Mobile learning (m-learning) can be defined as “learning across multiple contexts, through social and content interactions, using personal electronic devices” [1]. The education sector is faced with a range of hardware technologies that are developed for a constantly changing consumer market. For these platforms, educators have a plethora of software applications to choose from. The question posed by this paper is: How can these technologies be evaluated from a usability perspective?
The authors’ first question examines the state of m-learning and mobility usability research. The review of academic research suggests the number of published papers in this area has increased during the last few years. The second question revealed the aforementioned research used 16 different development frameworks and nine evaluation guidelines. The paper defines usability as the general acceptance of a system that includes social acceptability, and the practical aspects of reliability, cost, compatibility, and usefulness.
This is a wide-ranging paper that proposes a framework for evaluating m-learning using two criteria: pedagogical usability and user interface usability. Within each of these two criteria, the paper comprehensively covers a range of factors that affect the learning experience. This would be of interest to educational professionals who are working with m-learning technologies and need a framework for evaluation purposes.