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I believe . . .
What characterizes these learning activities?



http://youtu.be/_8Pd1q-tn7k
Based on . . .
Was there an experiential component?




                Education should be learning by doing. Ray Kurzweil
Was it engaging?
Was it an authentic, relevant learning experience?
Did it facilitate critical, reflective thinking?
Did the learning activity change behavior or thinking?
Cell Phones Ready?
 Cell Phones Ready?
What learning experience have you had
   that you would describe as Epic?




                        OR


http://cel.ly/c/teambuilding
Overview of the Session
Experiential learning promotes social learning and the
development of a sense of community.
Students in schools with a strong sense of community
are more likely to. . .
. . . be academically motivated.
. . . develop social and emotional competencies.




Solomon, Battistich, Watson, Schaps, & Lewis, 2000 in Snaps Creating a School Community
http://www.ascd.org/publications/educational-leadership/mar03/vol60/num06/Creating-a-School-Community.aspx
. . . act ethically and altruistically




Schaps, Battistich, & Solomon, 1997 in Schaps Creating a School Community
http://www.ascd.org/publications/educational-leadership/mar03/vol60/num06/Creating-a-School-Community.aspx
 Research has clearly shown that functioning in a
  community can enhance the learning

 Optimal learning outcomes are directly tied to the
  establishment of social networks among participants
  engaged in a collaborative learning enterprise.

 Such collaboration has been shown to be very important
  in the development of a learning community and in
  achieving the desired learning outcomes.




   Vesely, P., Bloom, L. & Sherlock, J. (2007). Key Elements of Building Online Community: Comparing Faculty and Student
   Perceptions. Journal of Online Learning and Teaching, 3, (3). Retrived from http://jolt.merlot.org/vol3no3/vesely.htm.
Unfortunately . . .

Unfortunately, schools with a strong sense of community are fairly rare. low-
income students and students of color usually report a lower level of
community in school than do affluent or white students. Many schools
appear to be ill-equipped to provide community for the students who may
need it most.




                                                   Schaps, Battistich, & Solomon, 1997 in Snaps’ Creating a School Community
              http://www.ascd.org/publications/educational-leadership/mar03/vol60/num06/Creating-a-School-Community.aspx
For blended or online learning . . .
Commonality is the essence of community




Brown, R. (2001). The Process of Community Building in a Distance Learning Classes
Commonality is the essence of community


Getting to ―know‖ each other; finding out where people lived, what they did,
their experiences, whether or not they had families and the like was the ―X‖
factor.


Participants generally agreed that this should have been a first step in
community-building, but usually it was not part of the formal coursework.




       Brown, R. (2001). The Process of Community Building in a Distance Learning Classes
Responsible not only for one’s own learning but for other learners, too.




   Brown, R. (2001). The Process of Community Building in a Distance Learning Classes
Collaborative mobile learning . . .
. . . supports student’s development of collaboration skills.



Cortez et al., 2009; Sanchez et al., 2009 in Nouri, Cerratto-Pargman, Johan Eliasson, Robert Ramberg, Stockholm
University, Sweden (2011). Exploring the Challenges of Supporting Collaborative Mobile Learning.
. . . increases                     motivation and engagement.


 Facer et al., 2004; Schwabe & Göth, 2005in Nouri, Cerratto-Pargman, Eliasson, Ramberg, Stockholm University, Sweden
(2011). Exploring the Challenges of Supporting Collaborative Mobile Learning.
An Overview of Mobile Device Use
Rationale:
Ownership and use patterns should drive the types
of mobile learning activities, so transfer outside of
the learning setting can occur.
Digital Revolution Mobile – 77% of teens




   Total U.S.
   population:
   315.5 million
Digital devices
                                 Younger Older      Silent    G.I.    All
               Millennial Gen X
                                 Boomers Boomers Generatio Generatio adults
               s (18-34) (35-46)
                                  (47-56) (57-65) n (66-74) n (75+)  (18+)

Cell phone      94% 92% 86%               80%      69%       1%      84%
Laptop
computer        71% 67% 56%               46%      34%       16%     57%
Desktop
computer        52% 64% 62%               55%      49%       33%     55%
iPod or
MP3 player      69% 57% 36%               24%      10%       5%      44%
Game
console         63% 63% 38%               19%       8%       3%      42%
e-book
reader          12% 14% 14%               12%       6%       5%      12%
Tablet, like
iPad            14% 15%           8%       4%       3%       3%      11%
Mobile Media and Young Children



       Half (52%) of all US children now have
       access to one of the newer mobile devices at
       home: either a smartphone (41%), a video
       iPod (21%), or an iPad or other tablet device
       (8%). Among 0- to 8-year-olds as a whole, a
       quarter (27%) of all screen time is spent with
       these digital devices.




