Construct a Mobile Device Enabled Ubiquitous E-learning Environment in Cloud Wei-Ting Yeh Department of Computer Science Tunghai University Taichung, 40704, Taiwan waiting1984@gmail.com ABSTRACT In this paper, we propose how to provide the ubiquitous e-learning capability from an e-learning cloud. By utilizing a smart mobile application combined with the Quick Response Code mechanism, we can offer the education provider, students and participant the ability to offer and obtain information or knowledge more quickly and easily in many elearning application environment including schools, museums and exhibitions. We also expand our proposed e-learning cloud model to include the ubiquitous e-learning element that helps building the whole ubiquitous education cloud service environment. Also, we will demonstrate how to construct a complete e-learning cloud which contains the essential components for deployment stage and provide an example of the experimental application to further analyze its pros and cons against the conventional method. This architecture contains a private cloud on local hardware resources and a SaaS services that is powered by the external large-scale cloud services provider like Google. After reading the full papers, you will learn how to establish a fully functional e-learning cloud with low cost and low technical barriers. KEYWORDS E-learning, M-learning, Cloud computing, Contextaware, Ubiquitous 1 INTRODUCTION Right now e-learning and cloud computing play a significant role in the education field with plenty open-source software that provides convenient and easy ways to connect to popular public cloud services (such as Google, Youtube, Facebook.) The advancement of network environment combines with development resources greatly reduced difficulty to create personalize cloud eISBN: 978-0-9891305-4-7 ©2014 SDIWC Chao-Tung Yang* Department of Computer Science Tunghai University Taichung, 40704, Taiwan *Corresponding author ctyang@thu.edu.tw learning systems, which allow many education providers and organizations participate at a lower cost and technical barriers. Furthermore, the improvement and popularization of smart devices bring more convenient and restriction free form of e-learning, which we call the ubiquitous learning. The main goal of this thesis is therefore how to create an application with ubiquitous learning environment for smart devices. The first half of the thesis describes how to insert the M-learning capability into the existing Elearning Cloud Model to create a Ubiquitous Education Cloud Model. The after half then deals with the application of set Model with an example design of an exhibition navigation system. 2 BACKGROUND REVIEW E-Learning Nowadays E-learning has become an indivisible part of education due to the trend of utilizing the newer information technology. E-learning is the computer and network-enabled transfer of skills and knowledge. E-learning applications and processes include Web-based learning, computerbased learning, virtual education opportunities and digital collaboration. Content is delivered via the Internet, intranet/extranet, any media-container with audio or video, like satellite TV and CDROM etc. It can be self-paced or instructor-led and includes media in the form of text, image, animation, streaming video and audio. [1] Cloud Computing According to USA NIST's definition, Cloud computing is a model for enabling ubiquitous, convenient, on-demand network access to a shared 114 pool of configurable computing resources (e.g., networks, servers, storage, applications, and services) that can be rapidly provisioned and released with minimal management effort or service provider interaction. This cloud model is composed of five essential characteristics, three service models, and four deployment models. Our main focuses here are the three service models: IaaS, PaaS, and SaaS. [2] PhoneGap PhoneGap is a mobile development framework produced by Nitobi, purchased by Adobe Systems. It enables software programmers to build applications for mobile devices using well-known web related languages like JavaScript, HTML5, and CSS3, instead of device-specific languages such as JAVA or Objective-C. [3] HTML5 HTML5 is a markup language utilized for structuring and presenting content for the World Wide Web and a core technology of the Internet. It is the fifth revision of the HTML standard (created in 1990 and standardized as HTML 4 as of 1997) and, as of December 2012, is a candidate recommendation of the World Wide Web Consortium (W3C). Its core aims have been to advance the language with support for the latest multimedia while keeping it easily readable by humans and consistently understood by computers and devices (web browsers, parsers, etc.). [4] Quick Response Code QR code (abbreviated from Quick Response Code) is the trademark for a type of matrix barcode (or two-dimensional barcode) first designed for the automotive industry in Japan. [5] Ezilla Ezilla helps users quickly and easily build their own private cloud. Ezilla integrates storage, networking, and computing resources under a cloud and allows cloud service providers to swiftly deploy cloud service environments that are built on a user-friendly, web-based interface. It is created by Taiwan National Center for HighPerformance Computing (NCHC), Pervasive ISBN: 978-0-9891305-4-7 ©2014 SDIWC Computing Lab (Percomp Lab).[6] Its core function components include: 1. Both KVM and Opennebula provide the hardware virtualization ability, with KVM offers the generation functions for virtual machine while that the OpenNebula handles virtual machine’s management and monitoring capabilities. 2. Moose (MooseFS) as its file system. 3. DRBL (Diskless Remote Boot in Linux) providing a diskless or OS-less environment for multiple machines. 