenge

A

Emotional ex-

perience

Disturbing content References to shocking or disturb-

ing events in the content

A

Immersion ex-

perience

Too much story References to too long story or too

much reading

A

Monotony References to repetition or

monotony of the content

A

Cognitive ex-

perience

Inappropriate graph-

ics

References to poor graphics or sug-

gestions to improve them

P

Inappropriate sounds References to poor sounds or sug-

gestion to improve them

P

Lack of animation References of lack of animation or

suggestions to add them

P

Contextual

experience

Inconvenient interac-

tion with rods

References to negative experience of

using the rods

P

User experi-

ence

Unclear instructions References to unclear tasks or diffi-

culty of understanding them

A

Inconvenient interac-

tion with phone

References to negative experience of

physical handling of or properties of

the phone

P

Small screen References to small screen size or

difficulty to see the content

P

Technical faults References to technical problems

during playing

P

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Disturbance Factors

Table C.2: Disturbance factors found in the second evaluation of UFractions

Area of

experience

Disturbance factor Indication I

Temporal

experience

Too long game References to a long game or a sugges-

tion to make it shorter

A

Too short game References to a short game or a sugges-

tion to make it longer

A

Learning ex-

perience

Beyond ZPD References to difficulty of challenges A

Below ZPD References to easiness of challenges A

Wrong age group Suggestion to use the game for younger

players

A

Lack of scaffolding References to getting stuck A

Conflicting content Conflict between own idea and game’s

idea

A

Immersion

experience

Too much story References to too long story or too much

reading

A

Monotony References to repetition or monotony of

the content

A

Too educational References to the game being too peda-

gogical

A

Social expe-

rience

Harassment Group members disturbed game play A

Lack of peer support References to lack of support from peers A

Emotional

experience

Disturbing content References to shocking or disturbing

events in the content

A

Punishment References to dislike on getting questions

wrong

A

Cognitive

experience

Lack of animation References of lack of animation or sug-

gestions to add them

P

Inappropriate graph-

ics

References to poor graphics or sugges-

tions to improve them

P

Inappropriate sounds References to poor sounds or suggestions

to improve them

P

Contextual

experience

Inconvenient interac-

tion with rods

References to negative experience of us-

ing the rods

P

User experi-

ence

Inconvenient interac-

tion with phone

References to negative experience of

physical handling of or properties of the

phone

P

Technical faults References to technical problems during

playing

P

Small screen References to small screen size or diffi-

culty to see the content

P

Unclear instructions References to unclear tasks or difficulty

of understanding them

A

Dissertations in Forestry and Natural Sciences No 59 81

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

82 Dissertations in Forestry and Natural Sciences No 59

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D Evaluation Instruments

The following pages describe the evaluation instruments that are

based on the technology integration evaluation tool and that were

applied in paper VII to evaluate UFractions game in Mozambique.

The evaluation was conducted on the role of the learner. First the

pre- and post-test questionnaires are presented after which follows

the interview questions.

Dissertations in Forestry and Natural Sciences No 59 83

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Questionnaire for UFractions (May 2011)

University of Eastern Finland researchers have been developing a mobile game UFractions for learning fractions in a fun way. To see how well UFractions suits for you we have prepared this questionnaire. We kindly ask you to answer the questions as honestly as possible and enjoy your time with the game. All answers will be handled anonymously and identity information will be removed from published results.

Please answer the BEFORE PLAYING part before you start playing, and the AFTER PLAYING part after you have finished and returned the phone to us. Thank you for your time and don't hesitate to ask if you have any questions about this questionnaire or the game.

BEFORE PLAYING

1. Demographics

Your name: Date:School:Ethnic group and language: Gender: Male FemaleAge:Occupation: Team name (in the game):

2. Background – mobile device usage

a) Do you have a mobile phone? No Yes (if No, go to section 3)

b) Estimate how much you use the following functions of your phone (mark with X):

Severaltimes a day

Once a day

Once aweek

Once a month or less Never

i) SMSii) Talkingiii) Taking photosiv) Multimedia message (MMS)v) Playing musicvi) Playing gamesvii) Chatting (e.g MSN)viii) Social media (e.g. Facebook)ix) Browsing internet x) Calendar/alarm clockxi) Other (what):

3. Background – games and math

a) What kind of games do you usually play and what do you like about them?

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b) How do you feel about math (what emotions do you feel)?

c) Do you find fractions difficult? Why/why not?

Now go to play and have some fun!

