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Presentation about mobile learning and the possibilities for new practices

Presentation about mobile learning and the possibilities for new practices

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    Science Museum Mobile Science Museum Mobile Presentation Transcript

    • On the Move: Mobile technologies, Mobile learning Dan Sutch [email_address] Futurelab www.futurelab.org.uk
      • digital divide  mobility  personalisation  ownership  portable  location sensitive  embedded technologies  linking home and school experiences  mobile learning  widening access to resources  empowering learners  augmented realities  context sensitive  authentic audiences  collaborative tools  communication tools  hard to reach learners  self organisation  5m under 16s own a mobile phone  conversational learning  supportive technologies  one to one access  social skills  distributed access to experts  sensor technologies  situated learning  engagement and motivation  change to student-teacher relationships  kinaesthetic learning  mobile technologies  authentic purpose  developing students’ confidence  enabling new learning networks  90% of young people own a mobile phone  incidental learning  conversation in context  ubiquitous learning  25% primary children own a mobile phone  multimedia capabilities  autonomous learners  community learning  multiple communication channels  opportunistic learning  enabling tool
      Possibilities and practicalities
    • Stimulating a culture of innovation in education
    • ‘ Pulsating Networks of Learning’
      • Pulsating
        • Mobility = ‘coming together and dispersing’ (Engestrom)
      • Networks
        • People (facilitated through technology) from variety of backgrounds, varied/various communities of practice
      • Learn ing
        • Not just networks of learn ers , but locative/location sensitive technologies can enable the environment to provide relevant, appropriate feedback
    • Questions…
      • Why are you interested in mobile learning?
      • What activities/interactions are you trying to foster?
    • http://www.futurelab.org.uk/resources
      • Literature Reviews
        • Mobile technologies and Learning
        • Learning with digital technologies in museums, science centres and galleries
      • Further Literature
        • Networked Learning
        • Social software
      • Projects
        • http://www.futurelab.org.uk/projects
      • digital divide  mobility  personalisation  ownership  portable  location sensitive  embedded technologies  linking home and school experiences  mobile learning  widening access to resources  empowering learners  augmented realities  context sensitive  authentic audiences  collaborative tools  communication tools  hard to reach learners  self organisation  5m under 16s own a mobile phone  conversational learning  supportive technologies  one to one access  social skills  distributed access to experts  sensor technologies  situated learning  engagement and motivation  change to student-teacher relationships  kinaesthetic learning  mobile technologies  authentic purpose  developing students’ confidence  enabling new learning networks  90% of young people own a mobile phone  incidental learning  conversation in context  ubiquitous learning  25% primary children own a mobile phone  multimedia capabilities  autonomous learners  community learning  multiple communication channels  opportunistic learning  enabling tool
      Possibilities and practicalities
    • Centre of a web
      • Enabling learners:
      • To be at the centre of a web of resources, people and information
      • To control a personal, familiar, multimedia device, whether in the classroom or at the bus stop
      • Learners being:
      • More active in choosing appropriate tools to organise and manage social and learning opportunities.
      Consider: content delivery, information retrieval; where resources are kept and how/where accessed.
    • Augmenting spaces
      • Enabling learners (through location sensitive technology):
      • To augment real spaces with virtual worlds
      • Learners:
      • Experiencing hidden worlds of geography or history
      • Interacting with real environments whilst investigating creative or abstract information
      Consider: how tech can change a physical space, without altering the physicality
    • Mobile presence
      • Enabling learners:
      • To represent themselves in multiple ways
      • Learners:
      • Taking on different roles within social and virtual contexts
      • Showing their own intentions, interests and requirements – beginning new learning conversations
      Consider: new ways of organising groups, new learning conversations, role of social software.
    • Capture, MANIPULATE and share
      • Enabling learners:
      • To capture, manipulate and then publish rich multimedia data
      • Learners:
      • Capturing experiences in a wide variety of ways
      • Creatively engaging with data – making it appropriate and personal
      • Publishing to a wide variety of audiences
    • Prototype projects: Stemming from the Call For Ideas
      • Rethink the formula of a guided tour to develop:
      • A participatory involving and evolving guided tour
      • Development of a toolkit to allow participants to add to the tour whilst on the tour
      • Providing information that is location specific
      • Prompting conversations between learners
      • Promoting further investigation of the local area
      Mudlarking in Deptford
      • Using mobile phones to enable young people to become engaged in local decision making
      • Creating link between young people and decision makers through personally-owned technologies
      • Stickers to leave real-world visual marker of thoughts/views
      • Real-world hyper tags
      • QR codes/text messages
      Pleasurable Cities
      • Strategy-based adventure mobile game
      • Virtual Savannah overlays a real
      • space (school field)
      • Children ‘play’ at being lions, navigating environments with mobile handheld devices
      • Link between play space (field) and reflective space (classroom)
      • Immersed in activity
      Savannah
    •  
    • www.createascape.org.uk
      • Enhancing museum experiences
      • Creating a ‘live information space’
      • Supporting the learner in engaging with exhibits
      • Enabling personal ‘curating’ of artefacts
      • Providing link between pre, post and visit activities
      • Providing hidden information about exhibits
      • Speckled computers embedded in environment
      Smart Learners, Smart Places
      • Public understanding of Science
      • Mixture of a kinetic sculpture and
      • multimedia allows learner exploration
      • of contextualised information
      • Uses learner space as primary reference point to information
      • Incidental learning
      • Free resource in a public space:
      • Millennium Square, Bristol
      Space Signpost
    • Emerging and new technologies
      • RFID
        • Personal identification
      • Owned technologies
        • Wider variety of personal technologies
        • ‘ technology always out of date’
      • Digital paper
      • Ambient technologies
      • QR codes
        • Real world hyperlinks
      • Function based
        • Audio? Textual? Video? Communication?
      • Bluetooth
        • BBC/Watershed project
      • Tracking
        • Location sensitive
      • UMPCs
      • Internet tablets
      • Augmented Reality, holograms
        • Ambient performance, BBC
    • Designing…
      • Where in the visit is the technology to be used?
        • before, during, after…
      • What activity or social interaction?
        • Beyond museum’s walls, new links, augmenting reality, asking better questions, interrogating artefacts more…
      • Frames for activities?
        • Games:
          • Collecting, building, narrative, argument, histories, puzzles and solving …
        • Lenses:
          • Alternative views, current debates, ‘what would a scientist look for?’, ‘what would a curator investigate?’
      • Role of co-design/informant design?
      • Speckled computers
      • If your museum/gallery became a ‘live information space’ what would you do with it?
      Emerging and new technologies