Hindawi Publishing Corporation
Mobile Information Systems
Volume 2016, Article ID 1841287, 6 pages
http://dx.doi.org/10.1155/2016/1841287
Research Article
Mobile Based User-Centered Learning Environment for
Adult Absolute Illiterates
Inayat ur-Rehman,1 Azra Shamim,1 Tamim Ahmed Khan,2
Manzoor Elahi,1 and Sajjad Mohsin1
1
Department of Computer Science, COMSATS Institute of Information Technology, Islamabad 45550, Pakistan
Department of Sotware Engineering, Bahria University, Islamabad 44000, Pakistan
2
Correspondence should be addressed to Tamim Ahmed Khan; tamim@bui.edu.pk
Received 27 October 2015; Accepted 11 January 2016
Academic Editor: Miltiadis D. Lytras
Copyright © 2016 Inayat ur-Rehman et al. his is an open access article distributed under the Creative Commons Attribution
License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly
cited.
Education plays a vital role in the success of any community. Countries with increased literacy rate have improved their status
on the world map. In recent years, the use of e-learning methodologies has been signiicant. However, majority of the previous
methodologies are focused on the formal education or toddlers. he technoliteracy solutions for children are not suitable for adults
and those designed speciically for adults are text dominant and require the users of these applications to be functional literate.
Moreover, users’ interest (sense of belonging) is not taken into consideration in existing solutions. To address the aforementioned
issues, a user study is conducted to collect users’ interests. Another highlight of our study is that we develop our system as a mobile
device application to facilitate our target user group. Based on the collected interests, a 3D virtual learning environment is designed
and developed for adult illiterate learners. To evaluate the efectiveness of the proposed environment, an experimental study is
carried out with users. he results show that the proposed learning environment signiicantly improves adults learning.
1. Introduction
Illiteracy is one of the challenges that modern world faces
today and around more than 770 million adults are illiterates
[1]. UNESCO has adopted an indirect policy to tackle the
issue where adult education is deemed necessary for the sake
of present and future generation [2]. It is worth mentioning
that China, India, Egypt, Ethiopia, Indonesia, Bangladesh,
Nigeria, and Pakistan house more than sixty percent of illiterate population of the world [3]. Director General UNESCO
says, “. . .literacy needs everywhere are changing and must be
addressed in innovative ways” [4]. he statement raises the
question, what are these innovative ways? Of course, these
innovative ways have many facets; one of them is technology.
Information and Communication Technology (ICT) has
provided potentially a valuable teaching aid and has brought
a revolution in the ield of education [5]. his has compelled
educationists to involve ICT in education to improve efectiveness of teaching and learning outcomes [6]. Video conferencing, virtual learning environments, interactive white
boards, and other such interactive technologies have been
extensively adopted by education institutions. For more
efective delivery of learning contents, trends are changing
from text dominant material to two-dimensional (2D) or
three-dimensional (3D) materials. Recently, educationists
have diverted their attention to 3D virtual environments as
these environments have great potential to imitate culture
and context and also emulate experiences very close to real
life with little or no risks in a cost efective way which makes
it more appropriate for learning than the orthodox 2D applications [7, 8]. Moreover, 3D virtual environment is helpful
to enhance socialization, collaboration, communication, and
experimental learning.
Although technology is being used for main stream
education, it is surprising to note that technology-assisted
solutions for adult illiterates are not available in the irst place.
If available, they target functional illiterates (a person who
can read and write basic sentences) only. Little attention is
paid on technology-assisted basic educational environment
for absolute illiterates (persons who cannot read and write
2
basic sentences). 3D virtual environment can be designed
as learning platform in order to reduce the text dominant
interfaces so that the issues pertaining to the use of technology could be addressed. Although few learning environments
were designed for absolute illiterates, no one considered the
aspect of “sense of belonging” that deines acceptance as a
member or part. In this paper, we design and develop a 3D
virtual learning environment to teach numeracy education to
absolute illiterate adults by integrating the sense of belonging
in the environment. We develop and test a user-centered
approach by bringing users into the design process to ensure
that the environment meets their needs and desires.
