mobile learning: go for it!, stavros nikou

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Mobile Learning: Go for it! [email protected] 2 nd Scientix Conference Brussels, 24-26 October 2014 Stavros Nikou, SDA Greece Physics, Computer Science teacher 4 th Lykeio Stavroupolis, Thessaloniki, GR Computer Networks and Telematics Applications Lab University of Macedonia, GR 1

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Presentation at the 2nd Scientix Conference, 24-26 October 2014, Brussels, Belgium

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Page 1: Mobile learning: Go for it!, Stavros Nikou

Mobile Learning: Go for it!

[email protected]

2nd Scientix ConferenceBrussels, 24-26 October 2014

Stavros Nikou, SDA GreecePhysics, Computer Science teacher

4th Lykeio Stavroupolis, Thessaloniki, GR

Computer Networks and Telematics Applications Lab

University of Macedonia, GR

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Thessaloniki,

GR

4th Lykeio Stavroupolis2

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Presentation outline

Why m-learning

Definitions

M-learning practices

Characteristics

Affordances for students

for teachers

Challenges

Mobile apps ecosystem

M-learning in EU

Conclusions

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Mobile devices are everywhere4

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Why consider m-learning?

Today over 6 billion people have access to a

connected mobile device and for every one

person who accesses the internet from a

computer two do so from a mobile device

Mobile technology is changing the way we live

It is time to change the way we learn.

(Unesco, Mobile Learning)

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Infographics about mobiles

2011 Horizon ReportThe Future of Enterprise Mobile Learning

Infographic

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Digital natives vs digital immigrants

Digital immigrant, is an individual who was born before the existence of digital technology and adopted it to some extent later in life.

“A digital native is a person who was born during or after the general introduction of digital technologies and through interacting with digital technology from an early age, has a greater comfort level using it” [1]

21st century learners are “Digital Natives”

[1] Prensky, "Digital Natives, Digital Immigrants“, 2001

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Why not use mobile technologies for learning?

In class Outside class

(Photo: Michael Schennum, The Arizona Republic) http://www.usatoday.com

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What is mobile learning?

Mobile learning involves the use of mobile technology,

either alone or in combination with other

information and communication technology (ICT),

to enable learning anytime and anywhere (UNESCO)

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Mobile Learning (ML)10

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Mobile Learning Practices: inside

class

Provide real time feedback to students through

polling devices

(Kelsey Broadwell/TommieMedia)

Socrative.com

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Mobile Learning Practices: outside

class

Fig. 3 and Fig 5. Yueh-Min Huang, Po-Sheng Chiu, Tzu-Chien Liu, Tzung-Shi Chen, The design

and implementation of a meaningful learning-based evaluation method for ubiquitous learning,

Computers & Education, Volume 57, Issue 4, December 2011, Pages 2291-2302, ISSN 0360-1315,

Fig 2. Effects of the inquiry-based mobile learning model on the cognitive load and learning

achievement of students. Gwo Jen Hwang, Po Han Wu, Ya Yen Zhuang, Yueh Min Huang , Interactive Learning Environments , Vol. 21, Iss. 4, 2013

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Mobile Learning is:

Multimedia rich

Bite-sized

Time independent

Location independent

Just-in-time-learning

Ubiquitous

Adaptive

Personalized

Context-aware

Situated and

Authentic

Social and

collaborative

Augmented Reality

enabled

Gamification

supportive

Cloud-based

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ML is multimedia rich

Multiple media, beyond text can be supported: html

images

Audio

Video

Even AR

Different learning representations and hence, learning styles can be supported

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ML is bite-sized

Instead of lengthy

instructions and courses

on-demand delivery of

short lessons through

mobiles

People can now learn on

their spare time and learn

only what they're

interested in

According to the Journal of

Applied Psychology,

learning in smaller chunks

can improve the

knowledge transfer by 17%

e.g. while assembling a

product, a company

worker can instantly get

bite-sized instructions

through a mobile

application

e.g. students review

course material while on a bus

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ML is time and location

independent

Wireless networks and the portability of mobile

devices offer

Educational resources available 24/7

Students learn whenever and wherever they

want to

Enhanced learner’s engagement

Possible distractions and interruptions

http://blog.insynctraining.com/global-mobile-social-virtual-

classrooms

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Right content at the proper place at the right

time

“You can’t teach people everything they need

to know. The best you can do is position them

where they can find what they need when they

need to know it”. Seymourt Papert

ML is just-in-time 17

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ML is adaptive and personalized

