Imagination in your Pocket: mobile learning and appsCecilie MurrayDelphian eLearningApp-titude Learning
Today’s sessionMobile learning researchWhat do we know about the impact on learning?(Delphian eLearning)Game based apps that display backend data 			in online assessment system 			(App-titude)
The ResearchMobile learning is…‘learning in a more personalised way, handing over more control to the learners themselves’ ‘disruptive learning’(Stead, 2006) ‘holds and heightens student interest, engages students in learning, and provides yet another means for expressive and receptive literacy’ (Dogeby, 2007)
‘a small, cleverly designed handheld game can significantly enhance learner performance in mental maths as well as having a positive impact on other aspects of classroom life’ (Robertson, 2009).‘mobile devices can have a positive impact on learning experiences for both educators and students’ (McFarlane, Triggs& Yee, 2008; Ng & Nicholas, 2009)
‘Schools with one-to-one computing programs have fewer discipline problems, lower dropout rates, and higher rates of college attendance than schools with a higher ratio of students to computers…but for one-to-one programs to boost student achievement as well, they must be properly implemented.’		Project Red (Revolutionizing Education) June 2010
New researchMobile Technologies and Handheld Devices for Ubiquitous Learning: Research and Pedagogy	(ed. Wan Ng, 2010)	Chapter: Imagine Mobile Learning in your Pocket	Due for release in August
The mobiles
Research aimshow mobile learning might be used to increase engagement, motivation, ICT curriculum integration and effective learning in K-12 schools.action research questions focused on impact for learning in core curriculum areas, literacy and media, maths operations
iPodagogy 2007iPods and video podcasting for learningCollaborative project co-fundedAverage VIC government school – not high-tech30 Year 8 studentsTeachers – average ICT skills Cross curriculum approach – English, Social Science, Maths, Science, Music and German, HPE
iPod Touch Project 2008Three diverse schools, locations and communities:Corio South, Courtney Gardens, EpsomYears 5-6 initially (early years noted)Teacher  action research;  good ICT skillsCross curriculum approach embedded within VELSEmphasis on literacy  - reading, writing, media8 iPod Touches per class
Global Mobile Learning ProjectTwo year project – Australia, Singapore and USAYear 1:global citizenship and cultural identity Year 2:personalised learning, improving student literacy in reading and writing, speaking  and listening, digital, media and visual literacyclass sets of iPod Touches, Studywiz online learning environment, vodcasts, Apps, etc
The SchoolsUnited World College of South-East Asia, SingaporeShepparton High School, VictoriaChormann Elementary, Southgate, Michigan
Nintendo DSTwo schools – Xavier College and Trinity Catholic  Primary SchoolFocus – potential of  Nintendo DS to support student learning in MathematicsFour classes used Professor Kageyama Maths Training Program; control group of students used same Maths program with traditional pen and paper20 minutes each day for 10 weeks
What the research saysMobile learning:Promotes confidence and independence regardless of year level and agePromotes peer coaching and developing activities for each otherImportant in encouraging ESL learners, reluctant learners (at risk/disengaged)Improves attendance, more active participation in classPromotes better preparation and organisation for classSuports more regular completion of school work and homeworkStimulates enjoyment in learning…‘fun’ activity
What the research saysGreater interaction (& writing) from boys in particular, in blogs, podcasts and web pages Stimulates teachers and students to work creatively to improve literacy and numeracyStudent performance data – improves numeracy and literacy, increases skills in teamwork, interpersonal skills and ICT skills Motivates teachers to rethink their pedagogy around the use of ICT and mobile devices
Good Practice TipsImplementation of Mobile Learning projectshttp://delphian.com.au/mobile-learning-articlesResearch reportsiPod Touch Reporthttp://delphian.com.au/ipod-touch-research-reportiPodagogy: Using  iPods and Video Podcasting for Learninghttp://delphian.com.au/ipods-and-podcasting-learningGlobal Mobile Learninghttp://delphian.com.au/global-mobile-learning-research
The Future‘public agencies [Departments of Education] and schools are beginning to explore multimobile services – convenient, flexible tools that enable users to access information in a range of formats using mobile devices – as a way to support…staff and students’ (The New Media Consortium, 2009)
Why Apps for Learning?Small handheld devices enable learning anywhere, anytimeConvergence of innovations in mobile technology and social software, Web 2.0Young people’s social use of technologiesFor schools it means 1:1 is achievable
Educational games AppsRelevant to kidsUse technologies that pervade their livesEngaging for learningInquiry based constructivist contentHigh quality games prolong engagementKids can consolidate knowledge independently
Apps are based on constructivist learning principlesPromote deep thinking, not simply skills development
Curriculum-driven content, high quality graphics Monitor student progress online
An online assessment system collects data from the appTeachers monitor student progress at a glance
Levels of AchievementUnafraid: The student has played all three activities at least once.Getting Stuck In: The student has spent 10 days on the farm. I.e. they have played an activity to completion 10 times.Hard Worker: The student has spent 30 days on the farm. I.e. they have played an activity to completion 30 times.All Rounder:The student has scored at least 2 stars in all three activities.Great Counting: The student has scored a total of 9 stars.Heli Ace: The student has all 4 stars for the Helicopter activity.Round Up Ace: The student has all 4 stars for the Round Up activity.Jump Ace: The student has all 4 stars for the Jump activity.Perfect Farm: The student has all 12 stars - the total number available across all activities.