In this paper, our focus is to design and evaluate a 3D
learning environment for adult absolute illiterates (people
who are unable to read or write the numbers). Firstly, interests
and likings of users are collected by conducting a user study
to design a 3D environment for adult illiterate. Secondly,
based on the collected data, a users’ centered 3D learning
environment is designed and developed for adult absolute
illiterates for numeracy education. hirdly, experiments with
users are conducted to evaluate the efectiveness of the
proposed learning environment. Speciically, their types of
learning environments, (i) general environment (without
sense of belonging), (ii) environment for farmers (with sense
of belonging), and (iii) environments for women (with sense
of belonging), are developed in this study. Adult learning
eiciency on environments incorporating sense of belonging
(farmer and women environments) is compared with general
environment.
he remainder of this paper is organized as follows.
Section 2 describes existing work on sense of belonging and
learning environment. Methodology adopted in this work is
explained in Section 3. Section 4 introduces the proposed 3D
learning environment. his is then followed by Section 5 that
presents the evaluation of the proposed environment, and
inally Section 6 concludes this research work.
2. Related Work
Diferent virtual learning environments are developed to
enhance the learning process. A language learning tool
called Physically Interactive Learning Environment (PILE) is
developed for English language and, subsequently, a study
regarding the efectiveness of this environment is reported
[10]. he environment is developed using a personal computer, a webcam, and a projector. he results of an empirical
study revealed that PILE increases students’ learning motivation and teachers’ satisfaction. An e-course implemented
in the Second Life 3D virtual world is developed in [11] to
provide technology enhanced learning. To increase mathematical skills of deaf children, a 3D learning environment
is developed [12]. he environment provided better learning
than existing virtual learning environments. Similarly, the
impact of virtual reality learning environments to elementary numeracy education using 3D virtual manipulatives is
investigated and provided set of benchmarks/guidance for
development of virtual learning environments [13].
Mobile Information Systems
In the context of game-based learning environment,
[14] presented the design of a learning environment called
Crystal Island: Uncharted Discovery for science students.
heir indings showed that the environment improved participation, problem solving skills, and knowledge of both male
and female students. Similarly, a collaborative game-based
learning environment is developed by [15] by amalgamating
a grid-based Mindtool which helps the students to organize
and share what they learned during the game playing. To
evaluate the performance of science students on the learning
environment a test is performed which shows that the learning performance of the students is increased if they spend
more time on discussion and organizing the knowledge. A
game-based learning (GBL) framework was proposed in [16]
for elementary school students which proved to be more
efective than the ordinary textual web pages.
As far as training is concerned, [17] combined 2D and
3D virtual reality (Virtual Reality Trainers) to provide virtual
training to soldiers. he use of Virtual Reality Trainers
proved to be cost efective and lexible method of providing
training by allowing students to train at their own pace and
time. Similarly, for cardiac training, the Heart Murmur Sim
environment provides a system where patients can virtually
visit and get assisted in diagnosis of heart-related issues
through listening to their cardiac rhythms [18]. Emergency
workers for UC Davis Medical Center are trained using
the virtual environment in a simulated context to act in
emergency situation before acting in a real world situation.
To teach about the culture of China a web-based text
and multimedia project named second China is developed
using Second Life environment. he second China provides
an opportunity to explore diferent cultural activities [19].
Another project named the Tactical Language and Culture
Training System (TLCTS) is developed to teach functional
skills in four diferent languages of Iraqi, Dari, Pashto, and
French by [20]. here are three diferent modes of interaction
in TLCTS which provide diferent kinds of learning activities
which are skill builder, arcade, and mission games.
he existing technoliteracy solutions are generally categorized as desktop application containing lectures and video
content as well as a web-based application (2D text-based
instructional programs and games). hese solutions ignored
traditional learning theories such as self-presence, social
presence, and situated learning. To address these issues,
[21] uniied traditional learning theories three-dimensional
(3D) technologies by proposing a learning platform based
on Multiple Intelligences (MI) heory. he authors utilized
users’ familiar objects for teaching the alphabets to adult
absolute illiterate. Basically, the objects are related with the
alphabets; for example, the symbol of a famous TV channel
is connected with the corresponding alphabets in this work.
Although the environment proved to be good for adult
absolute illiterate; however, it ignored the concept of sense of
belonging.
According to “Maslow’s hierarchy of needs” belonging is
one of the important factors known as “emotional need” [9] as
shown in Figure 1. Belonging means acceptance as a member
or part. A sense of belonging is a human need, just like the
need for food and shelter. Sense of belonging is associated
Mobile Information Systems
Selfactualization
Esteem
Love/belonging
Safety
Psychological
Figure 1: Maslow’s hierarchy of needs [9].
with harmony between an individual and the surrounding
environment. It is developed in the space of conditions for
an individual’s self-realization that balances individual and
social interests [22]. A social relationship providing sense of
belonging is more meaningful for learners [23]. his view is
also evident, for example, in [24–27] as well, and carries more
motivation for learners [28]. It is human nature that we feel
more comfortable in the environment which is attractive for
us; for instance, if a person likes nature then he would feel
more interested in the natural environment. Some people ind
belonging with friends and family and some on Twitter or
other social media.