                    © 2011 COMMON SENSE MEDIA
http://pewinternet.org/Reports/2012/Teens-and-smartphones.aspx
http://pewinternet.org/Reports/2012/Teens-and-smartphones.aspx
http://pewinternet.org/Reports/2012/Teens-and-smartphones.aspx
http://pewinternet.org/Reports/2012/Teens-and-smartphones.aspx
 65% are social networking site users
Sharers
           55% share photos
           37% contribute rankings and ratings
           33% create content tags
           30% share personal creations
           26% post comments
           15% have personal website
           15% are content remixers
           14% are bloggers
           13% use Twitter
           6% location services
 http://pewinternet.org/Reports/2012/Just-in-time/Main-Report/Findings.aspx
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

                                                                                 40
Avg. Agreement
                                                                                 Academic Benefits
with Statements


                   Gives Students Access to Resources and Progress Reports
                    Easy to track my academic progress                              Gives me access to resources
                    Helps me know how I am doing                                    Easier to get help when I need it
                    Simplifies administrative-related activities

                  Makes Students More Efficient
                    Helps me do my work faster                                     Efficient way to store examples of work
                    Allows me to produce higher-quality work                       Makes college easier


                  Facilitates Connecting with Others
                    Feel connected to other students                               Feel connected to what's going on
                    Feel connected to professors/staff                             Gives me access to experts in my field

                  Makes Learning More Engaging and Relevant
                      Learning more creative                More relevant to real life             Take control of own learning
                      Learning more fun                     More engaging                          Extends learning beyond classroom
                      Think out of the box                  Elevates teaching                      Prepares me for the workforce
                      Individualized/personalized           Reach academic potential               Prepares me for graduate school




         ©2011 EDUCAUSE. CC by-nc-nd                                                                                                      41
Relationships between Technologies and Benefits


   Access to
  Resources &
Progress Reports            Laptop computer                Wi-Fi                        Printer                    Document camera               USB drive              Projector




   Efficiency
                               Laptop                      Wi-Fi                        Printer




                              Smartphone          Internet device that            Digital video camera          eReader
 Connecting                                          attaches to TV
 With Others
                                                   Digital point and shoot                                   Student clickers/
                                   iPad                                                  Scanner
                                                            camera                                       student response systems




 Engagement                   Digital video
                                camera
                                                   Internet device that
                                                      attaches to TV
                                                                                         Interactive
                                                                                         whiteboard
                                                                                                                    Digital cameras

and Relevance

                                                iPhone/       Student clickers/
                                  Scanner                                              iPad        Mp3 player         DVD player      Document        DVR                       Webcam
                                              smartphone      student response                                                                               Desktop computer
                                                                  systems                                                              camera



