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Mobile apps
Mobile learning apps
Mobile-assisted learning apps
Prof Dr. Supyan HussinCentre for Teaching and Learning Technologies
Universiti Kebangsaan Malaysia
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Trends: Increasing in smartphones and tab sales
Smartphone shipments worldwide• 2011: 485 million • 2012: 680 million • 2013: 823 million • 2017: expected 1296 million
Tablet sales worldwide• 2012: 136 million• 2013: 208 million• 2017: expected 398 million
Source: http://www.portioresearch.com/en/reports/current-portfolio/smartphone-futures-2012-2016.aspx
© Dr. Supyan Hussin
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Trends: Mobile Apps Download
• Increase in mobile gadgets: smartphone, tabs
• Increase in mobile users, mobile apps
What is driving this rapid growth in downloads?
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Asia Pacific
Trends: Mobile apps users
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Trends in integration of technology in T & L
1960 1970 1980 1990 2000 2010
Correspondence:
Paper-based
Radio
Broadcasting
Off-campus
Paper-based
e-Learning II
Network-based
wireless
2020
broadband
Telephone
conferencing
Video
conferencing
Online materials,
Discussion; CMC
e-Learning I
Electronic based
Satellite
mobile
e-Learning III
Mobile based
ubiquitous
Blended
Flipped
MOOC
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Mobile apps
• Apps or computerized programs designed for specific applications• Communication apps: WhatsApp, Telegram, WeChat
• Editor apps: graphics, photos, videos, animation, audio
• Utilities: GPS apps, AES detector, Virus cleaner
• Voice recording apps
• Document readers: PDF, Bar Code
• Language apps: dictionary, translator
Reference: Supyan Hussin. 2016. Mobile learning: Future trends and challenges in Education. Paper presented at Language Academy FRGS Workshop, Universiti Teknologi Malaysia, 20-21 Dec 2016
© Dr. Supyan Hussin
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Mobile learning, m-learning apps
• Mobile learning• Conceptually – a learning mode that promotes learning
activities (experiential learning, discovery learning, autonomous learning, active learning) using mobile gadgets
• Operationally – the use of mobile gadgets to learn or to engage in the learning process** (most popular)
• M-learning apps – learning packages that are designed for specific subjects; the packages may contain tutorial-demo module only
Reference: Supyan Hussin. 2016. Mobile learning: Future trends and challenges in Education. Paper presented at Language Academy FRGS Workshop, Universiti Teknologi Malaysia, 20-21 Dec 2016
© Dr. Supyan Hussin
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The keyword is “learning”
• What is learning?
• Learning is a process of acquiring and mastering the inputs (knowledge and skills) from one stage to another, with an increase in understanding and ability, and that learning is measured based on the intended learning outcomes
Time
Inputs (knowledge & skills)
active, dynamic
passive, staticstart
(Supyan 2016)
Reference: Supyan Hussin. 2016. Mobile learning: Future trends and challenges in Education. Paper presented at Language Academy FRGS Workshop, Universiti Teknologi Malaysia, 20-21 Dec 2016
© Dr. Supyan Hussin
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Mobile-assisted learning (MAL), MAL apps• MAL
• Conceptually - a learning mode that assists or enhances the developmental learning process using mobile gadgets
• Operationally – the use of mobile gadgets to learn or to engage in the language learning process** (most popular)
• MAL apps – computerized programs that are designed specifically for specific subjects and for general population; the programs meet 2 major requirements: provide individualized instruction (structured/ unstructured lessons) and bidirectional (exploratory drill-practice, and assessment)
Reference: Supyan Hussin. 2016. Mobile learning: Future trends and challenges in Education. Paper presented at Language Academy FRGS Workshop, Universiti Teknologi Malaysia, 20-21 Dec 2016
© Dr. Supyan Hussin
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Mobile-assisted language learning (MALL), MALL apps
• MALL• Conceptually - a learning mode that assists or enhances the
developmental language learning process using mobile gadgets
• Operationally – the use of mobile gadgets to learn or to engage in the language learning activities** (most popular)
• MALL apps – computerized programs that are designed specifically for language subjects for general/specific population; the programs meet 2 major requirements: provide individualized instruction (structured/ unstructured lessons) and bidirectional (exploratory drill-practice, and assessment)
Reference: Supyan Hussin. 2016. Mobile learning: Future trends and challenges in Education. Paper presented at Language Academy FRGS Workshop, Universiti Teknologi Malaysia, 20-21 Dec 2016
© Dr. Supyan Hussin
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Summary
Mobile Apps Mobile-Learning Apps Mobile-AssistedLearning apps
Purpose General Learning Assisted Learning
Scope Aids 1. Tutorial or2. Demonstration or 3. Test
1. Tutorial2. Demonstration3. Drill-practice exercise4. Assessment
Examples WazeAES detectorDictionaryGoogletranslatorTelegramWhatsAppMinimovie
1. Medical Wikipedia2. Computer Networking
Concepts3. O level Physic exercise4. Complete Chemistry
App5. Basic Accounting6. Mechanical Eng. One
1. Addition games2. Multiply3. English conversation4. English grammar5. English grammar
handbook6. English phrasal verbs7. English Idiom &
phrases© Dr. Supyan Hussin
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Web apps vs Mobile apps
Web program are accessed via mobile gadgets (iPad, Tabs, Mobile phone)
• Dependent applications/ contents
• Not downloadable
• Access the program from the websites
• Rely on internet line, wi-fi
Mobile apps are accessed via mobile smartphones/tablet PCs
• Independent applications
• Downloadable. Download apps and install the apps into the smartphone
• Immediate access and use
• Direct internet access
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Rating MAL apps
• A very good MAL app should reflect 4 stages of instruction/pedagogical procedures
© Dr. Supyan Hussin
Fair Good Very good
1. Introduce key concepts, skills, terms
2. Guide to enhance understanding of key concepts, skills, terms (demonstration, illustrations, examples)
1. Introduce key concepts, skills, terms
2. Guide to enhance understanding of key concepts, skills, terms (demonstration, illustrations, examples)
3. Provide exercises (drill-practice, simulation, game) to master the key concepts, skills, terms (exploratory)
1. Introduce of key concepts, skills, terms
2. Guide to enhance understanding of key concepts, skills, terms (demonstration, illustrations, examples)
3. Provide exercises (drill-practice, simulation, game) to master the key concepts, skills, terms (exploratory)
4. Asses the progress or achievement (test)
A very good MALL app should reflect 4 stages of instruction/pedagogical procedures
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Evaluate the ML, MAL apps
© Dr. Supyan Hussin
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© Dr. Supyan Hussin
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© Dr. Supyan Hussin
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© Dr. Supyan Hussin
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© Dr. Supyan Hussin
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Email: [email protected] Blog: supyanhussin.wordpress.comNote: notasupyan.wordpress.com