Our main contribution is how we classify users of the
application according to their interests and in designing of
learning environments according to user classiication. he
objects and environment both are of the users’ interest. We
are adding in existing knowledge of the user by concept
of cognitive learning and sense of belonging. While the
previous work ignored the concept of interest/belonging and
considered only the object that is known by user, however,
these objects may not be of the users’ interest.
3. Research Methodology
his section elaborates the methodology utilized in this work
to design a 3D virtual learning environment for absolute adult
illiterate. A focus group based study was conducted in order
to get users’ interest. he farmers’ interests are collected by
making a visit to their environment while women’s interests
are gathered by a focus group study.
3.1. Participants. Participants of our study were adult absolute learners (people who are unable to read or write the
numbers). However, all of the participants were able to
identify local currency notes by their colour or presentation
of currency note. In addition to this, most of the participants
are able to do shopping by using currency notes and are
capable of calculating the remaining amount easily.
3.2. Participants’ Classiication. To ind the interest and
belongings of adult learners, learners are divided into two
groups according to gender, namely, males and females. From
3
male class, we selected farmers and, from the female participants, housewives were selected since mostly/predominantly
adult illiterate females were housewives.
3.3. Real Environment Visit. A visit to real working environment of farmers is performed in order to design the learning
environment. he purpose of this visit was to observe the
working environment of farmers and to map real environment objects into the 3D learning environment. he visit was
conducted to collect the interest of farmers. We coordinated
with farmers and team members to plan our visits. he
team consisted of expert from areas of human computer
interaction, sotware requirement engineers, virtual reality
developer, and educationist.
3.4. Finding Interests and Belongings of Farmers. Team members observed real world environment and its diferent
objects. he importance of the objects was investigated by
the team from farmers. A list of signiicant objects according
to farmers was noted down. Pictures of these signiicant
objects and the environment were captured for our record
to map them into the 3D environment. Ater returning from
real environment visit, next day team members discussed
the listed objects from diferent prospects; for instance,
education, mapping, human computer interaction, and 18
vital objects of farmer environment were selected.
3.5. Focus Group Study to Find Interest and Belonging of
Women. To ind the interests of women, 17 women were
requested to list down 15 diferent objects of their interests.
he restriction about the object selection was that the objects
must be very common and everyone could identify these
objects. Ater getting the list of objects from women, the
colour printing of these objects was performed. he prints
were given to 38 illiterate women and the women were asked
to assign a number ranging from 1 to 15 to the objects based
on their importance (1 for the most important and 15 for
the least important). Ater iltering, 10 most common objects
were chosen to model in the 3D environment.
3.6. Icon Selection. To map selected object into the 3D
environment, icons (images) for the selected objects were
downloaded. It is diicult to select an icon for a selected
object as a number of icons (images) were downloaded for a
single object. Most related icons were identiied and provided
to a team of ive farmers. he team inalized the icons for
the selected objects. A similar approach was adopted to
inalize the icons for women. For generalized environment,
we followed the methodology adopted by [21] to inalize
the objects in which commonly known objects are selected;
however, the environment does not contain the objects of
pedagogy. his environment is designed without focusing any
speciic group of learners. he design of the 3D environment
is based on the pictures of real world environment that we
took during our visit to real world environment. he real
efect of environment makes learning environment more
attractive for learners due to their interests and familiarity.
4
Mobile Information Systems
Figure 2: Virtual learning environment for farmers showing numeracy education.
Figure 4: Quiz application.
Figure 3: Virtual learning environment for women showing numeracy education.
4. Virtual Learning Environment for
Adult Absolute Illiterates
hree types of environment, namely, a general environment,
environment for farmers, and environments for women, are
modelled in the study based on the sense of belonging.
he user interface for such environments is developed using
unity 3D engine (https://unity3d.com/). he user interface
of the environment is designed in NGUI 3.0. C# scripting
language is used to control the program activity. We use
free asset to develop this game which is downloaded from
oicial unity asset store. Some assets are downloaded from
online resources (http://www.archive3d.net/). Few of the
assets are designed in 3D animation making tool Blender.