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AFTER PLAYING

4. Game experience

a) What did you like or enjoy about the game?

b) What did you dislike or find difficult in the game?

c) Did you find out anything surprising when you were playing the game? What was it?

d) How would you suggest to improve the game?

e) Rate the following features of the game:

Very boring

Boring Neither boring nor interesting

Interesting Very interesting

a) Fractions theory 1 2 3 4 5b) Playing with fraction rods 1 2 3 4 5c) Solving questions with rods 1 2 3 4 5d) Controlling the pace of the game 1 2 3 4 5e) Story of leopards 1 2 3 4 5f) Taking pictures 1 2 3 4 5g) Writing to guest book 1 2 3 4 5

f) Which of these game activities did you like?

Strongly disagree

Disagree No opinion Agree Strongly agree

a) I liked playing with the fraction rods 1 2 3 4 5b) I liked answering the questions 1 2 3 4 5c) I liked interacting with leopards 1 2 3 4 5d) I liked reading the story 1 2 3 4 5e) I liked using the mobile phone 1 2 3 4 5

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5. Motivation While playing the game, what was the reason for you to keep on playing (what motivated you)?

Strongly disagree

Disagree No opinion

Agree Strongly agree

a) I wanted to know what will happen next 1 2 3 4 5b) I wanted to know what will happen in the story 1 2 3 4 5c) I wanted to save the leopards 1 2 3 4 5d) I was curious to see what I can learn about mathematics

1 2 3 4 5

e) I wanted to solve all questions correctly 1 2 3 4 5f) I wanted to play more with fraction rods 1 2 3 4 5g) I wanted to learn more about leopards 1 2 3 4 5h) I wanted to learn more about fractions 1 2 3 4 5

6. UsabilityWhat are your opinions about the following statements?

Strongly disagree

Disagree No opinion

Agree Strongly agree

a) Using phone was familiar to me 1 2 3 4 5b) Mobile device disturbed my playing

1 2 3 4 5

c) Networking errors disturbed my playing

1 2 3 4 5

d) Fraction rods disturbed my playing 1 2 3 4 5e) The screen was too full 1 2 3 4 5f) It was easy to use the phone as a tool for playing

1 2 3 4 5

g) Game helped me when I got stuck 1 2 3 4 5h) Language was easy to understand 1 2 3 4 5i) Questions were easy to understand 1 2 3 4 5j) Story was easy to understand 1 2 3 4 5

7. Clarity of the screen Rate the following aspects of the screen from “very unclear” to “very clear”.

Very unclear

Unclear Neither unclear nor clear

Clear Very clear

a) Screen layout 1 2 3 4 5b) Text 1 2 3 4 5c) Graphics 1 2 3 4 5d) Sounds 1 2 3 4 5e) Navigation 1 2 3 4 5f) Codes (e.g. “W” or “BL”) on fraction rods

1 2 3 4 5

8. Context-awareness

Strongly disagree

Disagree No opinion

Agree Strongly agree

a) Story was suitable for Mozambique 1 2 3 4 5b) Story was useful to me 1 2 3 4 5

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c) Questions were suitable for my skill level

1 2 3 4 5

d) Story was suitable to me 1 2 3 4 5e) I enjoyed playing together with my friends

1 2 3 4 5

f) Finding correct rods was difficult 1 2 3 4 5

9. Available resources

a) How much time do you think is enough to play this game? _____________________________________

b) How much would you be willing to pay for playing this game? _________________________

c) Please answer the following statements:

Strongly disagree

Disagree No opinion

Agree Strongly agree

a) It was easy to play from the beginning

1 2 3 4 5

b) I was able to relate the game events to my own previous experiences

1 2 3 4 5

c) Game was too long 1 2 3 4 5d) Game was too short 1 2 3 4 5

10. Overall experience

Strongly disagree

Disagree No opinion

Agree Strongly agree

a) Compared to a math class this was exciting

1 2 3 4 5

b) The game helped me to learn many new things

1 2 3 4 5

c) The game made learning fractions difficult

1 2 3 4 5

d) The game disturbed my learning 1 2 3 4 5e) After this day I find fractions more interesting than before

1 2 3 4 5

f) I will think of leopards from now on whenever I do fractions

1 2 3 4 5

g) I would also like to meet other animals in the game and help them

1 2 3 4 5

h) I felt important as I was saving the leopards

1 2 3 4 5

i) It was fun to play with the phone 1 2 3 4 5

11. Final comments

Please write here your last comments of the game or send greetings to leopards:

Thank you so much for your help!

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APPENDIX B – Interview questions for end users

1. Demographics

Name: School: How long have you known each other?

