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Experiential Mobile Learning Workshop


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  • Explaining how factor analysis was used to identify benefits of technology in academic success: A statistical technique used to reduce a large number of attributes into a smaller set of “ factors ” based on response patterns. A factor consists of a number of attributes that are rated in a similar way. Factor analysis is extremely useful when dealing with a very large number of attributes that would be cumbersome to analyze individually. The names of the factors are subjective and are intended to describe the common theme shared by all of the attributes within that factor.
  • Overall, the average student spends at least some time engaging in about 21 different kinds of software applications and activities out of 40 they were asked about. Students use a variety of communication tools, but the most common ones have reached mass adoption.
  • Transcript

    • 1.
    • 2. #Epic
    • 3. @teambuilding
    • 4.
    • 5. Solomon, Battistich, Watson, Schaps, & Lewis, 2000 in Snaps Creating a School Community
    • 6. Schaps, Battistich, & Solomon, 1997 in Schaps Creating a School Community
    • 7. Vesely, P., Bloom, L. & Sherlock, J. (2007). Key Elements of Building Online Community: Comparing Faculty and StudentPerceptions. Journal of Online Learning and Teaching, 3, (3). Retrived from
    • 8. Unfortunately . . .Unfortunately, schools with a strong sense of community are fairly rare. low-income students and students of color usually report a lower level ofcommunity in school than do affluent or white students. Many schoolsappear to be ill-equipped to provide community for the students who mayneed it most. Schaps, Battistich, & Solomon, 1997 in Snaps’ Creating a School Community
    • 9. Rationale:Ownership and use patterns should drive the typesof mobile learning activities, so transfer outside ofthe learning setting can occur.
    • 10.
    • 11. Teens and Technology 2013
    • 12. Teens and Technology 2013
    • 13. Based on Pew Research, mobilelearning activities with BYOD should bedesigned that do NOT require apps
    • 14.
    • 15.
    • 16.
    • 17.
    • 18. Indexes the various mindsets - higher numbers indicate greater likelihood of a user experiencing a particular emotion while in a given mode (this research comes from an extensive Yahoo research study, conducted in late 2011,
    • 19.
    • 20. Based on use patterns, what generaltypes of activities can be used in theclassroom (e.g., asking each otherquestions for clarification)?
    • 21. Creates more congruencebetween home-school activities
    • 22. ECAR Student study, 2011 key findings• Students recognize major academic benefits of technology.• Students report uneven perceptions of institutions and instructors on technology.• Students prefer, and say they learn more in, classes with online components. Responses from 3,000 students at 1,179 colleges and universities provided a nationally representative sample of students ©2011 EDUCAUSE. CC by-nc-nd
    • 23.
    • 24. 2011 Horizon Report
    • 25. Future Workforce Skills . . .
    • 26. Elon studies the future of "Generation Always-On”
    • 27. Future Workforce Skills Davies, Fidler, & Gorbis. (2011).
    • 28. Virtual collaboration is the ability to work productively, drive engagement, anddemonstrate presence as a member of a virtual team. Online streams createdby micro blogging and social networking sites can serve as virtual watercoolers, providing a sense of camaraderie and enabling employees todemonstrate presence. Davies, Fidler, & Gorbis. (2011).
    • 29. Conclusions and Implications
    • 30.
    • 31. Should We Be Concerned About an "App Gap"?
    • 32.
    • 33. Get a QR Code Reader
    • 34. Zoom: Perspective Taking• Scan the QR Code for your picture.• Study your picture. It contains information to help solve this challenge.• The challenge is for the group to sequence the pictures in the correct order without looking at one anothers pictures.• You are to use only verbal communications to describe your picture.
    • 35.
    • 36.
    • 37. Evidence of Emotions• In your group, select 5-10 feelings cards and set up visual scenarios that represent each of feelings selected.• Have one person in your group take a photo with a mobile device that has Internet capabilities.
    • 38. Evidence of EmotionsSend each photo to Flickr. Put the nameof the emotion in the subject line.
    • 39.
    • 40. The Equity Game
    • 41.
    • 42.
    • 43. Reflections
    • 44.
    • 45. Experiential Mobile Learning Website
    • 46. Mobile Learning Blog PostsMobile Learning Blog Entries
    • 47. About Me - Online Portfolio