András Benedek

1Hungarian Academy of Sciences and MMATT Ltd. (HUNGARY)

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Mobile Multimedia-based Knowledge Transfer entered a new era with the emergence of HTML5 and rich web applications. This new era that is changing our learning habits, is referred, e.g., by UNESCO, as the Web 3.0 period of the “second media age”. We articulate a comprehensive vision of forthcoming changes in education technology and describe a reference model of a mobile multimedia-based learning environment that is under development to support community knowledge transfer and preparation for higher education. The aim of our project (MMATT) within the framework of the Economic Development Operative Program (EDOP 1.2.1) of the New Hungary Development Plan is to provide a mobile system of complex reusable educational tools for solving multimedia based knowledge transfer tasks in different contexts. Designed with the assistance of EU funding for teachers, schools, international educational institutions, its 21st century solutions represent a challenge to closed learning management systems based traditional didactic methods. The massively open online course model combined with knowledge marketing and collaborative content development methodology support effective learning and provide a mobile knowledge transfer environment equipped with an innovative toolkit for creative communities. Its modules combine didactic solutions for video based v-learning with game based, and social learning, build on a groupware for collaborative authoring that involve Facebook accounts and cloud storage. Its video module is capable of scheduling automated recordings combined with synchronized presentations and add-on materials which can be used for individual or collective learning. HTML5 based rich media user interface support learners to engage with content; topic map based graphic editor serves learning path adjustment in the course of study; an API management platform for educational Apps and micro payment help development communities to work on collaborative projects and share knowledge resources.

The development tool-set is optimized for smart phones and tablets with touch surfaces and supports preparation for higher, as well as for further education, and groups of special learning needs. Knowledge owners can share their digital content creations in learning communities; obtain a content brokerage environment for developing them further in user groups, and a framework for editing and offering marketable content that helps to overcome critical problems and assists carrier development with tests, templates and mobile accessible course materials.

The services that support content and resource sharing, just as school competitions and e-portfolios, use the logic of cloud computing, and run in a central server park; thus the user does not have to install the services. Instead, he or she can use it online through a web browser and LRS handled activity tracking via the ‘NextGen SCORM’, XAPI. The central server park can entirely be clustered in order to assemble the toolkit and the relevant resources according to different kinds of usage scaled to the growing demands for resources. Since the system is compatible with the most commonly used browsers, it can be used on different operating systems like Microsoft Windows, IOS and Android. The prototypical implementation of the toolkit for Digital Content Creation is extendable utilizing an assessment system of how learning communities value the tools, promote, like and share knowledge resources during the process of collaborative Learning Experience Design.

Keywords: Mobile Learning, Knowledge Transfer, Collaborative Authoring, Multimedia Toolkit, v-learning, GBL, Learning Resource Exchange, HTML5, Learning Experience Design

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