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Athabasca University

Project Information

Name: NSERC/iCORE/Xerox/Markin Industrial Research Chair in Adaptivity and Personalization in Informatics
Abstract     The exponential growth of wireless technology in recent years, increasing availability of high bandwidth network infrastructures, advances in mobile technologies and the popularity of handheld devices have opened up new accessibility opportunities for education. The true potential of e-learning as "anytime, anywhere" has finally begun to be realized, particularly for those with disabilities or those living in remote communities. The primary goal of this research in collaboration with our Xerox partners is to explore different applications and content delivery systems, extending mobile learning to provide rich learning experiences in order to not only improve the existing educational environment but also to widen access to education for the disabled, and isolated, particularly those living in remote and rural communities, who generally do not have access to learning opportunities. The aim is to exploit the benefits of location, context, device and learner modelling, and combine them with mobile technology to achieve personalized delivery of multimedia-rich learning objects: anywhere and anytime; collaborative problem-solving in the context of learners' surroundings, authentic problem-solving through multiple forms of input (such as text typed by keypad or in digital ink, images taken by mobile devices' camera, audio recordings on mobile device, learning games, and so on); and appropriate use of these different media formats as part of problem-solving for rich learning experiences. With the use of multimedia-rich content on mobile devices and the design of appropriate learning tasks within a collaborative paradigm, this research aims to deliver education, at a higher quality than is presently available in a classroom environment, surpassing that by incorporating contextual problem scenarios from learners' working and social environments. Thereby, enabling collaborative problem-solving in authentic environmental contexts, such as problem themes based on the real entities in the learners' immediate environment.
Start Date 2010-04-01
End Date 2015-03-31
Research Areas
adaptive learning systemartificial intelligence and educationcognitive modelling
data mininge-learninggame-based learning
interactive technologies (visual, information display)knowledge representation and reasoningmobile learning
mobile technologiesnatural language understandingNLP
personalisation and adaptivitypersonalizationsemantic web
social computingsocial computingtechnology-enhanced learning
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Faculty Researcher(s)

Updated June 23 2014 by Student and Academic Services

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