Discussion Forum for Teacher Input
MATHSTRONAUT  is a maths challenge app for addition and subtraction, designed for Primary and Middle school students.
CYBERSAFETY app aims to create awareness for Primary and Middle school students about how to stay safe online.
ReferencesProject Red (2010) Revolutionizing Education, One to One Institute, US. http://projectred.org/McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim report to Becta http://partners.becta.org.uk/uploaddir/downloads/page_documents/research/mobile_learning.pdfNg, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and beliefs in the first year. Computers and Education.Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global Change, La Trobe University, Melbourne Stead, G. (2006). Mobile technologies: transforming the future of learning, in Emerging Technologies for Learning, BECTA. http://partners.becta.org.uk/upload-dir/downloads/page_documents/research/emerging_technologies.pdfMetiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems. http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdfDogeby, (2006)  Using iPods for Instruction, Principals Partnership, Florida. http://www.principalspartnership.com/iPods.pdf
Web: www.app-titude.com.auEmail: cecilie@app-titude.com.aucecilie@delphian.com.auTwitter: http://twitter.com/App_titudehttp://twitter.com/ceciliemurray#slide2learn #mlearning#edapps

Mobile learning & apps

  • 1.
    Imagination in yourPocket: mobile learning and appsCecilie MurrayDelphian eLearningApp-titude Learning
  • 2.
    Today’s sessionMobile learningresearchWhat do we know about the impact on learning?(Delphian eLearning)Game based apps that display backend data in online assessment system (App-titude)
  • 3.
    The ResearchMobile learningis…‘learning in a more personalised way, handing over more control to the learners themselves’ ‘disruptive learning’(Stead, 2006) ‘holds and heightens student interest, engages students in learning, and provides yet another means for expressive and receptive literacy’ (Dogeby, 2007)
  • 4.
    ‘a small, cleverlydesigned handheld game can significantly enhance learner performance in mental maths as well as having a positive impact on other aspects of classroom life’ (Robertson, 2009).‘mobile devices can have a positive impact on learning experiences for both educators and students’ (McFarlane, Triggs& Yee, 2008; Ng & Nicholas, 2009)
  • 5.
    ‘Schools with one-to-onecomputing programs have fewer discipline problems, lower dropout rates, and higher rates of college attendance than schools with a higher ratio of students to computers…but for one-to-one programs to boost student achievement as well, they must be properly implemented.’ Project Red (Revolutionizing Education) June 2010
  • 6.
    New researchMobile Technologiesand Handheld Devices for Ubiquitous Learning: Research and Pedagogy (ed. Wan Ng, 2010) Chapter: Imagine Mobile Learning in your Pocket Due for release in August
  • 8.
  • 9.
    Research aimshow mobilelearning might be used to increase engagement, motivation, ICT curriculum integration and effective learning in K-12 schools.action research questions focused on impact for learning in core curriculum areas, literacy and media, maths operations
  • 10.
    iPodagogy 2007iPods andvideo podcasting for learningCollaborative project co-fundedAverage VIC government school – not high-tech30 Year 8 studentsTeachers – average ICT skills Cross curriculum approach – English, Social Science, Maths, Science, Music and German, HPE
  • 11.
    iPod Touch Project2008Three diverse schools, locations and communities:Corio South, Courtney Gardens, EpsomYears 5-6 initially (early years noted)Teacher action research; good ICT skillsCross curriculum approach embedded within VELSEmphasis on literacy - reading, writing, media8 iPod Touches per class
  • 12.
    Global Mobile LearningProjectTwo year project – Australia, Singapore and USAYear 1:global citizenship and cultural identity Year 2:personalised learning, improving student literacy in reading and writing, speaking and listening, digital, media and visual literacyclass sets of iPod Touches, Studywiz online learning environment, vodcasts, Apps, etc
  • 13.
