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Identity, Ownership & Mobility - Graham Brown-Martin
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Identity, Ownership & Mobility - Graham Brown-Martin

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Presentation given by Graham Brown-Martin, founder, Handheld Learning at Serious Games Symposium, ELSPA. 31st Jan '08 - London

Presentation given by Graham Brown-Martin, founder, Handheld Learning at Serious Games Symposium, ELSPA. 31st Jan '08 - London

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  • 1. identity, ownership & mobility presented by graham brown-martin founder, handheld learning graham@handheldlearning.co.uk
  • 2. who? formed in 2004 schools & higher education sector run a large annual conference (800+ delegates) run active online community ideas incubation lab in cambridge owned by a group of consumer electronics veterans and education specialists personal background in education and entertainment technology
  • 3. mission vision - every child with a personal computing and communication device within 5 years mission - to make learning personal and universally accessible we believe that this mission is achievable using low cost consumer technologies and innovative web programming* *plus a little pixie dust
  • 4. serious games in schools general outlook poor learners often have better technology at home that is banned at school educational software developers rarely make good games current pedagogy doesn’t embrace the learning gained using entertainment technologies outbreaks of research projects using mobile, game console and ipod technologies visit http://ltsblogs.org.uk/consolarium/
  • 5. “today’s students are no longer the people our educational system was designed to teach” marc prensky
  • 6. identity
  • 7. identity cyber-bullying, stalking and other harassment is prevalent on the Internet and mobile devices. over 2 million cases in the UK difficult to police, especially cross-border access via confirmed identity, supported by ISP’s may create a safer internet sites and users not confirmed drop into a cyber- ghetto far fetched?
  • 8. identity confirmed online identity is evolving out of: social networking systems online collaborative gaming systems single sign-on technologies auto-biographical history protective environments for the young savvy users
  • 9. ownership
  • 10. ownership who owns your learning? who owns the evidence of your learning? what is the status of digital work?
  • 11. why is it important? ownership is the principle that learners should own what they produce ownership is at the heart of constructivism* where the learner is at the centre of their learning experience ownership gives learners a sense of responsibility and control leading to an increase in motivation ownership of evidence builds an autobiography of self as learner, establishing identity and value There can be little doubt that a learners digital work should hold as much value than any other. *jean piaget et al
  • 12. games and constructivism “video games teach children what computers are beginning to teach adults, that some forms of learning are fast paced, immensely compelling and rewarding” Seymour Papert
  • 13. mobility
  • 14. mobility ownership implies rights of access and mobility current digital learning systems present challenges to the mobility of learners work there are few methods for learners to take their digitally evidenced learning experiences with them, e.g. if they change/leave school the mobile learning community has been focussed on devices and improved access to learning but not owned learning in a full sense
  • 15. bits rather atoms* mobile learning is not about gadgets learning while mobile, 24/7, anywhere, anything it’s about the digital bits that enable and evidence learning while providing a sustainable autobiographical memory unless the bits are mobile and interoperable their currency is diminished importantly, if they can’t keep them so will their value to the learner *Nicholas Negroponte
  • 16. thank you graham brown-martin graham@handheldlearning.co.uk www.handheldlearning.co.uk www.handheldlearning2008.com

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