A paradigm shift from the traditional one-size-fits-all

teaching approaches to adaptive and personalized learning

The system fits its behavior to :

the educational needs (such as learning goals and

interests),

personal characteristics (such as learning styles and

different prior knowledge)

particular circumstances (such as the learners’ time and

location as well as movements in the environment)

of the individual learner or a group of interconnected

learners [1][1] Wu, S., Chang, A., Chang, M., Liu, T.-C., & Heh, J.-S. (2008). Identifying Personalized Context-aware Knowledge Structure for Individual User in Ubiquitous Learning Environment.

In Proceedings of the 5th International Conference on Wireless, Mobile and Ubiquitous Technologies in Education, (WMUTE 2008) (pp. 95-99), Beijing, China.

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Adaptation engine

Input data into the adaptation engine is the learner’s

mobile context

The adaptation engine acquires input data and produces

the adaptation results

Output results of the adaptation engine are the adapted

mobile educational content [1]

[1] Economides, A. A. (2009). Adaptive context-aware pervasive and ubiquitous learning. International

Journal of Technology Enhanced Learning, 1(3), 169-192

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ML is Context-aware

Definition of Context

“Any information that can be used to characterize the

situation of an entity” [1]

Learning context :

“ the current situation of a person related to a learning

activity” [2]

[1] Dey, A. K. & Abowd, G. D. (2000). Towards a better understanding of context and context-awareness.

Workshop on The What, Who, Where, When, Why and How of Context-awareness (CHI 2000). Hague,

Netherlands, 1-6 April.

[2] Luckin, R. (2010). Re-designing learning contexts :technology-rich, learner-centered ecologies. London:Routledge.

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ML can be Ubiquitous

In mobile learning, learners are onlysupported by their mobile devices, which they are simply carrying with them [1]

In ubiquitous learning, learners are supported, during their learning process, by computing devices, invisible and embedded in everyday objects

Ubiquitous learning is defined as: “the potential of computer technology to make learning possible at any time and at any place” [2]

[1] Liu, G. Z. & Hwang, G. J. (2009). A key step to understanding paradigm shifts in e-learning: Towards context-aware ubiquitous

learning. British Journal of EducationalTechnology, 40(6).

[2] Hwang, G. J. (2006). Criteria and Strategies of Ubiquitous Learning. In Proceedings of IEEE International Conference on Sensor Networks, Ubiquitous and Trustworthy Computing, Taichung, Taiwan 5-7 June.

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ML is situated

Learning is not only for classrooms

It is for life

Mobiles is a bridge between formal school settings and outdoors

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ML is authentic

Authentic learning relates to real-world tasks that are of interest to the learners

learning in real life contexts such as museums, field parks, science centers

Mobiles facilitate the authentic learning instructional approach

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ML is Collaborative and Social

CSCL or MSCL: a situation in which two or more people attempt to learn something together with the help of Computers or Mobiles”

Learners can interactively work together and exchange information in a synchronous or asynchronous way

Mobile devices and wireless technology do offer the proper infrastructure for collaborative and social learning Voice communication and

messages exchange

Media sharing (photos, videos, etc)

Email

Social networks

Apps offering common learning spaces (wikis, blogs etc)

www.teachthought.com

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ML supports AR

Augmented Reality, a real-time technology

enabling the overlay of virtual graphics over

the real world, can be a great way for

enhancing learning experiences [1]

