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Designingfor
Authorship
S T U D E N T S A S C O N T E N T
C R E A T O R S U S I N G M O B I L E
D E V I C E S I N E D U C A T I O N A L
S E T T I N G S
P a t r í c i a S c h e r e r B a s s a n i
D é b o r a N i c e F e r r a t i B a r b o s a
F e e v a l e U n i v e r s i t y
The use of mobile devices in
education such as smartphones and
tablets brings up new possibilities of
promoting the students as content
producers
PLE
Personal Learning
Environment
About PLE...
PLE is an emergent
pedagogical approach,
which benefits from the
affordances of digital
technologies (Castañeda &
Adell, 2013)
PLE as an activity space that
encompasses tools, content,
and people to support and
facilitate personal learning
experiences of students
(Rahimi, 2015)
READ
PRODUCE SHARE
PLN
(Castañeda & Adell, 2013)
PLE
SOCIALIZER
KNOWLEDGE
DEVELOPER
DECISION
MAKER
(Rahimi, 2015)
Learner’s Control Model
components
Considering the PLE an emergent
pedagogical approach based on the
student’s control of their learning
process, how can we design learning
experiences using mobile devices to
enhance the students as creators
based on a PLE approach?
This paper presents the research path involving the
use of tablets with K-12 students in formal and non-
formal educational settings and also presents
guidelines for the designing of learning activities with
technologies based on students’ authorship.
The research comprises two case studies:
-- CASE 1: formal education: students from 6 to 7 years old.
-- CASE 2: non-formal education - children from 8 and 12 years old.
The research path
Phase 1: the
design of the
learning
activities
Phase 2: the
application of the
proposed learning
design with students
Phase 3: the analysis
of the activities
based on a PLE
approach and
focusing on the
students’ authorship
Case studies in formal education
Grade Activity Apps
1st
2nd
2nd
My alphabet
Who am I?
Dinosaurs invaded the
school
camera
Video Show
camera
Bamboo Paper
Aging Booth
camera
Google Search
Photo Collage
Case studies in non-formal education
Grade Activity Apps
3rd - 6th
age 8-12
My identity
Producing tales
Producing micro-
stories about digital
games
A RPG adventure
with mobility
camera; comic strip; my family
tree; supernote, google search
google drive/docs;autodesk
sketchbook; comic strip; google
handwriter; camera
evernote; sketchbook X
evernote; code.org
Designing for learning based on a PLE perspective (Castañeda & Adell)
Designing for learning based on Learner’s Control Model (Rahimi)
mobile technologies enhance
mobility and collaboration, and
these characteristics need to be
explored in the activities. The
activities analyzed in this study
used the mobile devices without
exploring these possibilities;
it is important to create an
environment for the use of a wide
variety of technology in a spontaneous
way with the purpose of promoting the
learner as a decision maker.
The design of learning activities with
technologies based on students’ authorship,
should address two important issues:
Designingfor
Authorship
S T U D E N T S A S C O N T E N T C R E A T O R S U S I N G
M O B I L E D E V I C E S I N E D U C A T I O N A L
S E T T I N G S
P a t r í c i a S c h e r e r B a s s a n i
p a t r i c i a b @ f e e v a l e . b r
@ p a t r i c i a b

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Designing for authorship: students as content creators using mobile decices in educational settings

  • 1. Designingfor Authorship S T U D E N T S A S C O N T E N T C R E A T O R S U S I N G M O B I L E D E V I C E S I N E D U C A T I O N A L S E T T I N G S P a t r í c i a S c h e r e r B a s s a n i D é b o r a N i c e F e r r a t i B a r b o s a F e e v a l e U n i v e r s i t y
  • 2. The use of mobile devices in education such as smartphones and tablets brings up new possibilities of promoting the students as content producers PLE Personal Learning Environment
  • 3. About PLE... PLE is an emergent pedagogical approach, which benefits from the affordances of digital technologies (Castañeda & Adell, 2013) PLE as an activity space that encompasses tools, content, and people to support and facilitate personal learning experiences of students (Rahimi, 2015)
  • 6. Considering the PLE an emergent pedagogical approach based on the student’s control of their learning process, how can we design learning experiences using mobile devices to enhance the students as creators based on a PLE approach?
  • 7. This paper presents the research path involving the use of tablets with K-12 students in formal and non- formal educational settings and also presents guidelines for the designing of learning activities with technologies based on students’ authorship. The research comprises two case studies: -- CASE 1: formal education: students from 6 to 7 years old. -- CASE 2: non-formal education - children from 8 and 12 years old.
  • 8. The research path Phase 1: the design of the learning activities Phase 2: the application of the proposed learning design with students Phase 3: the analysis of the activities based on a PLE approach and focusing on the students’ authorship
  • 9. Case studies in formal education Grade Activity Apps 1st 2nd 2nd My alphabet Who am I? Dinosaurs invaded the school camera Video Show camera Bamboo Paper Aging Booth camera Google Search Photo Collage
  • 10.
  • 11. Case studies in non-formal education Grade Activity Apps 3rd - 6th age 8-12 My identity Producing tales Producing micro- stories about digital games A RPG adventure with mobility camera; comic strip; my family tree; supernote, google search google drive/docs;autodesk sketchbook; comic strip; google handwriter; camera evernote; sketchbook X evernote; code.org
  • 12.
  • 13. Designing for learning based on a PLE perspective (Castañeda & Adell)
  • 14. Designing for learning based on Learner’s Control Model (Rahimi)
  • 15. mobile technologies enhance mobility and collaboration, and these characteristics need to be explored in the activities. The activities analyzed in this study used the mobile devices without exploring these possibilities; it is important to create an environment for the use of a wide variety of technology in a spontaneous way with the purpose of promoting the learner as a decision maker. The design of learning activities with technologies based on students’ authorship, should address two important issues:
  • 16. Designingfor Authorship S T U D E N T S A S C O N T E N T C R E A T O R S U S I N G M O B I L E D E V I C E S I N E D U C A T I O N A L S E T T I N G S P a t r í c i a S c h e r e r B a s s a n i p a t r i c i a b @ f e e v a l e . b r @ p a t r i c i a b