OBJECTIVES
•To explain about mobile learning
•To explain the characteristics of mobile learning.
•To give examples of technologies used in mobile learning
•Present finding of mobile learning case study.
MOBILE LEARNING
•Definition of mobile learning is any sort of learning that happens
when the learner is not at a fixed, predetermined location, or
learning that happens when the learner takes advantage of the
learning opportunities offered by mobile technologies.
•Mobile is learning with portable technologies
•For some, mobile learning is simply an extension of electronic
learning (e-learning).
Characteristics
•Mobile
•Convenient in the sense that it is accessible from virtually
anywhere
•Provides access to all the different learning materials
available.
•It is also collaborative; sharing is almost instantaneous
among everyone using the same content, which leads to
the reception of instant feedback and tips.
Benefits
•Brings new technology into the classroom.
•Light weight device compare to books, pcs, etc.
•Mobile learning could be utilized as part of a learning approach
which uses different types of activities (or a blended learning
approach).
•Mobile learning supports the learning process rather than being
integral to it.
•Mobile learning needs to be used appropriately, according to
the groups of students involved.
Constraints
•Connectivity and battery life
•Screen size and key size.
•Possibilities to meet required bandwidth for nonstop/fast
streaming
•Number of file/asset's formats supported by a specific device
•Multiple standards, multiple screen sizes, multiple operating
systems
•Repurposing existing e-learning materials for mobile platforms
Future Of Mobile Learning
•Location aware learning
•Point-and-shoot learning with camera phones and 2D codes
•Near field communications (NFC) secure transactions
•Sensors and accelerometers in mobile devices
•Mobile content creation (including user generated content)
•Games and simulation for learning on mobile devices
Implementation
•Smartphones are one of the platforms used for mobile learning.
•It includes the use of mobile/handheld devices to perform any of
the following:
•Deliver education/learning
•Foster communications/collaboration
•Conduct assessments/evaluations
•Provide access to performance support/knowledge
Implementation (continue)
•Cell or smartphones, multi-game devices, personal media players
(PMPs), personal digital assistants (PDAs), or wireless single-
purpose devices has many purpose in education.
•Mobile devices can also serve as powerful data collection tools
and facilitate the capture of user created context.
Mobile Learning Approaches In
Classroom
•Students use handheld computers, PDAs or handheld voting systems
(such as clickers) in a classroom or lecture room.
•Students use mobile devices in the classroom to enhance group
collaboration among students and instructors using a pocket pc.
•The mobile phone (through text SMS notices) can be used especially
for distance education or students.
•Podcasting consists in listening to audio recordings of lectures, and
can be used for instance to reinforce lecture.
•The use of personal technology to support informal or lifelong
learning, such as using handheld dictionaries and other devices for
language learning.
Technologies
•Personal digital assistant, in the classroom and outdoors
•UMPC, mobile phone, camera phone and smartphone
•Tablet PC
•Personal audio player, e.g. For listening to audio recordings of lectures
(podcasting)
•Handheld audio and multimedia guides, in museums and galleries
•E-book
•Handheld game console, modern gaming consoles such as Sony PSP
or Nintendo DS
•Technical and delivery support for mobile learning:
•3GP for compression and delivery method of audiovisual content
associated with mobile learning
•Wi-Fi gives access to instructors and resources via internet
Mobile Learning Implementation
Issues
• Context Mobility
• Learning Over Time
• Informality
• Ownership
Implications
•Learning will involve learners making meaningful connections to
resources and other people.
•The ability to instantly publish their observations and reflections
as digital media will empower learners to become investigators of
their own environments.
•The ability to easily capture and record life events will assist
learners in recall and collaborative reflection.
•Distributed collaboration and mobile team opportunities will be
greatly enhanced.
How Mobile Learning Fulfilled
Pedagogy Needs
•Behaviorism
•Constructivism
•Situated learning
•Collaborative learning
•Informal/lifelong learning
•Support/coordination

Chapter_6 Mobile_Learning.pptx

  • 2.
