City of Glasgow College - Mobile Learning - June 2014
1. 12/11/2014 Mobile Learning
City of Glasgow College
Joan Walker
Jisc RSC Scotland
Advisor: learning & teaching
Except where otherwise noted, this
work is licensed under CC-BY-NC-ND
2.
3. Mobile Learning 3
Quick Poll
I use Mobile Technology in the context of
my work every day
www.pollev.com/joanwalker
Text to +447624806527
426690 for YES
426691 for NO
Tweet @poll
426690 for YES
426691 for NO
4. Mobile Learning 4
The exploitation of ubiquitous handheld hardware,
wireless networking and mobile telephony to
FACILITATE
support
ENHANCE AND EXTEND THE REACH OF
teaching and
LEARNING.
MOLENET (2007 – 2010)
What is
MOBILE
learning?
5. Mobile Learning 5
“New generations of young people
who have grown up with digital
technology have high expectations
of anytime, anywhere learning, but
many learners do not have a clear
understanding of how courses
could or should use technology to
support learning. They are still
very much reliant on lecturers for
guidance.”
JISC LEARNER EXPERIENCES
6. Mobile Learning 6
The Gartner Cycle
Image by sucellolelloes from flickr licensed under creative commons
7. Mobile Learning 7
The Gartner Cycle
Image by sucellolelloes from flickr licensed under creative commons
8. Mobile Learning 8
According to a recent report from mobile
manufacturer Ericsson, studies show that:
“by 2015, 80% of people accessing the
Internet will be doing so from mobile
devices.”
Perhaps more important for education:
“Internet- capable mobile devices will
outnumber computers within the next
year.”
Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report -
Austin, Texas: The New Media Consortium.
10. Mobile Learning 10
Quick Poll
Express in one or two words, a benefit of using
mobile technologies to support learning
www.pollev.com/joanwalker
Text to +447624806527
441535 plus your message
Tweet @poll 441535 plus your message
11. Mobile Learning 11
Encourages time-management
User-generated Content
Portable
CONTEXTUALISATION
Increases accessibility for many
Bite-sized learning content
Fits into the lives of learners
IMMEDIACY OF COMMUNICATION
More learner centered
Opportunities for reflection close to learning event
Enables new learning environments
PERVASIVE &
UBIQUITOUS
Personal, private and familiar
Promotes Active Learning
Access to Mentors, Tutors and Peers
Why
MOBILE
learning?
Convenient
12. Mobile Learning 12
Apps that support successful learners
Planning, Organising, Note-taking, Research, Managing Information
These apps can helps individuals to plan and organise their studies. They can be
invaluable for students with a wide range of support needs or learning styles.
»Calendar (built in)
»Reminders (built in)
»Notification Centre (built in)
»SQA My Study Plan
»Mind jet mind mapping
»Audio Note/ Paperportnotes - case study
»ibooks / eBooks
»Evernote / DropBox
13. Mobile Learning 13
Apps that support the learning process
Resource Collections, Creation, Interaction
These apps are focused on the learning process and can be used to create bespoke
resources, interactive activities, collaborative activities and/or assessment evidence
»Pinterest
» Scoop.it
»AudioBoo
»Voicethread / SpokenPhoto
»Polleverywhere / Socrative
»Educrerations/ASK3/ScreenChomp
»Book Creator
image from wikicommons licensed under the Creative Commons Attribution 2.0 Generic license
14. Mobile Learning 14
What does it look like?
Case studies - http://bit.ly/1ojbuer
Jisc RSC Scotland Showcase
15. Mobile Learning 15
Key Issues for Learners
»Accessing WiFi networks
»Finding mobile friendly resources & learning activities
»Potential to feel digitally excluded
»Very short attention threshold
image from wikicommons licensed under the CC2.0 Generic license CC Image courtesy of {Flixelpix} David Flickr
16. Mobile Learning 16
Key Issues for Institutions
»Provision/security of wireless networks
»Supporting wide range of devices
»eSafety & eSafeguarding
»Managing devices and apps
»Ensuring mobile friendly systems and resources
»Fast paced change
»Need for staff provision / development
»Open Education movement (iTunesU)
CC Image courtesy of Sean MacEntee Flickr
CC Image courtesy of blakespot Flickr
17. Mobile Learning 17
Augmented Reality
Augmented reality brings together elements of the real world
with the virtual world, enhancing what we see with information
and other sources.
