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Public libraries, mobile learning and the creative citizen Geoff Butters & Margaret Markland, CERLIM Rob Davies, MDR Partners and the eMapps project

Public libraries, mobile learning and the creative citizen

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Public libraries, mobile learning and the creative citizen. Geoff Butters & Margaret Markland, CERLIM Rob Davies, MDR Partners and the eMapps project. Learners in the digital era. Today’s learners as digitally literate ‘always on’, mobile, experimental and community oriented - PowerPoint PPT Presentation

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Page 1: Public libraries, mobile learning and the creative citizen

Public libraries, mobile learning and the creative

citizen

Geoff Butters & Margaret Markland, CERLIM

Rob Davies, MDR Partners

and the eMapps project

Page 2: Public libraries, mobile learning and the creative citizen

Learners in the digital era

• Today’s learners as digitally literate– ‘always on’, mobile, experimental and community

oriented• Those born after 1982 are ‘digital natives’

– grew up with exposure to the internet and mobile devices

– stays in contact through SMS, mobile phones, chatrooms and email

– simultaneously plays computer games, listens to music and watches television

• Older than 25 are ‘digital immigrants’– numbers are huge in all age groups

Page 3: Public libraries, mobile learning and the creative citizen

Kids are different today

• Operate at ‘twitch speed‘ rather than conventional speed• Parallel processors rather than linear processors• Choose graphics and animation over text• Random accessors of information• Prefer connected to stand-alone• Active not passive • Expect reward for effort• See play as work and work as play• Expect fantasy and reality in equal measure• View technology as life, not a separate activity

(Marc Prensky, 2001)

Page 4: Public libraries, mobile learning and the creative citizen

Kids are different today (2)

• Young children spend twice as much on ‘screen time’ as playing outside and as they do reading

• Work with multiple sources of information at the same time

(chat, TV, Internet and music)

• 75% use chat and email to keep in touch, conduct multiple conversations

• Use computer technology almost as much as television

Page 5: Public libraries, mobile learning and the creative citizen

Games and mobile technology in learning

• Lifelong learning• Constructivist concepts (vs instructivist)

– learners actively construct their own understanding of the world

• People learn best when they are motivated and entertained– games provide a ‘flow’ experience– playful experimentation to develop understanding of the physical

world and our place within it.

• Can use location to trigger events - GPS• Draw on contextual content • Personal mobile technology

– equip learners with powerful tools for creation and use of content

Page 6: Public libraries, mobile learning and the creative citizen

Gaming characteristics

Motivation, challenge, fantasy, curiosity• Player able to affect outcome of the game• An overriding goal/challenge & sub-goals• Positive and negative outcomes based on player

actions• Require mental and/or physical skill• Outcome uncertain at the outset• Player required to develop strategies in order to

succeed • Offer multiple paths to success• Players can ultimately overcome most obstacles

Page 7: Public libraries, mobile learning and the creative citizen

Mobile learning characteristics

• Ubiquitous – March 2006, 100% penetration rate for Western Europe: a mobile

phone for every person in the population.• Bite sized

– in short segments, simple, structured, use media carefully, easy access, often task-based

• On demand – time shift: flexibility provided to the learner to access learning in

best time and place – audio, video, collaborative learning

• Typically blended – used as part of a wider set of learning interventions – NOT e-learning on a phone

• Can be location dependent (but doesn’t have to be)

Page 8: Public libraries, mobile learning and the creative citizen

Mobile devices and games• Mobile devices well suited to structured quizzes and

games– delivered as SMS messages asking the user to choose an

option and respond, e.g with a deadline – can be delivered with a ‘push’ to WAP-enabled phones, – Java-based quizzes/games provide increased potential– can be an effective part of an overall blended approach

• Feedback can come from a teacher – using PC to SMS or chat applications for groups

• Care needed with costs for the learner – download or connection charge – provide alternative format: e.g. download to PC then

‘sideload’ to mobile

Page 9: Public libraries, mobile learning and the creative citizen

Gaming in libraries

• Public, school and academic libraries– proactively, creatively, and affordably integrate gaming

into services and programs – case studies show gaming very popular with users– “cognitive workouts” enhance development of learning

and literacy skills• USA is ahead - see

– Gaming and Libraries: Intersection of Services by Jenny Levine (Library Technology Reports, Sept/Oct.2006, vol 42 no.5. https://publications.techsource.ala.org/products/archive.pl?article=2585)

• EC projects such as AITMES and Il Greco• Potential for museums, too.

