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T4E2010 Mumbai, India




                Michal Yerushalmy
               http://www.edu.haifa.ac.il/personal/michalyr


          Department of Mathematics Education
                  University of Haifa, Israel
          IIIT-B, Bangalore, India – michalyr@iiitb.ac.in
What’s the challenge?
 3 decades of personal technology
    Essential impact depends (also) on sustained presence of
     personal technology
    Personal computing at school had never been and still
     isn’t personal
 Social / cultural concern
    Mobile phones are part of the daily personal out-of-school
     culture
    mTechnology is cheap and powerful

 Implementation
    Integration of mLearning requires innovative strategies
    Models for using and designing are somewhat lacking



                            T4E2010
Three generations of design




                                           Mobiles
            PC             Web
                                          Ubiquitous
        Microworlds   Digital Books
                                           Learning


                  Why Mobile Learning ?

            T4E2010
How Do People Learn and How Are They
                  Taught?
 The philosophy is that of social constructivism:
   people learn by constructing knowledge
   operating cognitive resources (symbols, representations,
    senses )
   interacting (with tools, people, and environment)

 The pedagogy:
   teaching is guiding inquiry
   skills should be mastered with understanding
   mathematics should be appropriate to all students
   guidance leads the learners from wherever they are into
    the culturally-accepted mathematics

                                  How to implement it?
                            T4E2010
Theoretical Frameworks
   Guided inquiry
      active learner guided by activities and the teacher

   Socio-cultural
      situated learning paradigm
      support of social interaction, collaboration

   Communities of learners and teachers
   Learning experiences acquired while immersed in a the
    real world
   Tools turn out to be instruments (external and
    psychological)



                          T4E2010
Perspectives of Mobility

Mobile learning refers to:
 technocentric perspective —
    educational use of portable mobile technology

 learning style —
    learning differently from formal school
    learning free of the limitations of space and time

 mobility of the learner (rather than of the technology)


   math4mobile approach implements all
                   3

                          T4E2010
Learning Technologies

                     Personal
                E-books
                E-books
                                             Classroom
                                             Classroom
  Mobile Phones
  Mobile Phones                PDA
                               PDA        Response System
                                          Response System
  Game Consoles
  Game Consoles           TabletPC
                          TabletPC
                                             PC
                                             PC
  Calculators
  Calculators              Laptop
                          Laptop
Mobile                                                         Static
                          Kiosks
                          Kiosks          Video Conferencing
                                          Video Conferencing
                                              Electronic
                                             Electronic
                      Shared                 Whiteboard
                                             Whiteboard

                                T4E2010
The Goal: Understanding what would
        make the mobile phone a deserving
                 pedagogical tool
We have taken the following steps:
•   Study the designs of inexpensive technology to increase
    students' commitment and creativity within the framework of
    the curriculum
•   Design the innovations that engage all students with
    mathematical and scientific ideas
•   Define new learning opportunities
•   Answer the demands of the real world of schools
•   Study the associated socio-cultural aspects
                                               www.math4mobile.co
                                               m


                               T4E2010
Design Principles
 Variety
     relatively well-known applications
     have been successfully tried in various learning settings
     useful for school and as personal tools
 Added value
     extended communication options
     personal tools included inside the phone
     mobility
 Comply with the hardware limitations
     offline use
     simple graphics
     small screen
     phone keyboard
 Augment with school traditional technology
     Classroom Interaction System
     Augmented Textbooks
                                 T4E2010
Design of Content Applications
   Useful to a wide range of users – Graph2Go

   Studied and found to be contributing to learning –
    Quad2Go, Solve2Go

   Useful and motivating learning out of the classroom
    Fit2Go, Sketch2Go

   Take advantage of communication features
    SMS center

   Fit to limitations and constraints
    less text typing more control of visuals
                              T4E2010
Augment With Traditional School Setting
           Design of Learner Response System
Click2Go facilitates:
• Teaching large groups
• Online interaction and feedback on
  discussed problems in large groups
• Close and open questions
                                       Question



• Simultaneous presentation on a
  smart-board and mobile phones                   Question   Student Mobile
                                                             phone
• Using WiFi communication




