The cellphone: ultimate distraction or powerful learning tool?

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    The cellphone: ultimate distraction or powerful learning tool? - Presentation Transcript

    1. 01.10.08 The cellphone: ultimate distraction or powerful learning tool?
        • Steve Vosloo
      • The growing disconnect
      • Cellphones: pros and cons
      • Challenge
      • “ There is now an extraordinary contrast between the high levels of activity that characterise children's consumer cultures and the passivity that increasingly suffuses their schooling.”
      • (Buckingham, 2003)‏
    2. Classroom vs the world
      • Formal & structured
      • Top-down
      • Passive
      • Disengaged
      • Un-networked & disconnected
      • CAMI & Powerpoint
      • MCQs & simple creations
      • 30 mins/week
      • Informal & fluid
      • Bottom-up
      • Active
      • Engaged
      • Networked & plugged-in
      • MXit/Facebook, games, web
      • Communication, play & exploration
      • Up to 2 hours/day
    3. Classroom vs the world
      • “ ICT in schools is predicated on the ‘top-down’ understanding that we know how children should be learning from technology rather than seeking to learn from their existing practices.”
      • ( Their Space , 2007)‏
    4.  
    5. Cellphone affordances
      • Pervasive
      • Low-cost
      • Content delivery and creation medium
      • Klopfer (Jenkins 2008):
        • Portability - can take it to different sites and move around within a location
        • Social interactivity - can exchange data and collaborate with other people face-to-face
        • Connectivity - a common network that creates a true shared environment
    6. Cellular South Africa
      • Cellphones:
        • 72% own a cell phone
        • Nearly half SMS almost daily
      • MXit:
        • 8 million subscribers
        • 250m messages/day
      • Computers and Internet:
        • Only 17% ever used the Internet
        • 6% use it (almost) daily
        • 9% have Internet access at home
      • (Kaiser Family Foundation & SABC, 2007)‏
    7. Dr Math
      • Dr Math is a maths tutoring service to school learners that uses MXit
      • 2-8pm, Sunday-Thursday, with some 20 tutors.
      • 3,200 learners have used service (from grade 3 up)‏
      • Tutoring mostly done in English, but some Afrikaans cases are occurring
      • Learners contact Dr Math from their homes, while on buses, taxis and on the sports field. Even from the bath!
      • LATEST: Text-adventure game (interactive fiction)‏
    8. dr.math: What grade are you in? what are you covering in math? Spark plug: 7 dr.math: grade 7? Spark plug: yes dr.math: are u doing "pre algebra" stuff like What is the value of X if x + 3 = 10? Spark plug: yes dr.math: ok, so what is the value of x if x + 3 = 10? Spark plug: 7 dr.math: ok. how about (15 x 2 ) + x = 35 Spark plug: 5 dr.math: (I am going to use * for multiply so not to confuse it with x, ok?)‏ Spark plug: ok dr.math: (2 * x) + 8 = 18 Spark plug: 5 dr.math: very good. can you explain to me how you figured that out? Spark plug: 18 - 8 is 10 so 2* what is 10 and the answer is 5 dr.math: Excellent.
    9. M4Girls Project
      • Improve maths in grade 10 rural girls (by Mindset)‏
      • 43 mini videos, 3 “mobisode” animations, 2 games
    10. Alternate Reality Game
      • ARG: an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. (Wikipedia)‏
      • Think “Finders Keepers” but played collectively using web, email, SMS, voice, video, etc.
      • Collaborative problem-solving
      • Skills: collective intelligence, judgement, transmedia navigation (Jenkins et al, 2006)‏
    11. Reading/writing cellphone
      • Using the cellphone as a “book” delivery and authoring tool
      • Serialised m-novels: e.g. 28 chapters, 900 characters (Novel Idea)‏
      • Othello as an m-novel?
      • Communities engaging literacy practices of writing and reviewing
    12. But ...
      • 1) Distraction
      • 2) Antisocial?
      • 3) Risk of violence/abuse
      • 4) Effect on reading and writing?
      • 5) Cost
      • What do these things have in common?
        • Printing press
        • Film
        • Comics
        • Rock 'n roll
    13. Challenge
      • Consider ways to exploit cellphone affordances to support teaching and learning, while limiting the distraction and risk factors
      • Only YOU can do this ...
    14. Thank you
      • Email
      • [email_address]
      • Blog
      • innovatingeducation.wordpress.com
      • Games and learning group
      • groups.google.com/group/galsa
      • Slides
      • www.slideshare.net/stevevosloo

    + Steve VoslooSteve Vosloo, 2 years ago

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