      ©2011 EDUCAUSE. CC by-nc-nd
Academic Tools - Communications
                                                                                                     Frequency of Use for School or Personal Purposes
                                                                    E-mail                                                           75%                                                   13%       9%          99%
                                                         Text message                                                               74%                                               6%    8%             93%
                                                        Use Facebook                                                    58%                                         14%          11%                    90%
   Download or stream web-based videos (YouTube, etc.)                                     20%                       14%             33%                                         18%              85%
                     Read Wikis (Wikipedia, course wiki, etc.)                       12%               12%            35%                                                      26%                85%
       Instant message (Gchat, Facebook chat, AIM, etc.)                                         27%                          12%              22%                         20%               81%
                        Download or stream web-based music                              15%                11%           30%                                             23%               79%
                                                             Read blogs               13%              9%          23%                                        27%                72%
                           Use online forums or bulletin boards                      11%             11%           23%                                       25%                70%
      Use telephone-like communication over the Internet                          7%         7%        21%                                             33%                 68%
                                     Watch podcasts or webcasts                      5%       18%                                              33%                 59%
          Participate in online chats, chat events, webinars                      6%            15%                                    28%                   53%
Use photo-sharing websites (Flickr, Snapfish, Picasa, etc.)                              13%                                   32%                      50%
                                       Tagging/bookmarking/liking                 6%       6%      17%                                 20%             49%
     Play online multi-user computer games for recreation                           9%                 15%                        14%            43%
                                                  Contribute to blogs                         11%                          24%                   43%
   Post videos to a video-sharing website (YouTube, etc.)                                8%                           29%                        42%
                                                             Use Twitter                                  9%               12%           37%
    Use other social networking websites (MySpace, etc.)                                      6%               17%              31%
                                                                                                                                                                                     Several times a day
       Access Internet content via a TV (Apple TV, Roku)                                  7%             12%           25%
                                                          Use LinkedIn                 6%              15%             25%                                                           Once a day

          Contribute to Wikis (Wikipedia, course wiki, etc.)                        5%              18%                25%                                                           A few times a week
                                          Use social studying sites                    7%             12%           23%                                                              Less often
             Use Geo-Tagging, Geo-Tagged environments                                             9%         18%
                              Participate in online virtual worlds                            8%        15%
        Q5a. Thinking about the most recent school year, how often did you do the following, whether it was for school or personal purposes?



                      ©2011 EDUCAUSE. CC by-nc-nd
http://thenextweb.com/africa/2011/11/07/mobile-tipped-to-grow-60-in-
            africa-passing-1-billion-subscriptions-by-2016/
2011 Horizon Report

For most people in the developed world, a mobile is always
close at hand and available with speedy Internet access.
Mobiles are easy to use for web browsing; much of the
available content seamlessly adjusts for optimal display on
whichever device is used to access it.




                http://wp.nmc.org/horizon2011/sections/mobiles/
Future Workforce Skills . . .
Skills being honed on social
                                     networks today will be critical
                                     tomorrow, as work will be
                                     dominated by fast-
                                     moving, geographically
                                     diverse, free-agent teams of
                                     workers connected via socially
                                     mediating technologies.
                                     — Fred Stutzman, creator of the software
                                     Freedom and Anti-Social




Elon studies the future of "Generation Always-On” http://www.elon.edu/e-
net/Note.aspx?id=958393&board_ids=5%2C58&max=50
Future Workforce Skills
                                  Social intelligence is the ability to
                                  connect to others in a deep and
                                  direct way, to sense and stimulate
                                  reactions and desired interactions.
                                  This has always been a key skill for
                                  workers who need to collaborate
                                  and build relationships of trust, but it
                                  is even more important as we are
                                  called on to collaborate with groups
                                  of people in different settings.




  Davies, Fidler, & Gorbis. (2011). http://www.iftf.org/futureworkskills2020
Virtual collaboration is the ability to work productively, drive engagement, and
demonstrate presence as a member of a virtual team. Online streams created
by micro blogging and social networking sites can serve as virtual water
coolers, providing a sense of camaraderie and enabling employees to
demonstrate presence.




           Davies, Fidler, & Gorbis. (2011). http://www.iftf.org/futureworkskills2020
Conclusions and Implications
Social networks and social media have
become more important in people’s learning strategies




  Social media aids peer-to-peer learning by doing
Mobile
connectivity alters
learning venues
and expectations
Social Collaboration and Mobile Learning
Social collaboration is the key to mobile learning. Social learning and
collaboration are important to successful learning because the interaction
engages and motivates learners.




             http://www.trivantis.com/mlearncon2011-evolution-mobile- learning
ECAR 2011 Recommendations
Make more and better use of technologies that students value—and those
that are easily integrated into learning experiences in the shared
environments in education.




    ©2011 EDUCAUSE. CC by-nc-nd
                                                                         54
ECAR 2011 Recommendations
Use technology in more
transformative ways, such as
participatory and collaborative
interactions and for higher-level
teaching and learning that is
engaging and relevant to students’
lives and future plans. Use
technology more to extend learning
beyond the classroom.