                                                               Answer


                          T4E2010      Teacher Web application
Design of Augmented Textbook




           T4E2010
Making It Work:
                Identifying Variables
   Space: in class, in and around school, anywhere
   Size: individual, group, whole class
   Learning mode: modeling, practicing, exploring,
    solving
   Teacher’s role: instructor, moderator, assessor,
    observer
   Means of use: online, offline, asynchronous,
    synchronous
   Media components (ubiquity) : eBoard, website,
    PC, textbook, calculator


                        T4E2010
Scenario 1:
Mathematical Modeling Inquiry
Botzer and Yerushalmy, 2007




            a                                          A m m a n
                                                       confirmed   that
Amman videotaped              Dana      used     the
                                                       the graphs were
two kids walking              sketch2go to construct
                                                       correct     and
and sent the video            graphs showing the
                                                       sketched     the
to her friend by              boy and the girl
                                                       graphs in her
MMS                           walking and sent it to
                                      T4E2010          diary
                              Amman by SMS
Scenario 2:
    Online Inquiry Moderation
    Botzer and Yerushalmy, 2010

Participants of the mathematical asynchronous M-discussion:
One activity, 4 applications, one student, one moderator (M), a
group of students

 S: Am I choosing the right application?
 S: Am I choosing the right tool within the application?
 M: Offering or reducing options
 M: Reframing an individual query to serve as a group
discussion issue
 S: Sending graphic examples
 S: Discussing correctness
 S: Resolving conflicts
 S: Providing explanationsT4E2010
Scenario 3: Practicing Online
Botzer and Yerushalmy, 2010


 SMS sketching    - a practice item
   When you receive this velocity vs. time
  graph by SMS, use the Sketch2go
  application to sketch a corresponding
  position vs. time graph. Compare your
  derivative graph with the given graph to
  check whether your graph is correct.


 SMS solving - an assessment item
  The following expressions describe
  the position vs. time of the two race
  cars.
  When will car A pass car B?
   A: x(t)=t2+3t+1; B: x(t)=3t+5

                               T4E2010
Scenario 4: Beyond Graphing Calculator
In-class Problem Solving
     Pre-service teachers choice of tasks with graphic
     calculator (Left) and with math4mobile (Right)
Y = 33x³ -100x² +101x +100           The following expression describes the position vs. time of
Y = 0.25x^4 -17x³ - 2x² + 200x
                                     the motion of a toy car: X(t)=2t2+3t+2

Draw the graphs of the functions 1. Use Graph2go to explore this function and determine the
and determine where they are     meaning of each of the coefficients for the motion of the
increasing or decreasing.
                                     car.
                                     2. Add the graph of the derivative. What features of the
                                     motion does the graph of the derivative describe?
                                     3. Change each of the coefficients of the x(t) function, and
                                     explore the graph of the derivative, and interpret the graph
                                     with reference to the motion of the toy car.


                                       T4E2010
Scenario 5: The Phone as a Personal
Toolkit
Botzer and Yerushalmy, 2010




                              T4E2010
Scenario 6:
Practicing via the Online Support Site
 The user chooses the practiced level
 The site checks whether the user has the application
  required for the task (fit2go)
 The site sends a task by SMS:
    "Write an equation for parabola passing through (a,b), (x,y) & (v,w)”
 The user solves the problem:
  * working separately from the application that is used
    for checking
  * working by trial and error with the application
  * in need of help: the application provides the correct
    graph and equation
 The user leaves a voice message asking for human
  help
                                  T4E2010
Scenario 7: Ubiquitous Inquiry
A challenging item:
 Majority of answers are        x

  incorrect                 ! f (t )dt = F (?)
                            1
 Immediate presentation
                            • F ( x)
  of the diversity promotes
                            • F (t )
  discussion
                                 •F +C
Further Pedagogical Challenges
                                 • All the above
 Design settings for
  teaching
 Create items database
 Enable visual
  communication
 Implement analysis of
                        T4E2010
  open answers
Beyond “clicking responses”
   Clickers help teachers devote more class time to talks,
    thinking, and jotting, to help develop student ideas further.
   Support for assessment of students who are not present in
    class
   Support for problem solving and increase of conceptual
    understanding through Peer Instruction described by
    Mazur and colleagues (2010)
   Use of simulations and interactive diagrams to support
    visual discourse
   Most reports refer to elite universities teaching large groups
    of physics and science students
   Peer Instruction increased conceptual learning and
    traditional problem-solving skills, and reduced the number
    of students who dropped out of the course
   Effects of clickers: high student motivation, honest
    answers due to anonymity, enjoyment and involvement,
    and the effectiveness of immediate feedback.
                               T4E2010
   Mobile phone clickers used as Learners’ Question System
Scenario 8:
Making Paper Textbooks Interactive
   Libraries of exercises:                        Animated exposition:
    Using exercises’ generator                 Replacing variety of pictures with a
   rather than specific exercises                  single Interactive Diagram