[1] E. Klopfer. Augmented learning: Research and design of mobile educational games. 2008

www.lm3labs.com

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ML supports GBL

Game based learning (GBL) is a type of game play that has defined learning outcomes [1]

Gamification takes game elements (such as points, badges, competition, achievements) and applies them to a non-game setting

Examples:

Location based services and social networks, such as foursquare

Mobile based scavenger hunts e.g. for city tours

[1] http://edtechreview.in/dictionary/298-what-is-game-based-learning

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ML is cloud based

www.edulabsglobal.com

The cloud can help extend education and learning beyond the classroom walls

and with access to teachers and resources anytime, anywhere, from any

device – students have more opportunity to take their learning further.

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M-learning supports different learning activities

* Inquiry-based learning

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Mobile Learning and Inquiry-Based Learning

The use of mobile

technologies along

with environmental

sensory data:

Facilitates student

scientific inquiries

Increases student

engagement

B. Vogel, D. Spikol, A. Kurti, and M. Milrad, “Integrating Mobile,

Web and Sensory Technologies to Support Inquiry-Based Science

Learning,”Proc. IEEE Int’l Conf. Wireless, Mobile and UbiquitousTechnologies in Education,2010

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Example: SMILE - Stanford Mobile Inquiry-based Learning Environment

Students use a mobile phone application to create questions

Answers are given and rated by peers.

The entire process is controlled and monitored by a teacher with the proper management application

Promotes engagement way in the elementary classroom using mobile phones

Stanford Mobile Inquiry-based Learning Environment(SMILE): using mobile phones to promote student inquires in the elementary

classroom, Sunmi Seol, Aaron Sharp, Paul Kim Proceedings of the 2011 International Conference on Frontiers in Education:

Computer Science & Computer Engineering, FECS 2011

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M-learning is for students

Transforms education

Offers better learning experiences

May result in higher student achievements

Supports life-long learning

Enhances self-regulation and control of own learning

Increases student engagement and motivation

Is in line with 21st century

skills (learning, literacy and

life skills)

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M-learning is for teachers

Deliver mobile quizzes and assessments

Deliver surveys for collecting student feedback

Scheduling events in a class calendar

Document sharing available online or downloading for off-line access

Upload multimedia material and use it in class

User and rights management and authentication

Reporting and analytics - measuring and tracking student performance

Easier administration

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ML Challenges

Lack of proper infrastructure e.g. low bandwidth

Battery life

OS platforms

Screen size and resolution

Security, privacy and ethical issues

Migrating existing learning content

Possible student distraction

Student may not afford it

The Guardian

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Educational Mobile apps Ecosystem

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Mobile apps development

Native

apps are

specific to a

given mobile

platform (iOS

or Android)

Native apps

look and

perform the

best.

HTML5 apps use standard web technologies—typically

HTML5, JavaScript and CSS. They are “write-once-run-

anywhere” on multiple devices. Limitations include access

to native device functionality (camera, calendar,

geolocation, etc.)

Hybrid apps make

it possible to embed

HTML5 apps inside

a thin native

container, combining

the best (and worst)

elements of native

and HTML5 apps.

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Mobile learning ecosystems36

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Are teachers willing to support mobile learning?

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Survey

106 teachers were asked

to answer a survey about

m-learning.

94% had advanced

computer skills and 87%

considered themselves

advanced mobile phone

users

Only 48% had mobile learning experience

2

6

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52

15

0

10

20

30

40

50

stronglydisagree

disagree neutral agree stronglyagree

Do you think m-learning will improve your educational

work?

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M-learning in EU

In some schools and in some countries (notably Denmark, Norway, Sweden, Portugal, Austria, Latvia and Estonia), the majority of students are allowed to bring their own technology into school for learning purposes

Survey of Schools: ICT in Education, February 2013, EUN

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In other countries (e.g. Greece, Poland, Romania, Bulgaria, Spain, Portugal) are

not allowed

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Conclusions40

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Thank [email protected]

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http://tinyurl.com/lduftfv