»Wikitude
»Blippar
»Around Me
»String
Uses in education
»Anyone can be a mechanic – Demo Video
»Street Museum by the Museum of London
19. Mobile Learning 19
image from Flickr by opensourceway licensed through cc
Editor's Notes
Mobile learning is about the mobility of the learner
Mobile learning is about context – what can mobile learning do that desk-bound computing can’t?
Mobile learning can provide solutions to personalising learning
Key Trends
People expect to be able to work & learn wherever and whenever they want
Technologies used are increasingly cloud based
An abundance of resources and relationships are easily accessible using the internet – particular focus just now on the open education movement (open content, open data, open badges)
The world of work is increasingly collaborative using collective intelligence, teamwork and group communications - that shift reflected in new collaborative pedagogical models that are emerging focussing on communications / networking / and knowing where to find and manage information as well as gaining practical skills. Peers play an important and often unacknowledged role in the learning experience. Whether through one to one text messages, instant messaging or facebook groups
The use of social media and mobile technology is having an impact – new communication methods an tools with new challenges and issues (security, data protection, eSafety all a=have to be addresed in order to modernise how we engage with learners.
Five phases
A hype cycle in can be broken down into five phases:
"Technology Trigger" — The first phase of a hype cycle is the "technology trigger" or breakthrough, product launch or other event that generates significant press and interest.
"Peak of Inflated Expectations" — In the next phase, a frenzy of publicity typically generates over-enthusiasm and unrealistic expectations. There may be some successful applications of a technology, but there are typically more failures.
"Trough of Disillusionment" — Technologies enter the "trough of disillusionment" because they fail to meet expectations and quickly become unfashionable. Consequently, the press usually abandons the topic and the technology.
"Slope of Enlightenment" — Although the press may have stopped covering the technology, some businesses continue through the "slope of enlightenment" and experiment to understand the benefits and practical application of the technology.
"Plateau of Productivity" — A technology reaches the "plateau of productivity" as the benefits of it become widely demonstrated and accepted. The technology becomes increasingly stable and evolves in second and third generations. The final height of the plateau varies according to whether the technology is broadly applicable or benefits only a niche market.
The term is now used more broadly in the marketing of new technologies.
Techno - literacies characteristic - rapid change with economic and social drivers
Academic literacies typically slow change with cultural and institutional inhibitors
Key skills required by learners learning in the cloud / futur
The now ubiquitous nature of “Smart” mobile devices and individuals having several pieces of hardware that they use( PC, Laptop, Tablet, Phone, means being able to access information on the go is more critical than ever.
scoop.it video - everyone is a publisher - xhttp://www.youtube.com/watch?v=_2X3EHfhc6A
Institutional goals
Mobile learning aligns well with many goals of educational institutions, including:
Taken out into the field (contextualised) / accessed on their own terms (personalised) / always on, always connected (immediacy) / ease with which user generated content including multimedia can be created
Curriculum redesign
Personalisation of learning
Student satisfaction
Digital literacies
Reducing costs (doing more with less)
Graduate attributes and employability
Enhancing assessment and feedback
Widening participation
Improving student engagement and retention
Energy efficiency
Tangible benefits
Personal, private and familiar (reduce perceived barriers to learning)
Contextualisation through location-aware features such as GPS
Perceived as an acceptable way for learners to receive reminders and chasers – and to manage their time
Increases accessibility/opportunity for learners with special educational needs
Reduces technical barriers to e-learning
Calendar - weekly monthly and day list. Add reminders
Reminders - create dedicated list, select colour, add prompts/reminders.
Notification centre
Sticky notes for iPad
Wunderlist
SQA - study planning tool.
Mindjet.
These apps work mostly with RSS feeds and collect together online services and resources that you subscribe to in one place. Resources are presented in a user friendly manner often in a magazine style.
Feedly
Pulse
Flipboard
Pinterest
Scoop.it
Evernote
Frequent interruptions
Strain on wireless infrastructure
An augmented reality environment, basically brings together elements of the real world with the virtual world at the same time and be interactive in real time. Basically, AR refers to the blending of virtual data with what we see in the real world – enhancing information using a range of sources.
Augmented reality is one way to bring experiential and location-based learning to students by supplementing existing worlds rather than creating new ones. The use of devices such as smartphones may permit rapid experimentation and evolution of augmented reality applications. By combining technology familiar to students with locations that students see as their own, augmented reality has the potential to move learning out of the classrooms and into the spaces where students live.
Encouraging informal learning that is easily accessible may prove particularly effective in engaging students, extending learning to spaces that might help them form connections with content and providing the context for it .
You will need to find the AR apps that are right for you but I will highlight and couple and then show you some demos that may peak your interest away from the gimmicky stuff