x 2 = !4
( x ! 1)( x + 3) = 0
x2 +1 = x2 + 3
5( x + 2) 2 + 1 = 16
(5 x ! 4)(2 x ! 1) = 4 x + 3
2( x ! 1) 2 = -(2)(x + 1)(x + 2)




   Interactive Exercises                      Interactive Geometry Environment



                                    T4E2010
What would make the mobile phone a
     deserving pedagogical tool?
Following the math4mobile R&D we suggest:
 Use the vast accumulated knowledge on T4E
 Develop with the view of what might best fit the new
  medium
 Invest in educational development and special design –
  that will help reasonable implementation
 Study what personal technology really means
 Think “ubiquitous”- phone is a part of many school & home
  technologies
 Study worldwide teachers’ needs in realistic settings
 Scalability – adopt and invent new mobile dissemination
  models
 It offers opportunities to T4E2010
                             support sustained development!
Related Published Research
 Botzer, G. & Yerushalmy, M. (2007) Mobile Applications for Mobile learning.
  In the proceedings to the Cognition and Exploratory Learning in the Digital
  Age (CELDA). December. Algarve, Portugal.
 Bayaa, N. & Daher, W. (2009). Learning Mathematics in an Authentic Mobile
  Environment: the Perceptions of Students. International Journal of
  Interactive Mobile Technologies, 3 (Special Issue, IMCL 2009), 6-14.
 Daher, W. (2009). Students' Perceptions of Learning Mathematics with
  Cellular Phones and Applets. iJET – Volume 4, Issue 1,
  doi:10.3991/ijet.v4i1.686
 Daher, W. (2010). Building mathematical knowledge in an authentic mobile
  phone environment. Australasian Journal of Educational Technology, 26(1),
  85-104. http://www.ascilite.org.au/ajet/ajet26/daher.html
 Baya'a, N. & Daher, W. (2010). Middle School Students' Learning of
  Mathematics Using Mobile Phones: Conditions and Consequences. Journal
  of Interactive Learning Research, 21(1), 1-25.
 Yerushalmy, M. & Botzer, G. (to appear September 2010) Teaching
  secondary mathematics in the mobile age. In Zaslavsky, O. and Sullivan, P.
                                                T4E2010
  (Eds.) Tasks For Secondary Mathematics Teacher Education.

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Mobile Scenarios Presentation