2. Questions

Affordances and constraints 1. Did you learn something new in the game? What was it?2. What surprised you in the game?3. Were there any part in the game that you found interesting/boring? Why?4. What are the advantages/disadvantages of using the game instead of a normal math class?5. What do you think are the benefits of this game?6. Which part of the story did you (dis)like? Why? 7. Which challenge/task did you (dis)like? Why?

Critical factors8. What do you think about using a mobile game for learning fractions at school or at home?9. What do you think about using fraction sticks as part of the game? 10. Which technology caught your attention and why? 11. Did you have any problems with the mobile device? If yes, what kind of problems did you

experience?- Basic usage?- Navigation?- Graphics?- Layout?- (Communication) Errors in the game?

12. How did the tasks and the story suit to each location where you were playing? How can this aspect be improved?

13. Did the game events reminded you about something that you have experienced in the past? What was it?

Suggestions for improvements14. How would you change the game to make it more fun/interesting?15. Imagine yourself in the time 20 years from now. How do you think this game is now compared to

what it was 20 years ago (i.e. today)?

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Teemu H. Laine: Technology Integration in Context-Aware LearningSpaces

90 Dissertations in Forestry and Natural Sciences No 59

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Original Publications

Original Publications

Dissertations in Forestry and Natural Sciences No 59 91

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Publications of the University of Eastern Finland

Dissertations in Forestry and Natural Sciences

Hassinen, Minna. Thermal responses of inward and delayed recti-

fier potassium channels in fish cardiac myocytes, 2010.

Huang, Xiang. Water quality in the Tibetan Plateau: Chemical

evaluation of the headwaters of four major Asian rivers, 2010.

Ukishima, Masayuki. Prediction and Evaluation of Halftone Print

Quality Based on Microscopic Measurement, 2010.

Tiilikainen, Raisa. The effects of selective harvesting on life history

traits of moose Alces alces, 2010.

Lipponen, Pasi. Elasto-Plastic Modelling Approach for Paper Cock-

ling and Curling Phenomena, 2010.

Pradhan, Surendra. Yield and quality of vegetables fertilized with

human urine and wood ash, 2010.

Korhonen, Jenni. Antibiotic Resistance of Lactic Acid Bacteria,

2010.

Poutiainen, Hannu. Tools for improved efficiency and control in

wastewater treatment, 2010.

Piipponen, Samuli. Kinematic analysis of mechanisms using com-

putational algebraic geometry, 2010.

Matikka, Hanna. The effect of metallic implants on the RF energy

absorption and temperature changes in tissues of head: A numerical

study, 2010.

Xiaoguang, Qi. Studies on value sharing for derivatives and differ-

ence operators of meromorphic functions, 2010.

Laukkanen, Janne. Fabrication of metallic micro- and nanostruc-

tures for optical solutions, 2010.

Vilhunen, Sari. UVC irradiation based water treatment: A study

of UV light emitting diodes, atomic layer deposited TiO2 and novel

applications, 2010.

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Myllymaa, Sami. Novel micro- and nanotechnological approaches

for improving the performance of implantable biomedical devices,

2010.

Myllymaa, Katja. Novel carbon coatings and surface texturing for

improving the biological response of orthopedic implant materials,

2010.

Jantunen, Paula. Role of Sorption in the Ecological Risk Assess-

ment of Xenobiotics, 2010.

Yang, Congli. Studies on warphi-Bloch functions and different type

operators between Qk spaces, 2010.

Lahivaara, Timo. Discontinuous Galerkin method for time-domain

wave problems, 2010.

Matilainen, Juha. The regulation of inflammatory cytokines by

vitamin D, 2010.

Jetsu, Tuija. Modeling color vision, 2010.

Faubert, Patrick. Responses of Non-Methane Biogenic Volatile

Organic Compound Emissions to Climate Change in Boreal and Sub-

arctic Ecosystems, 2010.

Hyvarinen Heikki. Studies on Partial Coherence and Electromag-

netic Optics of Metamaterials, 2010.

Karvinen, Petri. Applications of resonant waveguide gratings,

2010.

Liukkonen, Mika. Intelligent methods in the electronics industry

– Quality analysis of automated soldering, 2010.

Lehmuskero, Anni. Metallic thin film structures and polarization

shaping gratings, 2010.

Heikkila, Janne. Models for elastography-based monitoring of fo-

cused ultrasound surgery and diagnostics, 2011.

Aula, Antti. Computed Tomography and Ultrasound Methods

for Simultaneous Evaluation of Articular Cartilage and Subchondral

Bone, 2011.

