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Mobile apps for education final


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Slides used during presentation given at Faculty Technology Day 5/22/12. Resources will be posted to a tab on my protopage: …

Slides used during presentation given at Faculty Technology Day 5/22/12. Resources will be posted to a tab on my protopage:

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  • 1. Mobile Apps for Teaching
  • 2. Goals
  • 3. Understand the possibilitiesand limitations of using mobile apps
  • 4. Focus on pedagogy
  • 5. Download and use at least one app
  • 6. Image by Cristiano BettaA little bit about the world ofmobile apps...
  • 7. 5 years ago, we used our phones for...
  • 8. callingtextingemailing
  • 9. Times have changed...
  • 10. Top Five Apps:Facebook, YouTube, Android Market,Google Search, and Gmail
  • 11. ... but how many people have acell phone?
  • 12. In the twenty years from1990 to 2011, worldwidemobile phone subscriptionsgrew from 12.4 million to over5.6 billion total population = ~7.015 billion
  • 13. Among those who chose a device in the last three months,more than half of those under 65 had chosen a smartphone
  • 14. Smartphone penetration is >50% for almost every income level for 18-34 year olds 80%reaching for rich 25-34 year olds
  • 15. What kind of phone do you have? To vote, text “Code” to the number 37607 address to: 37607390311 None390312 Basic cell phone 390311390313 iPhone390314 Android390317 Blackberry put code in message field390318 Other smartphone
  • 16. ... and how many apps are there?
  • 17. > one million
  • 18. Ubiquitous computing (ubicomp) is a post-desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities. In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they areubiquitous doing so. This model is usually considered an advancement from the desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs."[1] This paradigm is also described as pervasive computing, ambient intelligence,[2] or, more recently, everywhere,[3] where each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also physical computing, the Internet of Things, haptic computing,[4] and things that think. Rather than propose a single definition for ubiquitous computing and for these related terms, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavors of ubiquitous systems and applications can be described.[5]
  • 19. what other ways can youuse a real-time communicationdevice in your classroom?
  • 20. tweet Faculty Forum on Teaching and Technology organization address to: 37607 190724 I would… put 190724 in front of your answer
  • 21. working together to achieve a goal.[1] It is a recursive[2] process where two or more people or organizations work together to realize shared goals, (this is more than the intersection of common goals seen in co- operative ventures, but a deep, collective, determination to reach an identicalcollaborative objective[by whom?][original research?]) — for example, an intriguing[improper synthesis?] endeavor[3][4] that is creative in nature[5]—by sharing knowledge, learning and building consensus. Most collaboration requires leadership, although the form of leadership can be social within a decentralized and egalitarian group.[6] In particular, teams that work collaboratively can obtain greater resources, recognition and reward when facing competition for finite resources.[7] Collaboration is also present in opposing goals exhibiting the notion of adversarial collaboration, though this is not a common case for using the word.
  • 22. ubiquitous collaborative real-time
  • 23. What students want frommobile technology...
  • 24. What students want frommobile technology 63% want online textbooks with communication facilities via ZDNet
  • 25. What students want frommobile technology40% want online textbooks with collaboration tools via ZDNet
  • 26. What students want frommobile technology 43% stated social media is one of the main ways they communicate online via ZDNet
  • 27. What do YOUwant from mobile technology?
  • 28. remember...
  • 29. If we teach todaythe way we were taught yesterdaywe aren’t preparing our studentsfor today or tomorrow -John Dewey
  • 30. Nuts and Bolts
  • 31. Are there any limitations?
  • 32. Too slow insufficient bandwidthUnsecure unencrypted wifiToo little juice short battery lifeToo small small screen/keyboardToo far from signal interferenceHealth hazards driving
  • 33. How do I know what kind to get?What do data plans mean?If I put information into an app,where does my data go?How can I get it out of an app?How do I know if my data is secure?
  • 34. there always seems to be somehomework...
  • 35. keep in mind Hierarchy Sample ApplicationsLevel 4 Real time communicationCommunication &Collaboration AnnotationsLevel 3 Mobile LibraryCapturing &Integrating DataLevel 2 Just-in-time instructionFlexible PhysicalAccessLevel 1 Calendars, schedules, contact, GradingProductivity Adopted from Gay, Rieger, and Bennington (2002)
  • 36. Examples some examples Tools for Teaching
  • 37. Examples some examples Tools for Teaching, citations
  • 38. Examples some examples Tools for Teaching, citations, and fieldwork
  • 39. 3D CellSimulation/Stain Tool
  • 40. 3D Brain
  • 41. Bump
  • 42. Instapaper
  • 43. Skype
  • 44. Google goggles
  • 45. The Chronicleof Higher Education
  • 46. DropVox
  • 47. Inkling
  • 48. Course Smart
  • 49. Or download an e-book free TEXTBOOKS Flexbooks (free e-text books) Flatworld Knowledge (free to view online, affordable offline, open-licensed, and customizable by educators) Classic Reader Project Gutenburg E-books directory Planet eBook NYPL e-books List of 25 Free sites for reading books online
  • 50. remember, mobile computingis not just about’s a platform...
  • 51. What do YOUwant from mobile technology?
  • 52. UYH
  • 53. History:Maps of World
  • 54. Penultimate
  • 55. Zite
  • 56. iAnnotate
  • 57. Pocket
  • 58. Evernote
  • 59. Dragon Dictation
  • 60. NPR
  • 61. Edmodo
  • 62. App Shopper
  • 63. What other apps are there?
  • 64. Remember those goals? How did we do?
  • 65. Understand the possibilitiesand limitations of usingmobile appsFocus on pedagogyDownload and useat least one app
  • 66. Resources tweet me! @kris10_