  • 1. T4E2010 Mumbai, India Michal Yerushalmy http://www.edu.haifa.ac.il/personal/michalyr Department of Mathematics Education University of Haifa, Israel IIIT-B, Bangalore, India – michalyr@iiitb.ac.in
  • 2. What’s the challenge?  3 decades of personal technology  Essential impact depends (also) on sustained presence of personal technology  Personal computing at school had never been and still isn’t personal  Social / cultural concern  Mobile phones are part of the daily personal out-of-school culture  mTechnology is cheap and powerful  Implementation  Integration of mLearning requires innovative strategies  Models for using and designing are somewhat lacking T4E2010
  • 3. Three generations of design Mobiles PC Web Ubiquitous Microworlds Digital Books Learning Why Mobile Learning ? T4E2010
  • 4. How Do People Learn and How Are They Taught?  The philosophy is that of social constructivism:  people learn by constructing knowledge  operating cognitive resources (symbols, representations, senses )  interacting (with tools, people, and environment)  The pedagogy:  teaching is guiding inquiry  skills should be mastered with understanding  mathematics should be appropriate to all students  guidance leads the learners from wherever they are into the culturally-accepted mathematics How to implement it? T4E2010
  • 5. Theoretical Frameworks  Guided inquiry  active learner guided by activities and the teacher  Socio-cultural  situated learning paradigm  support of social interaction, collaboration  Communities of learners and teachers  Learning experiences acquired while immersed in a the real world  Tools turn out to be instruments (external and psychological) T4E2010
  • 6. Perspectives of Mobility Mobile learning refers to:  technocentric perspective —  educational use of portable mobile technology  learning style —  learning differently from formal school  learning free of the limitations of space and time  mobility of the learner (rather than of the technology) math4mobile approach implements all 3 T4E2010
  • 7. Learning Technologies Personal E-books E-books Classroom Classroom Mobile Phones Mobile Phones PDA PDA Response System Response System Game Consoles Game Consoles TabletPC TabletPC PC PC Calculators Calculators Laptop Laptop Mobile Static Kiosks Kiosks Video Conferencing Video Conferencing Electronic Electronic Shared Whiteboard Whiteboard T4E2010
  • 8. The Goal: Understanding what would make the mobile phone a deserving pedagogical tool We have taken the following steps: • Study the designs of inexpensive technology to increase students' commitment and creativity within the framework of the curriculum • Design the innovations that engage all students with mathematical and scientific ideas • Define new learning opportunities • Answer the demands of the real world of schools • Study the associated socio-cultural aspects www.math4mobile.co m T4E2010
  • 9. Design Principles  Variety  relatively well-known applications  have been successfully tried in various learning settings  useful for school and as personal tools  Added value  extended communication options  personal tools included inside the phone  mobility  Comply with the hardware limitations  offline use  simple graphics  small screen  phone keyboard  Augment with school traditional technology  Classroom Interaction System  Augmented Textbooks T4E2010
  • 10. Design of Content Applications  Useful to a wide range of users – Graph2Go  Studied and found to be contributing to learning – Quad2Go, Solve2Go  Useful and motivating learning out of the classroom Fit2Go, Sketch2Go  Take advantage of communication features SMS center  Fit to limitations and constraints less text typing more control of visuals T4E2010
  • 11. Augment With Traditional School Setting Design of Learner Response System Click2Go facilitates: • Teaching large groups • Online interaction and feedback on discussed problems in large groups • Close and open questions Question • Simultaneous presentation on a smart-board and mobile phones Question Student Mobile phone • Using WiFi communication Answer T4E2010 Teacher Web application
  • 12. Design of Augmented Textbook T4E2010
  • 13. Making It Work: Identifying Variables  Space: in class, in and around school, anywhere  Size: individual, group, whole class  Learning mode: modeling, practicing, exploring, solving  Teacher’s role: instructor, moderator, assessor, observer  Means of use: online, offline, asynchronous, synchronous  Media components (ubiquity) : eBoard, website, PC, textbook, calculator T4E2010
  • 14. Scenario 1: Mathematical Modeling Inquiry Botzer and Yerushalmy, 2007 a A m m a n confirmed that Amman videotaped Dana used the the graphs were two kids walking sketch2go to construct correct and and sent the video graphs showing the sketched the to her friend by boy and the girl graphs in her MMS walking and sent it to T4E2010 diary Amman by SMS
  • 15. Scenario 2: Online Inquiry Moderation Botzer and Yerushalmy, 2010 Participants of the mathematical asynchronous M-discussion: One activity, 4 applications, one student, one moderator (M), a group of students  S: Am I choosing the right application?  S: Am I choosing the right tool within the application?  M: Offering or reducing options  M: Reframing an individual query to serve as a group discussion issue  S: Sending graphic examples  S: Discussing correctness  S: Resolving conflicts  S: Providing explanationsT4E2010