      ©2011 EDUCAUSE. CC by-nc-nd


                                                                55
Mobile Education Landscape Report




http://www.ambientinsight.com/News/Ambient-Insight-highlighted-in-GSMA-reports.aspx
Student Feedback




http://usergeneratededucation.wordpress.com/2012/03/25/mobile-learning-end-of-course-student-survey-part-ii/
It provided us with a common ground on which to get
to know each other.
It made us open up to one another because we had to connect
at a more social level.
It connected the class because one way or another we all got
each others numbers.
It made things more entertaining.
It was something that we use everyday so it
related back to us
Got better experience from the class
and enjoy coming to class.
We were able to communicate outside of class and create
friendships.
It brings our generations
technology and learning. We are
in a technological age, it is time to
accept that.
I believe technology is growing so much that mobile phones are
vital in today’s communication.
What a great way to learn communication techniques. Thank you Jackie for all your
creative ways to make this class fun and exciting as well as informatin
Considerations: The App Gap
Should We Be Concerned About an "App Gap"? http://www.edutopia.org/blog/app-gap-
digital-divide-audrey-watters
Considerations: Distractions
Considerations: Acceptable Use Policy




            http://www.cosn.org/Default.aspx?tabid=8139
Based on all of this research, what are the implications for
integrating mobile learning into your learning environment?

 Student Feedback . . .




                                               OR


http://cel.ly/c/teambuilding

http://usergeneratededucation.wordpress.com/2012/03/25/mobile-learning-end-of-course-student-survey-part-ii/
Mobile-Based Experiential Activities
I Am Poems




        http://www.slideshare.net/jgerst1111/i-am-poems
I Am Poems
I Am Poems




http://usergeneratededucation.wordpress.com/2012/02/01/mobile-driven-identity-activities/
I Am Poems




        http://www.flickr.com/photos/78773858@N03/
QR Code Video Sorting Game
QR Code Video Sorting Game

In small groups, create 4 to 6 separate short videos (a
minute or less) from the list of categories or
classifications provided to them about the topic selected.
In this example, for my interpersonal relations
class, students were asked to create videos to
demonstrate different nonverbal behaviors from the
following list: glance, eye contact (gaze), volume, vocal
nuance, proximity, gestures, facial expression, pause
(silence), intonation, dress, posture, word choice and
syntax, sounds (paralanguage)
QR Code Video Sorting Game




Upload videos to YouTube. If students don’t have their own accounts, you can
provide them with an email address to send their videos directly to your
YouTube account. This information can be found under account settings.
QR Code Video Sorting Game




 Have them generate QR Codes for each video they created
Groups receive the QR codes for videos completed by the other groups. They
view the videos via the QR codes and identify which of the concepts the video i
depicting.
QR Code Video Sorting Game
Groups receive the QR codes for videos completed by the other groups. They
view the videos via the QR codes and identify which of the concepts the video is
depicting.
QR Code Video Sorting Game




Which non-verbal behaviors?
http://community-building.weebly.com/qr-video-sorting-game.html
Experiential Mobile Learning Website
Mobile Learning Blog Posts
Mobile Learning Blog Entries
About Me - Online Portfolio

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Experiential learning and building online community