Ater successfully testing our system using unity emulator,
we also tested the environments on multiple devices. Figures
2 and 3 show the proposed environment for farmers and
women.
5. Evaluation of Proposed Users’
Centered Environment
We conducted experiments with farmers and women to
access the efectiveness of the proposed environment. A total
of 120 learners (60 farmers and 60 women) participated
in the experiment. Farmers and women were divided into
control (30 farmers and 30 women) and experimental (30
farmers and 30 women) groups. he generalized environment
was provided to the control group whereas users’ centered
environments were provided to experimental group. One
hour was given to both groups to learn the numeracy from
0 to 9 using the prototype. In the prototype, when the
animated agent (learner) passes from the objects then the
numbers of objects appear on the screen (Figures 2 and
3), and agent speaks that number in local language (Urdu
language). he user can also count the number of objects to
verify and memorize the symbol used for that number. Ater
one hour, a quiz was conducted with the participants to access
their learning eiciency as shown in Figure 4. On selecting
the correct answer the learner gains 1 mark and learning
is measured by number of correct answers; for example, if
learners recognized 6 digits correctly out of ten (0 to 9) then
his learning eiciency was calculated as 60%. It is pertinent
to mention that both the control and the experimental group
take the same test. Ater conducting the quiz, the learning
eiciency of each learner was recorded.
In order to evaluate the efectiveness of the proposed
users’ centered environment, an independent sample �-test
was conducted. he numeracy learning eicacy of farmers
and women using generalized and users’ centered environment is compared. We considered the general and users’ centered environment as independent variable and the accuracy
of learning as dependent variables. here was a signiicant
diference in learning eiciency for general environment
(� = 61.00, SD = 13.80) and users’ centered environment
(� = 74.66, SD = 15.15; �(27) = −2.538, � = .008, twotailed) as reported by farmers. Farmers exhibited improved
learning output on users’ centered environment as compared
to general environment. Similarly, signiicant diference was
found in learning eicacy of women for general (� = 54.00,
SD = 9.856) and users’ centered environment (� = 65.33,
SD = 12.46; �(28) = 2.763, � = .010, two-tailed). his is also
summarized in Table 1. Better numeracy learning eiciency
was reported on users’ centered environment by women.
Likewise, signiicant diference was identiied between computer based environment (� = 55.00, SD = 10.09) and
mobile based environment (� = 66.33, SD = 12.45; �(28) =
−2.835, � = .012, two-tailed). It is important to highlight
that mobile based learning environment was more useful as
already reported in [29–32].
Finally, we conducted semistructured interview to see if
a mobile based application is more useful than a traditional
Mobile Information Systems
5
Table 1: Diference in numeracy learning eiciency between general and users’ centered environment.
Participant
Farmers
Women
Technology
Environment
General environment
Users’ centered environment
General environment
Users’ centered environment
Computer based learning environment
Mobile based learning environment
PC based application. We found out that a mobile application
was more useful in many ways and participants noted the
following key reason for this:
(a) It was easy to understand the content since it was
related to their everyday life and the environment that
they were used to.
(b) Users liked local language support since it augmented
their learning process.
(c) Mobile based system provided them freedom and
there were no time restrictions and they could use the
application whenever they were free.
(d) Finally, the target user group, that is, absolute illiterates, were not familiar with use of personal computers.
Participants highlighted that PC based system was not a
practical idea in their case due to the fact that there were
electrical power related issues in their households.
6. Conclusion
he existing learning solutions are mostly for toddler or
functional literate adults. Further, these solutions ignored
learners’ style, cognitive learning, and sense of belonging.
his paper addresses these discrepancies by proposing users’
centered 3D learning environments for farmers and women
adult learners. To make the environment attractive and
efective and to incorporate sense of belonging, data was
collected from farmers and women. hen the collected data
incorporated in the environments in order to improve the
numeracy education of adult absolute learners. Moreover,
we also conducted an experimental study to investigate the
impact of users’ centered design on the learning eiciency of
adults and the results spot-lighted a strong impact of users’
centered design on adult learning. As a next step, we plan to
develop a 2D user-centered environment and compare it with
our work presented in this paper to evaluate which of these
two would be best suited to augment learning at the level of
our target audience.
Conflict of Interests
he authors declare that there is no conlict of interests
regarding the publication of this paper.
Mean
57.33
69.33
65.33
54.00
63.33
74.67
SD
12.23
11.00
12.46
9.856
11.75
11.87
� value
� value
−2.628
.009
2.763
.010
−2.628
.014
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