4. Cloud middleware with multiple web-based VM control widget providing the higher management for whole infrastructure and a visual user interface that offering cloud visualizer service. M-learning The term “m-learning” or “mobile learning”, has different meanings for different communities, covering a range of use scenarios including elearning, educational technology and distance education that focuses on learning with mobile devices. Mobile learning is defined as "learning across multiple contexts, through social and content interactions, using personal electronic devices” In other words, with the use of mobile devices, learners can learn anywhere and at any time. [7][8] Context Awareness Context awareness is a property of mobile devices that is defined complementary to location awareness. The concept emerged from ubiquitous computing research at Xerox PARC and elsewhere in the early 1990s. The term 'context-aware' was first used by Schilit and Theimer in their 1994 paper Disseminating Active Map Information to Mobile Hosts. [9] 3 UBIQUITOUS EDUCATION CLOUD MODEL 3.1 E-learning Cloud Model and Deployment We proposed to create a model combining cloud computing technology and e-learning to create an 115 educational cloud services, including a self-built cloud services (core functions) and external cloud services to function as a complete educational system. In addition, educational service providers can follow the completion of our research to the construct their own cloud with minimal IT knowledge support, as show in Figure 1. Figure 1. E-Learning Cloud Model Our proposed and constructed e-learning cloud contain 6 core components: 1) Virtual Classroom 2) Online Knowledge Base 3) Internet Forum 4) Horizontal Search Engine 5) System monitoring & management 6) Main Website And also with the other additional e-learning functions including social network connection, online multimedia sharing offered by free external cloud service provider like Google, Youtube and Facebook. 3.2 Add M-learning Capability 1) QR code Application By importing the QR code the whole e-learning cloud system gains the ability that education provider could easily use to provide the environment learning navigation function. The Quick Response Code is a well-developed barcode system which has high information capacity and flexibility that can easily be created by the educator or accessed by the participator and learner. ISBN: 978-0-9891305-4-7 ©2014 SDIWC 2) Mobile Web APP Mobile APP is the part of our architecture’s core components to provide mobility. By utilizing the APP obeyed our design users can scan the QR code tag through mobile devices’ camera so to access the learning information, and offer the exhibition guidance function. Furthermore the APP can record the learning information data (including name, links) from the QR code into the E-learning portfolio and afterward uploads the portfolio to the education cloud so the learner can re-access the exhibition items’ information and experiences later. 3) E-portfolio Module E-portfolio module is another core component that gather the statistics and summarize the exhibition’s information and learner’s experience, creating the environment for learners to regain the exhibition information and experience. Furthermore, 4) The Context-Aware Exhibition Navigation Module Exhibition navigation module provides the learners the concept of situational choices. Learners can choose from a variety of different contexts designed by education providers to participate. This module requires the combine effort of Education provider and IT supporters to formulate the important content of every single context configuration file (txt file), so that once the desired context is selected, it can be downloaded by the mobile web app from education cloud. The main contents and structure of the context will be organized in the form of exhibit No. for navigation. Example: Context [A]: 1> 3> 5> 26>.... 3.3 Premise 1) Utilization Open Source Software to reduce the burden of system building. 2) The difficulty of maintaining low provisioning, the use of low difficulty. Provisioning systems difficulty is low, and cut down on the requirement for IT personals while 116 makes it easier for education provider and learner to quickly get started. 3) The system as a whole can be reused indifferent educational goals with no specific restriction, while provide simultaneously supports for different educational contexts and navigation 4) Supporting Context-Aware E-learning. Situational learning is now an important development direction for E-learning and education cloud services that help users to determine their own learning environments and experiences. 4 IMPLEMENTATION of THE MODEL: CONTEXT AWARENESS EXHIBITION NAVIGATION SYSTEM 4.1 Architecture of System configuration file and the e-portfolio file with the education provider. The Education Provider and Learners’ job and behavior will be described afterward in section 4.3 and 4.4. 4.2 Mobile Web APP’s Operational Processes of Design Elements 1) Web APP by PhoneGap Part of the core functions of APP written using HTML5 language, then use PhoneGap to package into APP, so it can be used by most of the smart mobile. 2) QR Code reading ability By calling the external QR Code software or including the QR code open source program package from Github on our PhoneGap APP to analyze QR code for related Exhibits and gain the corresponding web link (URL link) to the Education cloud for access the knowledge. 