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Janhunen, Matti. Phenotypic and genetic variations in reproduction-

associated traits in Arctic charr, Salvelinus alpinus L, 2011.

Kamppuri, Minna. Theoretical and methodological challenges of

cross-cultural interaction design, 2011.

Marttila-Kontio, Maija. Visual data flow programming languages:

challenges and opportunities, 2011.

Heikkinen, Ville. Kernel methods for estimation and classification

of data from spectral imaging, 2011.

Nissinen, Antti. Modeling errors in electrical impedance tomogra-

phy, 2011.

Vatanen, Tero. Multi-leaf Collimation of Electron Beams with

Monte Carlo Modelling and Dose Calculation: Special Reference to

Dosimetry and Build-up Dose, 2011.

Saeidi, Rahim. Advances in front-end and back-end for speaker

recognition, 2011.

Nivalainen, Ville. Pre-service teachers’ objectives, challenges, and

experience of practical work, 2011.

Mohaibes, Mohammed. Treatment and hygiene of farm slurry

and food waste, 2011.

Viren, Tuomas. Arthroscopic ultrasound imaging of articular car-

tilage, 2011.

Karjalainen, Janne. Novel Pulse-Echo Ultrasound Methods for

Diagnostics of Osteoporosis, 2011.

Haapio, Topi. Improving effort management in software develop-

ment projects, 2011.

Tuomainen, Marjo. Search for molecular mechanisms related to

Zn accumulation and tolerance in Thlaspi caerulescens, 2011.

Grohn, Janne. Results on complex differential equations in the

unit disc, 2011.

Li, Xiao-Min. Uniqueness results of difference operators and shifts

of meromorphic functions, 2011.

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Luste, Sami. Anaerobic digestion of organic by-products from

meat-processing industry: The effect of pre-treatments and co- di-

gestion, 2011.

Kuivalainen, Kalle. Glossmeters for the measurement of gloss from

flat and curved objects, 2011.

Kaakkunen, Jarno. Fabrication of functional surfaces using ultra-

short laser pulse ablation, 2011.

Niskanen, Heidi. Modelling of fibre orientation in contracting

channel flows and in the jet-to-wire impingement, 2011.

Obraztsov, Petr. Nonlinear optical phenomena in graphene based

materials, 2011.

Saarelainen, Markku. Teaching and learning of electric and mag-

netic fields at the university level, 2011.

Andriyashin, Alexey. Non-negative bases in spectral image archiv-

ing, 2011.

Kontturi, Ville. Optical measurements of complex liquids, 2011.

Salonen, Anneli. Boreal unifloral honeys: screening of composition

and properties, 2011.

Karpov, Evgeny. Efficient Speaker Recognition for Mobile Devices,

2011.

Tiihonen, Tuija. Information System in Context: Building a tool

for Analysing the Sociotechnical Context of Organisational Informa-

tion Systems, 2011.

Egigu, Meseret. Secondary compounds of Yeheb (Cordeauxia edulis):

production under abiotic stresses and their defensive role against phy-

tophagous insects, 2011.

Luukkonen, Jukka. Insights into Cancer-related Effects of Elec-

tromagnetic Fields, 2011.

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ments relevant to radioactive waste in boreal forest, 2011.

Haapala, Jaana. Mire plants and carbon dioxide dynamics un-

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der increased tropospheric ozone concentration and UV-B radiation,

2011.

Vartiainen, Ismo. Polarization control and coherence-polarization

mixing by sub-wavelength gratings, 2011.

Laine, Teemu. Technology intergration in context-aware learning

spaces, 2011.

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Publications of the University of Eastern Finland Dissertations in Forestry and Natural Sciences

Publications of the University of Eastern Finland

Dissertations in Forestry and Natural Sciences

ISBN 978-952-61-0621-2

ISSN 1798-5668

Teemu H. Laine

Technology Integration in Context-Aware LearningSpaces

Context-aware learning spaces

(CALSs) are mobile-based learning

environments which utilise contextual

resources, such as real world objects, in

the learning process. This dissertation

presents the development of two

technical platforms on which ten CALSs

were created in 2007-2011. Based on

the development experiences, a model

and an evaluation tool for technology

integration in CALSs are proposed.

These results, both practical and

theoretical, can be utilised by

developers to create CALSs in which

technologies have been integrated

effectively so that they do not disturb

the learner.

dissertatio

ns | N

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H. L

ain

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Teemu H. LaineTechnology Integration in

Context-Aware LearningSpaces