mobile learning: go for it!, stavros nikou
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Presentation at the 2nd Scientix Conference, 24-26 October 2014, Brussels, BelgiumTRANSCRIPT
Mobile Learning: Go for it!
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
1
Thessaloniki,
GR
4th Lykeio Stavroupolis2
Presentation outline
Why m-learning
Definitions
M-learning practices
Characteristics
Affordances for students
for teachers
Challenges
Mobile apps ecosystem
M-learning in EU
Conclusions
3
Mobile devices are everywhere4
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)
5
Infographics about mobiles
2011 Horizon ReportThe Future of Enterprise Mobile Learning
Infographic
6
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
7
Why not use mobile technologies for learning?
In class Outside class
(Photo: Michael Schennum, The Arizona Republic) http://www.usatoday.com
8
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)
9
Mobile Learning (ML)10
Mobile Learning Practices: inside
class
Provide real time feedback to students through
polling devices
(Kelsey Broadwell/TommieMedia)
Socrative.com
11
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
12
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
13
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
14
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
15
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
16
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
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.
18
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
19
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.
20
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.
21
ML is situated
Learning is not only for classrooms
It is for life
Mobiles is a bridge between formal school settings and outdoors
22
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
23
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)
Social networks
Apps offering common learning spaces (wikis, blogs etc)
www.teachthought.com
24
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
25
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
26
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.
27
M-learning supports different learning activities
* Inquiry-based learning
28
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
29
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
30
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)
31
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
32
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
33
Educational Mobile apps Ecosystem
34
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.
35
Mobile learning ecosystems36
Are teachers willing to support mobile learning?
37
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
31
52
15
0
10
20
30
40
50
stronglydisagree
disagree neutral agree stronglyagree
Do you think m-learning will improve your educational
work?
38
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
39
In other countries (e.g. Greece, Poland, Romania, Bulgaria, Spain, Portugal) are
not allowed
Conclusions40