  • 16. Scenario 3: Practicing Online Botzer and Yerushalmy, 2010  SMS sketching - a practice item When you receive this velocity vs. time graph by SMS, use the Sketch2go application to sketch a corresponding position vs. time graph. Compare your derivative graph with the given graph to check whether your graph is correct.  SMS solving - an assessment item The following expressions describe the position vs. time of the two race cars. When will car A pass car B? A: x(t)=t2+3t+1; B: x(t)=3t+5 T4E2010
  • 17. Scenario 4: Beyond Graphing Calculator In-class Problem Solving Pre-service teachers choice of tasks with graphic calculator (Left) and with math4mobile (Right) Y = 33x³ -100x² +101x +100 The following expression describes the position vs. time of Y = 0.25x^4 -17x³ - 2x² + 200x the motion of a toy car: X(t)=2t2+3t+2 Draw the graphs of the functions 1. Use Graph2go to explore this function and determine the and determine where they are meaning of each of the coefficients for the motion of the increasing or decreasing. car. 2. Add the graph of the derivative. What features of the motion does the graph of the derivative describe? 3. Change each of the coefficients of the x(t) function, and explore the graph of the derivative, and interpret the graph with reference to the motion of the toy car. T4E2010
  • 18. Scenario 5: The Phone as a Personal Toolkit Botzer and Yerushalmy, 2010 T4E2010
  • 19. Scenario 6: Practicing via the Online Support Site  The user chooses the practiced level  The site checks whether the user has the application required for the task (fit2go)  The site sends a task by SMS: "Write an equation for parabola passing through (a,b), (x,y) & (v,w)”  The user solves the problem: * working separately from the application that is used for checking * working by trial and error with the application * in need of help: the application provides the correct graph and equation  The user leaves a voice message asking for human help T4E2010
  • 20. Scenario 7: Ubiquitous Inquiry A challenging item:  Majority of answers are x incorrect ! f (t )dt = F (?) 1  Immediate presentation • F ( x) of the diversity promotes • F (t ) discussion •F +C Further Pedagogical Challenges • All the above  Design settings for teaching  Create items database  Enable visual communication  Implement analysis of T4E2010 open answers
  • 21. Beyond “clicking responses”  Clickers help teachers devote more class time to talks, thinking, and jotting, to help develop student ideas further.  Support for assessment of students who are not present in class  Support for problem solving and increase of conceptual understanding through Peer Instruction described by Mazur and colleagues (2010)  Use of simulations and interactive diagrams to support visual discourse  Most reports refer to elite universities teaching large groups of physics and science students  Peer Instruction increased conceptual learning and traditional problem-solving skills, and reduced the number of students who dropped out of the course  Effects of clickers: high student motivation, honest answers due to anonymity, enjoyment and involvement, and the effectiveness of immediate feedback. T4E2010  Mobile phone clickers used as Learners’ Question System
  • 22. Scenario 8: Making Paper Textbooks Interactive Libraries of exercises: Animated exposition: Using exercises’ generator Replacing variety of pictures with a rather than specific exercises single Interactive Diagram x 2 = !4 ( x ! 1)( x + 3) = 0 x2 +1 = x2 + 3 5( x + 2) 2 + 1 = 16 (5 x ! 4)(2 x ! 1) = 4 x + 3 2( x ! 1) 2 = -(2)(x + 1)(x + 2) Interactive Exercises Interactive Geometry Environment T4E2010
  • 23. What would make the mobile phone a deserving pedagogical tool? Following the math4mobile R&D we suggest:  Use the vast accumulated knowledge on T4E  Develop with the view of what might best fit the new medium  Invest in educational development and special design – that will help reasonable implementation  Study what personal technology really means  Think “ubiquitous”- phone is a part of many school & home technologies  Study worldwide teachers’ needs in realistic settings  Scalability – adopt and invent new mobile dissemination models  It offers opportunities to T4E2010 support sustained development!
  • 24. Related Published Research  Botzer, G. & Yerushalmy, M. (2007) Mobile Applications for Mobile learning. In the proceedings to the Cognition and Exploratory Learning in the Digital Age (CELDA). December. Algarve, Portugal.  Bayaa, N. & Daher, W. (2009). Learning Mathematics in an Authentic Mobile Environment: the Perceptions of Students. International Journal of Interactive Mobile Technologies, 3 (Special Issue, IMCL 2009), 6-14.  Daher, W. (2009). Students' Perceptions of Learning Mathematics with Cellular Phones and Applets. iJET – Volume 4, Issue 1, doi:10.3991/ijet.v4i1.686  Daher, W. (2010). Building mathematical knowledge in an authentic mobile phone environment. Australasian Journal of Educational Technology, 26(1), 85-104. http://www.ascilite.org.au/ajet/ajet26/daher.html  Baya'a, N. & Daher, W. (2010). Middle School Students' Learning of Mathematics Using Mobile Phones: Conditions and Consequences. Journal of Interactive Learning Research, 21(1), 1-25.  Yerushalmy, M. & Botzer, G. (to appear September 2010) Teaching secondary mathematics in the mobile age. In Zaslavsky, O. and Sullivan, P. T4E2010 (Eds.) Tasks For Secondary Mathematics Teacher Education.