    OBJECTIVES •To explain aboutmobile learning •To explain the characteristics of mobile learning. •To give examples of technologies used in mobile learning •Present finding of mobile learning case study.
  • 3.
    MOBILE LEARNING •Definition ofmobile learning is any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of the learning opportunities offered by mobile technologies. •Mobile is learning with portable technologies •For some, mobile learning is simply an extension of electronic learning (e-learning).
  • 4.
    Characteristics •Mobile •Convenient in thesense that it is accessible from virtually anywhere •Provides access to all the different learning materials available. •It is also collaborative; sharing is almost instantaneous among everyone using the same content, which leads to the reception of instant feedback and tips.
  • 5.
    Benefits •Brings new technologyinto the classroom. •Light weight device compare to books, pcs, etc. •Mobile learning could be utilized as part of a learning approach which uses different types of activities (or a blended learning approach). •Mobile learning supports the learning process rather than being integral to it. •Mobile learning needs to be used appropriately, according to the groups of students involved.
  • 6.
    Constraints •Connectivity and batterylife •Screen size and key size. •Possibilities to meet required bandwidth for nonstop/fast streaming •Number of file/asset's formats supported by a specific device •Multiple standards, multiple screen sizes, multiple operating systems •Repurposing existing e-learning materials for mobile platforms
  • 7.
    Future Of MobileLearning •Location aware learning •Point-and-shoot learning with camera phones and 2D codes •Near field communications (NFC) secure transactions •Sensors and accelerometers in mobile devices •Mobile content creation (including user generated content) •Games and simulation for learning on mobile devices
  • 8.
    Implementation •Smartphones are oneof the platforms used for mobile learning. •It includes the use of mobile/handheld devices to perform any of the following: •Deliver education/learning •Foster communications/collaboration •Conduct assessments/evaluations •Provide access to performance support/knowledge
  • 9.
    Implementation (continue) •Cell orsmartphones, multi-game devices, personal media players (PMPs), personal digital assistants (PDAs), or wireless single- purpose devices has many purpose in education. •Mobile devices can also serve as powerful data collection tools and facilitate the capture of user created context.
  • 10.
    Mobile Learning ApproachesIn Classroom •Students use handheld computers, PDAs or handheld voting systems (such as clickers) in a classroom or lecture room. •Students use mobile devices in the classroom to enhance group collaboration among students and instructors using a pocket pc. •The mobile phone (through text SMS notices) can be used especially for distance education or students. •Podcasting consists in listening to audio recordings of lectures, and can be used for instance to reinforce lecture. •The use of personal technology to support informal or lifelong learning, such as using handheld dictionaries and other devices for language learning.
  • 11.
    Technologies •Personal digital assistant,in the classroom and outdoors •UMPC, mobile phone, camera phone and smartphone •Tablet PC •Personal audio player, e.g. For listening to audio recordings of lectures (podcasting) •Handheld audio and multimedia guides, in museums and galleries •E-book •Handheld game console, modern gaming consoles such as Sony PSP or Nintendo DS •Technical and delivery support for mobile learning: •3GP for compression and delivery method of audiovisual content associated with mobile learning •Wi-Fi gives access to instructors and resources via internet
  • 12.
    Mobile Learning Implementation Issues •Context Mobility • Learning Over Time • Informality • Ownership
  • 13.
    Implications •Learning will involvelearners making meaningful connections to resources and other people. •The ability to instantly publish their observations and reflections as digital media will empower learners to become investigators of their own environments. •The ability to easily capture and record life events will assist learners in recall and collaborative reflection. •Distributed collaboration and mobile team opportunities will be greatly enhanced.
  • 14.
    How Mobile LearningFulfilled Pedagogy Needs •Behaviorism •Constructivism •Situated learning •Collaborative learning •Informal/lifelong learning •Support/coordination