3) Context choice module Reading the context choice section of the QR Code at the front of the exhibition area to download the appropriate context configuration file from the Education cloud and get navigation information with organized exhibits’ no. in proper order then send to Navigation module. Figure 2. System Architecture, Operation Process and Data Flow Figure 2.presents the whole Context-aware Exhibition Navigation System’s Architecture and operation relationship. There are three roles participated in: IT Supporter, Education Provider and Learner (exhibition visitor) IT Supporter takes the responsibility on construction and maintaining of the Education Cloud and the mobile web app, and furthermore need develop the specifications of the context ISBN: 978-0-9891305-4-7 ©2014 SDIWC 4) Navigation module Use Context choice module’s information guide line to rearrange exhibits in specific orders for every situation. Additionally module will store a viewing record to remind learner on whether the exhibits have been covered. 5) Achievement module Achievement module checks to see if all the corresponding exhibit QR codes in Context have been scanned by the learner then display the accomplishment status. This is a module that can be used to encourage users to complete the education providers’ design course. 6) E-Portfolio module E-Portfolio module will record a numbers of learners progress, including: 117 A. Name of exhibition B. Context downloaded C. Context completion rate and time D. Corresponding URL link in Education cloud knowledge from all of the exhibits scanned E. Total time spent 4) After every exhibition education providers can analyze user uploads contents on e-portfolio in education cloud, and learners’ feedback in forum as references for future exhibition designs. 4.4 Learners’ (Exhibition Visitors’) Experiences An exhibition Portfolio file is created after each completion and will prompt learners to rename the file base on proper format and learner code to upload it to Education cloud or the appropriate free cloud space 7) APP Reset module This module will wipe all previous information to reset the App back to the original state. Moreover, before the implementation of such action the module will automatically output a portfolio file as backup to prevent accidental progression lost. 4.3 Aspects of Education Providers 1) Create pamphlets and teaching materials based on exhibition that will be saved onto education cloud’s wiki (Online Knowledge Base) and moodle (Virtual Classroom). Set wiki then provides detailed knowledge of the exhibits introduced while moodle supplies the relevant courses and video educational experiences. Furthermore, the forum section of education cloud will offer discussions in related topic, so that learners and educators can gain feedback from appropriate sources. 2) Turn exhibits corresponding contacts on the education cloud into QR Codes that contain direct links to the core functionalities in the education cloud wiki (Online Knowledge Base) and moodle (Virtual Classroom;) Related sections on forum can also be included. 3) Creates context-aware visiting service: Producing context configuration files according to regulation to upload to education cloud and make into QR Code, then posted in the special sections at front of each exhibition with relevant context profiles. ISBN: 978-0-9891305-4-7 ©2014 SDIWC Figure 3.Mobile APP Operation Process Flow 1) First, use exhibition DM or QR Code link at the entrance to download and install the mobile web app from the education cloud to the mobile device. 2) Browsing through summaries of scenarios in the selection area and use the app to scan QR Code of whichever section that catches one’s interest to get connected to the Education cloud’s context configuration file. The app will then display the concept development flowchart that corresponding to exhibition process numbers, for example 3) When the visiting each, simply scan the proper QR Code, and the app will automatically show to the corresponding information and materials associated with the exhibits from the Education cloud. 4) The APP's e-portfolio module will record individual’s learning progression (including user118 selected scenarios and practical concept development process, which may be different), and all the QR Code information that were scanned. Also a text file documenting the learning succession will be created which the APP will recommend users to upload to the Education cloud as reference for education providers. 5) With the APP’s recording, the learner will be prompted the learner about what have been seen, and store the info as learning history. Education providers can also use these records to design a fun and interesting reward system similar to collect travel stamps, or game token which may then be exchanged for gifts or souvenirs [3] [4] [5] [6] [7] [8] [9] 5 CONCLUSION and FUTURE WORK [10] We have assembled a Mobile Web App, Eportfolio, Context-awareness, QR code amounts other elements to create, through detailed planning, a low-cost, easy to use E-learning cloud model with ubiquitous e-learning ability in hope to bring education providers and learners a better education experience. In order to achieve the goal of low cost and easy to use, we purposely avoid the more complex and expensive indoor navigation technology (systems that requires WIFI or Bluetooth technique to provide accurate position capability), our system is designed to be promoted to with limited budget and manpower while providing the best education ubiquitous cloud service experience. In the future we hope to improve ContextAwareness programming to allow education providers to offer more flexibility and better use the learning environment, at the same time learners can fully integrate their interests and expertise in learning. [11] [12] [14] [16] [17] 6 ACKNOWLEDGMENTS This work is supported in part by the National Science Council, Taiwan R.O.C., under grants no. NSC 1013113-S-029-001, and NSC 102-3113-S-029-001. [18] 7 REFERENCES [1] WIKIPEDIA. 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