  • 1.
  • 3.
  • 4. What characterizes these learning activities? http://youtu.be/_8Pd1q-tn7k
  • 6. Was there an experiential component? Education should be learning by doing. Ray Kurzweil
  • 8. Was it an authentic, relevant learning experience?
  • 9. Did it facilitate critical, reflective thinking?
  • 10. Did the learning activity change behavior or thinking?
  • 11. Cell Phones Ready? Cell Phones Ready?
  • 12. What learning experience have you had that you would describe as Epic? OR http://cel.ly/c/teambuilding
  • 13. Overview of the Session
  • 14. Experiential learning promotes social learning and the development of a sense of community.
  • 15. Students in schools with a strong sense of community are more likely to. . .
  • 16. . . . be academically motivated.
  • 17. . . . develop social and emotional competencies. Solomon, Battistich, Watson, Schaps, & Lewis, 2000 in Snaps Creating a School Community http://www.ascd.org/publications/educational-leadership/mar03/vol60/num06/Creating-a-School-Community.aspx
  • 18. . . . act ethically and altruistically Schaps, Battistich, & Solomon, 1997 in Schaps Creating a School Community http://www.ascd.org/publications/educational-leadership/mar03/vol60/num06/Creating-a-School-Community.aspx
  • 19.  Research has clearly shown that functioning in a community can enhance the learning  Optimal learning outcomes are directly tied to the establishment of social networks among participants engaged in a collaborative learning enterprise.  Such collaboration has been shown to be very important in the development of a learning community and in achieving the desired learning outcomes. Vesely, P., Bloom, L. & Sherlock, J. (2007). Key Elements of Building Online Community: Comparing Faculty and Student Perceptions. Journal of Online Learning and Teaching, 3, (3). Retrived from http://jolt.merlot.org/vol3no3/vesely.htm.
  • 20. Unfortunately . . . Unfortunately, schools with a strong sense of community are fairly rare. low- income students and students of color usually report a lower level of community in school than do affluent or white students. Many schools appear to be ill-equipped to provide community for the students who may need it most. Schaps, Battistich, & Solomon, 1997 in Snaps’ Creating a School Community http://www.ascd.org/publications/educational-leadership/mar03/vol60/num06/Creating-a-School-Community.aspx
  • 21. For blended or online learning . . .
  • 22. Commonality is the essence of community Brown, R. (2001). The Process of Community Building in a Distance Learning Classes
  • 23. Commonality is the essence of community Getting to ―know‖ each other; finding out where people lived, what they did, their experiences, whether or not they had families and the like was the ―X‖ factor. Participants generally agreed that this should have been a first step in community-building, but usually it was not part of the formal coursework. Brown, R. (2001). The Process of Community Building in a Distance Learning Classes
  • 24. Responsible not only for one’s own learning but for other learners, too. Brown, R. (2001). The Process of Community Building in a Distance Learning Classes
  • 26. . . . supports student’s development of collaboration skills. Cortez et al., 2009; Sanchez et al., 2009 in Nouri, Cerratto-Pargman, Johan Eliasson, Robert Ramberg, Stockholm University, Sweden (2011). Exploring the Challenges of Supporting Collaborative Mobile Learning.
  • 27. . . . increases motivation and engagement. Facer et al., 2004; Schwabe & Göth, 2005in Nouri, Cerratto-Pargman, Eliasson, Ramberg, Stockholm University, Sweden (2011). Exploring the Challenges of Supporting Collaborative Mobile Learning.
  • 28. An Overview of Mobile Device Use
  • 29. Rationale: Ownership and use patterns should drive the types of mobile learning activities, so transfer outside of the learning setting can occur.
  • 30. Digital Revolution Mobile – 77% of teens Total U.S. population: 315.5 million
  • 31. Digital devices Younger Older Silent G.I. All Millennial Gen X Boomers Boomers Generatio Generatio adults s (18-34) (35-46) (47-56) (57-65) n (66-74) n (75+) (18+) Cell phone 94% 92% 86% 80% 69% 1% 84% Laptop computer 71% 67% 56% 46% 34% 16% 57% Desktop computer 52% 64% 62% 55% 49% 33% 55% iPod or MP3 player 69% 57% 36% 24% 10% 5% 44% Game console 63% 63% 38% 19% 8% 3% 42% e-book reader 12% 14% 14% 12% 6% 5% 12% Tablet, like iPad 14% 15% 8% 4% 3% 3% 11%
  • 32. Mobile Media and Young Children Half (52%) of all US children now have access to one of the newer mobile devices at home: either a smartphone (41%), a video iPod (21%), or an iPad or other tablet device (8%). Among 0- to 8-year-olds as a whole, a quarter (27%) of all screen time is spent with these digital devices. © 2011 COMMON SENSE MEDIA
  • 35.