    The SchoolsUnited WorldCollege of South-East Asia, SingaporeShepparton High School, VictoriaChormann Elementary, Southgate, Michigan
  • 14.
    Nintendo DSTwo schools– Xavier College and Trinity Catholic Primary SchoolFocus – potential of Nintendo DS to support student learning in MathematicsFour classes used Professor Kageyama Maths Training Program; control group of students used same Maths program with traditional pen and paper20 minutes each day for 10 weeks
  • 15.
    What the researchsaysMobile learning:Promotes confidence and independence regardless of year level and agePromotes peer coaching and developing activities for each otherImportant in encouraging ESL learners, reluctant learners (at risk/disengaged)Improves attendance, more active participation in classPromotes better preparation and organisation for classSuports more regular completion of school work and homeworkStimulates enjoyment in learning…‘fun’ activity
  • 16.
    What the researchsaysGreater interaction (& writing) from boys in particular, in blogs, podcasts and web pages Stimulates teachers and students to work creatively to improve literacy and numeracyStudent performance data – improves numeracy and literacy, increases skills in teamwork, interpersonal skills and ICT skills Motivates teachers to rethink their pedagogy around the use of ICT and mobile devices
  • 19.
    Good Practice TipsImplementationof Mobile Learning projectshttp://delphian.com.au/mobile-learning-articlesResearch reportsiPod Touch Reporthttp://delphian.com.au/ipod-touch-research-reportiPodagogy: Using iPods and Video Podcasting for Learninghttp://delphian.com.au/ipods-and-podcasting-learningGlobal Mobile Learninghttp://delphian.com.au/global-mobile-learning-research
  • 20.
    The Future‘public agencies[Departments of Education] and schools are beginning to explore multimobile services – convenient, flexible tools that enable users to access information in a range of formats using mobile devices – as a way to support…staff and students’ (The New Media Consortium, 2009)
  • 21.
    Why Apps forLearning?Small handheld devices enable learning anywhere, anytimeConvergence of innovations in mobile technology and social software, Web 2.0Young people’s social use of technologiesFor schools it means 1:1 is achievable
  • 22.
    Educational games AppsRelevantto kidsUse technologies that pervade their livesEngaging for learningInquiry based constructivist contentHigh quality games prolong engagementKids can consolidate knowledge independently
  • 23.
    Apps are basedon constructivist learning principlesPromote deep thinking, not simply skills development
  • 24.
    Curriculum-driven content, highquality graphics Monitor student progress online
  • 26.
    An online assessmentsystem collects data from the appTeachers monitor student progress at a glance
  • 27.
    Levels of AchievementUnafraid:The student has played all three activities at least once.Getting Stuck In: The student has spent 10 days on the farm. I.e. they have played an activity to completion 10 times.Hard Worker: The student has spent 30 days on the farm. I.e. they have played an activity to completion 30 times.All Rounder:The student has scored at least 2 stars in all three activities.Great Counting: The student has scored a total of 9 stars.Heli Ace: The student has all 4 stars for the Helicopter activity.Round Up Ace: The student has all 4 stars for the Round Up activity.Jump Ace: The student has all 4 stars for the Jump activity.Perfect Farm: The student has all 12 stars - the total number available across all activities.
  • 30.
  • 32.
    MATHSTRONAUT isa maths challenge app for addition and subtraction, designed for Primary and Middle school students.
  • 33.
    CYBERSAFETY app aimsto create awareness for Primary and Middle school students about how to stay safe online.
  • 34.
    ReferencesProject Red (2010)Revolutionizing Education, One to One Institute, US. http://projectred.org/McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim report to Becta http://partners.becta.org.uk/uploaddir/downloads/page_documents/research/mobile_learning.pdfNg, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and beliefs in the first year. Computers and Education.Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global Change, La Trobe University, Melbourne Stead, G. (2006). Mobile technologies: transforming the future of learning, in Emerging Technologies for Learning, BECTA. http://partners.becta.org.uk/upload-dir/downloads/page_documents/research/emerging_technologies.pdfMetiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems. http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdfDogeby, (2006) Using iPods for Instruction, Principals Partnership, Florida. http://www.principalspartnership.com/iPods.pdf
  • 35.
    Web: www.app-titude.com.auEmail: cecilie@app-titude.com.aucecilie@delphian.com.auTwitter:http://twitter.com/App_titudehttp://twitter.com/ceciliemurray#slide2learn #mlearning#edapps