mobile learning: does it make a difference -vitta nov 2010

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Presentation made at the VITTA Conference, November 2010, Melbourne, Australia

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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

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

Twitter

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

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