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Science Museum Mobile

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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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  • 1. On the Move: Mobile technologies, Mobile learning Dan Sutch [email_address] Futurelab www.futurelab.org.uk
  • 2.
    • 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
  • 3. Stimulating a culture of innovation in education
  • 4. ‘ 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
  • 5. Questions…
    • Why are you interested in mobile learning?
    • What activities/interactions are you trying to foster?
  • 6. 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
  • 7.
    • 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
  • 8. 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.
  • 9. 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
  • 10. 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.
  • 11. 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
  • 12. Prototype projects: Stemming from the Call For Ideas
  • 13.
    • 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
  • 14.
    • 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
  • 15.
    • 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
  • 16.  
  • 17. www.createascape.org.uk
  • 18.
    • 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
  • 19.
    • 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
  • 20. 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
  • 21. 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?
  • 22.
    • Speckled computers
    • If your museum/gallery became a ‘live information space’ what would you do with it?
    Emerging and new technologies