Page 10: Public libraries, mobile learning and the creative citizen

Challenges for libraries

• Building a learning culture into their policies• Recognition as a key player in lifelong learning:

– advocacy • Accepting their new role and the use of technology• Workforce competence of library staff

– to support and mentor learners– develop and provide digital services

• Partnerships or competition in learning provision? • Structured or accredited learning?• Evidence: evaluation and impact measurement

Page 11: Public libraries, mobile learning and the creative citizen
Page 12: Public libraries, mobile learning and the creative citizen
Page 13: Public libraries, mobile learning and the creative citizen

eMapps.com

Using computer games and mobile technologies in teaching and learning.

Page 14: Public libraries, mobile learning and the creative citizen

eMapps.com

• Research project• Part of the European Union’s Information Society

Technologies R&D Programme • Working with schools in the New Member States

(NMS) of the EUEstonia, Latvia, Lithuania, Poland, Slovakia, Czech Republic, Hungary & Slovenia

Page 15: Public libraries, mobile learning and the creative citizen

eMapps is about . . Capturing ‘digital objects’ . . . .

Page 16: Public libraries, mobile learning and the creative citizen

. . . and running mobile applications

PDABlackberry

Mobile phone

Nintendo DSGizmondo

Nokia N-Gage

Specialist consoles e.g. Sudoku

Sony PSP

Page 17: Public libraries, mobile learning and the creative citizen

A map-based game

• Before the game is played– Digital map with a route, marked with stopping points, and

tasks or challenges

• When the game is played– Team of 6-8 players, in one of two places– 2 back at base working the game platform– 4-6 out in the field navigating around the map– Solving clues / challenges– Uploading ‘evidence’ and information about the tasks

including GPS position– Use chat to communicate

Page 18: Public libraries, mobile learning and the creative citizen

The map that was the background to the last slide

Page 19: Public libraries, mobile learning and the creative citizen

Summer School, Nida, Lithuania, 2006

Primary School Teachers from the eight NMS learning to create online games to be played outdoors, based on navigating around a map, answering clues, solving puzzles and completing challenges

Page 20: Public libraries, mobile learning and the creative citizen

After the gamea montage of some of the objects they found

Page 21: Public libraries, mobile learning and the creative citizen

Handheld mobile devices in the fieldPocket PC/Smartphone

with still and video camera

audio recording

runs pocket PC software

with web browser

possibly WiFi wireless connection

uploading capabilities

communication capability

GPS device

for checking location coordinates

Page 22: Public libraries, mobile learning and the creative citizen

Children playing the game

Page 23: Public libraries, mobile learning and the creative citizen

Desktop / game platform back at base 1

Page 24: Public libraries, mobile learning and the creative citizen

Desktop / game platform back at base 2

Page 25: Public libraries, mobile learning and the creative citizen

eMapps . . .• Is a game pupils play

– exploring the concept of games in L&T• Teachers are the game designers

– with technical help • Live mobile uploading to the ‘desktop’

– with GPS coordinates to a position on map• Some players out in the field, some back at base• Teacher ‘controller’ at base• Incorporates a chat system

– for communication between field and base• Takes place in the New Member States

– ie. East European countries

Page 26: Public libraries, mobile learning and the creative citizen

Where to find out more

http://www.emapps.com/index2.html

http://www.cerlim.ac.uk/projects/emapps/index.php

The acronym expansion ?Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies

for Creative Opportunities through Multimedia

eMapps.com

Page 27: Public libraries, mobile learning and the creative citizen

Where to find out more

http://www.emapps.com/index2.html

http://www.cerlim.ac.uk/projects/emapps/index.php

The acronym expansion ?Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies

for Creative Opportunities through Multimedia

eMapps.com