Upload
cecilie-murray
View
1.972
Download
3
Embed Size (px)
DESCRIPTION
Presentation made at the VITTA Conference, November 2010, Melbourne, Australia
Citation preview
Cecilie MurrayJohn Sloan
Delphian eLearning
Let’s talk about what we knowWhat is mobile learning?What does the research say?Good practice examplesApps, apps and dataResources
K-12 Report 2010 Cloud computing Collaborative
environments Game based
learning Mobiles Augmented reality Flexible displays
http://www.nmc.org/pdf/2010-Horizon-Report-K12.pdf
Aust-NZ Report 2010
• E-books
• Mobiles
• Augmented reality
• Open content
• Gesture based computing
• Visual data analysis
http://www.nmc.org/pdf/2010-Horizon-Report-ANZ.pdf
The Mobiles
Mobile learning is…‘learning in a more personalised way, handing over more control to the learners themselves’
‘disruptive learning’
(Stead, 2006) ‘holds and heightens student interest, engages
students in learning, and provides yet another means for expressive and receptive literacy’
(Dogeby, 2007)
The Research
‘a small, cleverly designed handheld game can significantly enhance learner performance in
mental maths as well as having a positive impact on other aspects of classroom life’
(Robertson, 2009)
‘mobile devices can have a positive impact on learning experiences for both educators and
students’
(McFarlane, Triggs& Yee, 2008; Ng & Nicholas, 2009)
‘Schools with one-to-one computing programs have fewer discipline problems, lower dropout rates, and higher rates of college attendance than schools with a higher ratio of students to computers…but for one-to-one programs to boost student achievement as well, they must be properly implemented.’
Project Red (Revolutionizing Education) June 2010
(ed. Wan Ng, 2010)
Chapter 12 Imagine Mobile
Learning in your Pocket
http://www.igi-global.com/bookstore/TitleDetails.aspx?TitleId=41770
how mobile learning might be used to increase engagement, motivation, ICT curriculum integration and effective learning in K-12 schools.
action research questions focused on impact for learning in core curriculum areas, literacy, numeracy, media, interpersonal development
Collaborative project co-funded Average VIC government school – not
high-tech 30 Year 8 students Teachers – average ICT skills Cross curriculum approach – English,
Social Science, Maths, Science, Music and German, HPE
Three diverse schools, locations and communities:◦ Corio South, Courtney Gardens, Epsom
Years 5-6 initially (early years noted) Teacher action research; good ICT skills Cross curriculum approach embedded within
VELS Emphasis on literacy - reading, writing,
media 8 iPod Touches per class
Two year project – Australia, Singapore and USA
Year 1:◦ global citizenship and cultural identity
Year 2:◦ personalised learning, improving student literacy in
reading and writing, speaking and listening, digital, media and visual literacy
◦ class sets of iPod Touches, Studywiz online learning environment, vodcasts, Apps, etc
The Schools
United World College of South-East Asia, Singapore
Shepparton High School, Victoria
Chormann Elementary, Southgate, Michigan
Two schools – Xavier College and Trinity Catholic Primary School
Focus – potential of Nintendo DS to support student learning in Mathematics
Four classes used Professor Kageyama Maths Training Program; control group of students used same Maths program with traditional pen and paper
20 minutes each day for 10 weeks
Up to 50 Primary and secondary schools
1:1technologies and collaborative technologies supporting VELS outcomes
iPod touch, Netbooks, Flip cameras, Blogs, Wikis, GPS & geocaching, Massive Multiplayer Online Gaming, Quizdom etc
Benchmarking, data collection based on rubrics, online survey, reports, interviews
Mobile learning: Promotes confidence and independence regardless of
year level and age
Promotes peer coaching and developing activities for each other
Important in encouraging ESL learners, reluctant learners (at risk/disengaged)
Improves attendance, more active participation in class
Promotes better preparation and organisation for class
Supports more regular completion of school work and homework
Mobile learning stimulates enjoyment in learning…‘fun’ activity
Greater interaction (& writing) from boys in particular, in blogs, podcasts and web pages
Stimulates teachers and students to work creatively to improve literacy and numeracy
Student performance data – improves numeracy and literacy, increases skills in teamwork, interpersonal skills and ICT skills
Motivates teachers to rethink their pedagogy around the use of ICT and mobile devices
Research reportsiPod Touch Reporthttp://delphian.com.au/ipod-touch-research-report
iPodagogy: Using iPods and Video Podcasting for Learning
http://delphian.com.au/ipods-and-podcasting-learning
Global Mobile Learninghttp://delphian.com.au/global-mobile-learning-
research
Good Practice Tips
Implementation of Mobile Learning projectshttp://delphian.com.au/mobile-learning-articles
Why Mobiles for learning?
Small handheld devices enable learning anywhere, anytime
Convergence of innovations in mobile technology and social software, Web 2.0
Young people’s social use of technologies
For schools it means 1:1 is achievable
http://epotential.education.vic.gov.au/showcase/resource.php?res_id=659&showcase_id=65
Five minute discussion in groups on mobile learning:
Are your students ready for mobile learning?
Structures, policies, issues
Kids are ready, staff are concerned
School policies & ownership of budget
Restricted school practices
Different tools for different circumstances
Support (maintenance & charging) and a team of champions
Professional learning
How make a raft of technologies co-exist
Educational apps Relevant to kids
Use technologies that pervade their lives
Engaging for learning
Inquiry based constructivist content
High quality games prolong engagement
Kids can consolidate knowledge independently
Use Twitter to follow the leaders:
#slide2learn #mlearning#edapps
Australian curriculum app
English Apps
Spectronics: Apps for Educationhttp://www.spectronicsinoz.com/blog/uncategorized/2010/09/educational-apps-and-resources-for-the-ipad-and-iphone/
History Apps
Maths Apps
Science Apps
Curriculum-driven content, high quality graphics Monitor student progress online
A new model
Data from apps
1 2 3 SHEEP is a counting app for young learners with 3 fun activities - flying a helicopter around the farm, herding sheep into pens and guiding the sheepdog into the ute
MATHSTRONAUT is a maths challenge app for addition and subtraction, designed for Primary and
Middle school students.
PLINKERTON is a cybersafety mystery game that aims to create awareness for Middle school students
about how to stay safe online.
ReferencesProject Red (2010) Revolutionizing Education, One to One Institute, US. http://projectred.org/
McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim report to Becta http://partners.becta.org.uk/upload-dir/downloads/page_documents/research/mobile_learning.pdf
Ng, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and beliefs in the first year. Computers and Education.
Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global Change, La Trobe University, Melbourne
Stead, G. (2006). Mobile technologies: transforming the future of learning, in Emerging Technologies for Learning, BECTA. http://partners.becta.org.uk/upload-dir/downloads/page_documents/research/emerging_technologies.pdf
Metiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems. http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdf
Dogeby, (2006) Using iPods for Instruction, Principals Partnership, Florida. http://www.principalspartnership.com/iPods.pdf
Web: www.delphian.com.auwww.app-titude.com.au
Email: [email protected]@app-titude.com.au
Twitter: http://twitter.com/ceciliemurrayhttp://twitter.com/App_titude
Contacts