  • 38.  65% are social networking site users Sharers  55% share photos  37% contribute rankings and ratings  33% create content tags  30% share personal creations  26% post comments  15% have personal website  15% are content remixers  14% are bloggers  13% use Twitter  6% location services
  • 40. 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 40
  • 41. Avg. Agreement Academic Benefits with Statements Gives Students Access to Resources and Progress Reports  Easy to track my academic progress  Gives me access to resources  Helps me know how I am doing  Easier to get help when I need it  Simplifies administrative-related activities Makes Students More Efficient  Helps me do my work faster  Efficient way to store examples of work  Allows me to produce higher-quality work  Makes college easier Facilitates Connecting with Others  Feel connected to other students  Feel connected to what's going on  Feel connected to professors/staff  Gives me access to experts in my field Makes Learning More Engaging and Relevant  Learning more creative  More relevant to real life  Take control of own learning  Learning more fun  More engaging  Extends learning beyond classroom  Think out of the box  Elevates teaching  Prepares me for the workforce  Individualized/personalized  Reach academic potential  Prepares me for graduate school ©2011 EDUCAUSE. CC by-nc-nd 41
  • 42. Relationships between Technologies and Benefits Access to Resources & Progress Reports Laptop computer Wi-Fi Printer Document camera USB drive Projector Efficiency Laptop Wi-Fi Printer Smartphone Internet device that Digital video camera eReader Connecting attaches to TV With Others Digital point and shoot Student clickers/ iPad Scanner camera student response systems Engagement Digital video camera Internet device that attaches to TV Interactive whiteboard Digital cameras and Relevance iPhone/ Student clickers/ Scanner iPad Mp3 player DVD player Document DVR Webcam smartphone student response Desktop computer systems camera ©2011 EDUCAUSE. CC by-nc-nd
  • 43. Academic Tools - Communications Frequency of Use for School or Personal Purposes E-mail 75% 13% 9% 99% Text message 74% 6% 8% 93% Use Facebook 58% 14% 11% 90% Download or stream web-based videos (YouTube, etc.) 20% 14% 33% 18% 85% Read Wikis (Wikipedia, course wiki, etc.) 12% 12% 35% 26% 85% Instant message (Gchat, Facebook chat, AIM, etc.) 27% 12% 22% 20% 81% Download or stream web-based music 15% 11% 30% 23% 79% Read blogs 13% 9% 23% 27% 72% Use online forums or bulletin boards 11% 11% 23% 25% 70% Use telephone-like communication over the Internet 7% 7% 21% 33% 68% Watch podcasts or webcasts 5% 18% 33% 59% Participate in online chats, chat events, webinars 6% 15% 28% 53% Use photo-sharing websites (Flickr, Snapfish, Picasa, etc.) 13% 32% 50% Tagging/bookmarking/liking 6% 6% 17% 20% 49% Play online multi-user computer games for recreation 9% 15% 14% 43% Contribute to blogs 11% 24% 43% Post videos to a video-sharing website (YouTube, etc.) 8% 29% 42% Use Twitter 9% 12% 37% Use other social networking websites (MySpace, etc.) 6% 17% 31% Several times a day Access Internet content via a TV (Apple TV, Roku) 7% 12% 25% Use LinkedIn 6% 15% 25% Once a day Contribute to Wikis (Wikipedia, course wiki, etc.) 5% 18% 25% A few times a week Use social studying sites 7% 12% 23% Less often Use Geo-Tagging, Geo-Tagged environments 9% 18% Participate in online virtual worlds 8% 15% Q5a. Thinking about the most recent school year, how often did you do the following, whether it was for school or personal purposes? ©2011 EDUCAUSE. CC by-nc-nd
  • 44. http://thenextweb.com/africa/2011/11/07/mobile-tipped-to-grow-60-in- africa-passing-1-billion-subscriptions-by-2016/
  • 45. 2011 Horizon Report For most people in the developed world, a mobile is always close at hand and available with speedy Internet access. Mobiles are easy to use for web browsing; much of the available content seamlessly adjusts for optimal display on whichever device is used to access it. http://wp.nmc.org/horizon2011/sections/mobiles/
  • 47. Skills being honed on social networks today will be critical tomorrow, as work will be dominated by fast- moving, geographically diverse, free-agent teams of workers connected via socially mediating technologies. — Fred Stutzman, creator of the software Freedom and Anti-Social Elon studies the future of "Generation Always-On” http://www.elon.edu/e- net/Note.aspx?id=958393&board_ids=5%2C58&max=50
  • 48. Future Workforce Skills Social intelligence is the ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. This has always been a key skill for workers who need to collaborate and build relationships of trust, but it is even more important as we are called on to collaborate with groups of people in different settings. Davies, Fidler, & Gorbis. (2011). http://www.iftf.org/futureworkskills2020
  • 49. Virtual collaboration is the ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. Online streams created by micro blogging and social networking sites can serve as virtual water coolers, providing a sense of camaraderie and enabling employees to demonstrate presence. Davies, Fidler, & Gorbis. (2011). http://www.iftf.org/futureworkskills2020
  • 51. Social networks and social media have become more important in people’s learning strategies Social media aids peer-to-peer learning by doing
  • 53. Social Collaboration and Mobile Learning Social collaboration is the key to mobile learning. Social learning and collaboration are important to successful learning because the interaction engages and motivates learners. http://www.trivantis.com/mlearncon2011-evolution-mobile- learning
  • 54. ECAR 2011 Recommendations Make more and better use of technologies that students value—and those that are easily integrated into learning experiences in the shared environments in education. ©2011 EDUCAUSE. CC by-nc-nd 54
  • 55. ECAR 2011 Recommendations Use technology in more transformative ways, such as participatory and collaborative interactions and for higher-level teaching and learning that is engaging and relevant to students’ lives and future plans. Use technology more to extend learning beyond the classroom. ©2011 EDUCAUSE. CC by-nc-nd 55
  • 56. Mobile Education Landscape Report http://www.ambientinsight.com/News/Ambient-Insight-highlighted-in-GSMA-reports.aspx
  • 58. It provided us with a common ground on which to get to know each other.
  • 59. It made us open up to one another because we had to connect at a more social level.
  • 60. It connected the class because one way or another we all got each others numbers.
  • 61. It made things more entertaining.
  • 62. It was something that we use everyday so it related back to us
  • 63. Got better experience from the class and enjoy coming to class.
  • 64. We were able to communicate outside of class and create friendships.
  • 65. It brings our generations technology and learning. We are in a technological age, it is time to accept that.
  • 66. I believe technology is growing so much that mobile phones are vital in today’s communication.
  • 67. What a great way to learn communication techniques. Thank you Jackie for all your creative ways to make this class fun and exciting as well as informatin
  • 68. Considerations: The App Gap Should We Be Concerned About an "App Gap"? http://www.edutopia.org/blog/app-gap- digital-divide-audrey-watters
  • 70. Considerations: Acceptable Use Policy http://www.cosn.org/Default.aspx?tabid=8139
  • 71. Based on all of this research, what are the implications for integrating mobile learning into your learning environment? Student Feedback . . . OR http://cel.ly/c/teambuilding http://usergeneratededucation.wordpress.com/2012/03/25/mobile-learning-end-of-course-student-survey-part-ii/
  • 73. I Am Poems http://www.slideshare.net/jgerst1111/i-am-poems
  • 76. I Am Poems http://www.flickr.com/photos/78773858@N03/
  • 77. QR Code Video Sorting Game
  • 78. QR Code Video Sorting Game In small groups, create 4 to 6 separate short videos (a minute or less) from the list of categories or classifications provided to them about the topic selected. In this example, for my interpersonal relations class, students were asked to create videos to demonstrate different nonverbal behaviors from the following list: glance, eye contact (gaze), volume, vocal nuance, proximity, gestures, facial expression, pause (silence), intonation, dress, posture, word choice and syntax, sounds (paralanguage)
  • 79. QR Code Video Sorting Game Upload videos to YouTube. If students don’t have their own accounts, you can provide them with an email address to send their videos directly to your YouTube account. This information can be found under account settings.
  • 80. QR Code Video Sorting Game Have them generate QR Codes for each video they created
  • 81. Groups receive the QR codes for videos completed by the other groups. They view the videos via the QR codes and identify which of the concepts the video i depicting.
  • 82. QR Code Video Sorting Game Groups receive the QR codes for videos completed by the other groups. They view the videos via the QR codes and identify which of the concepts the video is depicting.
  • 83. QR Code Video Sorting Game Which non-verbal behaviors? http://community-building.weebly.com/qr-video-sorting-game.html
  • 85. Mobile Learning Blog Posts Mobile Learning Blog Entries
  • 86. About Me - Online Portfolio

Editor's Notes

  1. 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.
  2. Continuing with the factor analysis, there are relationships between selected technologies and certain benefits.
  3. 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.