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Mlearn 2012 Keynote

tangney
Oct. 17, 2012
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
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Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
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Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
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Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
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Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
Mlearn 2012 Keynote
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Mlearn 2012 Keynote
Mlearn 2012 Keynote
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Mlearn 2012 Keynote

  1. 17/10/2012 MLEARN 2012 Mobile Learning in Secondary School The Case for Educational Transformation? Brendan Tangney Centre for Research in IT in Education School of Education and School of Computer Science & Statistics Trinity College Dublin tangney@tcd.ie www.slideshare.net/tangney Bibliography  All videos available on https://vimeo.com/user10137243  Bruner, J. S. (1961). "The act of discovery". Harvard Educational Review 31 (1): 21–32  Dror, Itiel E. 2008. Technology enhanced learning: The good, the bad, and the ugly. Pragmatics & Cognition 16:2 215–223.  Galton, M., L. Hargreaves, and T. Pell, Group work and whole‐class teaching with 11‐ to 14‐year‐olds compared. Cambridge Journal of Education, 2009. 39(1): p. 119-140.  Jonassen, D., C. Carr, and H.-P. Yueh, Computers as mindtools for engaging learners in critical thinking. TechTrends, 1998. 43(2): p. 24-32.  Jonassen, D., Mayes, T., & McAleese, R. (1993). A manifesto for a constructivist approach to uses of technology in higher education. In T.M. Duffy, J. Lowyck, & D.H. Jonassen (Eds.), Designing environments for constructive learning (pp. 231–247). Heidelberg: Springer-Verlag.  Papert, S. & Harel, I. (eds). (1991) Constructionism: research reports and essays 1985 - 1990 by the Epistemology and Learning Research Group, the Media Lab, Massachusetts Institute of Technology, Ablex Pub. Corp, Norwood, NJ  Piaget, Jean. (1950). The Psychology of Intelligence. New York: Routledge.  Ruben R. Puentedura. Transformation, Technology, and Education. (2006) http://hippasus.com/resources/tte/  Soloway, E., et al., Log on education: Handheld devices are ready-at-hand. Communications of the ACM, 2001. 44(6): p. 15- 20.  Voogt & Pelgrum, Pedagogy in a knowledge-based society, Human Technology : 2005, Volume 1, Number 2 [9]  Vygotskii, L.S. (1978). Mind in society: The development of higher mental processes. Cambridge, MA: Harvard University Press 1
  2. 17/10/2012 Acknowledgements • Byrne P. , Tangney B., Animation on Mobile Phones, IADIS International Conference on Mobile Learning, July 2006, pp365 – 369 • Conneely, C., Lawlor, J., Tangney, B., Technology, Teamwork and 21st Century Skills in the Irish Classroom in, editor(s)Marshall, K., Shaping our Future: How the lessons of the past can shape educational transformation, Liffey Press, to appear 2013 • Johnston K., Murchan D., Conneely C., Tangney B. Enacting Key Skills-based Curricula in Secondary Education: Lessons from a Technology-mediated, Group-based Learning Initiative. European Conference on Educational Research, 2012. • Lawlor J., Conneely C., and Tangney B., Towards a pragmatic model for group-based, technology-mediated, project- oriented learning – an overview of the B2C model, in Proceedings of the TechEduca Conference 2010, pp. 602-609. • McCarthy, C., Bligh, J., Jennings, K., Tangney, B., Virtual Collaborative Learning Environments for Music: Networked Drumsteps, Computers & Education, 44, (2), 2005, p173 - 195 • Patten B., A C4 Toolkit for the Teaching and Learning of Concurrency, M.Sc. Thesis, TCD, 2007 • Patten, B., Arnedillo Sánchez I., Tangney B., Designing collaborative, constructionist and contextual applications for handheld devices. Computers & Education, 2006. 46(3): p. 294-308. • Reardon S. and Tangney B., Studio-Based Learning with Smartphones for Novice Programmers, in Proceedings of the 10th World Conference on Mobile and Contextual Learning2011: Beijing. p. 32-39. • Tangney B., Oldham E., Conneely C., Barrett S., Lawlor J., Pedagogy and Processes for a Computer Programming Outreach Workshop—The Bridge to College Model. IEEE Transactions on Education, 2010. 53(1): p. 53-60. • Tangney B., Weber S. , O'Hanlon P., Knowles D., Munnelly J., Salkham A., Watson R., Jennings K, MobiMaths: An approach to utilising smartphones in teaching mathematics, Proceeding of the 9th world conference on mobile and contextual learning, 2010, pp9 – 15 4 2
  3. 17/10/2012 1 My Philosophical Outlook A Self Confessed Techno-Sceptic This technology “is destined to revolutionize our educational system and ... in a few years it will supplant largely, if not entirely, the use of textbooks". – 1922 - Thomas Edison on motion pictures. “Taking full advantage of the benefits of ICT in teaching and learning will encourage and enable all students to become self-assured and self-directed learners.” 2011 (Smart Schools = Smart Economy, Irish government policy document) 3
  4. 17/10/2012 2 Philosophers, 1 Poet & 2 Researchers Aristotle "For the things we have to learn before we can do them, we learn by doing them.“ Ethics Book II 4
  5. 17/10/2012 Kahlil Gibran “If he (the teacher) is indeed wise he does not bid you enter the house of his wisdom, but rather leads you to the threshold of your own mind.” From The Prophet, Kahil Gibran Socrates “Can it be, Ischomachus, that asking questions is teaching?” Socrates, quoted in Xenophon's "Economics" 5
  6. 17/10/2012 Papert and Jonassen • Learning as “hard fun”. • “...technologies should not support learning by attempting to instruct the learners, but rather should be used as knowledge construction tools that students learn with, not from.” (Jonassen, D., C. Carr, and H.-P. Yueh, 1998) Some Mobile Learning 2 Applications 6
  7. 17/10/2012 The type of learning experiences we wish to create “…when learners are active and motivated, when they are involved, participating, engaged, and interacting with the material, then learning is maximised.” (Dror E. 2008) Constructivist learning  An environment which is rich in information  Learners performing authentic tasks in ill- structured domains  Learning & problem solving in real-life contexts  Learning through interactions with others  An emphasis on learning rather than solutions  An emphasis on reflective learning  A cognitive apprenticeship teaching model Bruner, J. S. (1961; Jonassen, D., Mayes, T., & McAleese, R. (1993); Papert, S. & Harel, I. (eds). (1991) ; Piaget, Jean. (1950); Vygotskii, L.S. (1978). 7
  8. 17/10/2012 A Seminal Example Cooties • Soloway, E., et al., 2001. 1st Attempt at supporting Learning Conversations Patten B., A C4 Toolkit for the Teaching and Learning of Concurrency, M.Sc. Thesis, TCD, 2007 L3: Give me the Fork [to L4] L4: Fork is gone L3: GIMME! L4: Sorry buddy. L3: put down your damn fork. [to L5] [L2 and L7 start to communicate] L3: No, your fork has gone [to L2] L2: I’m just telling him to wait L3: Can you tell me to wait? [to L4] [L3 and L4 point PDAs at each other] L3: [reading from screen] ‘Fork is already being used’ L4: I’m just sending you a message. L3: [shouting] Conor [L5] relinquish the fork, I’m starving here! (Patten B., 2007) 8
  9. 17/10/2012 Other Early Ones DRUMSTEPS (McCarthy, C., Bligh, J., Jennings, K., Tangney, B., 2005) Virtual Graffiti David O’Loghlin - www.vgraffiti.com SMART - (Byrne P. , Tangney B., 2006) Learner Created (AR) Mobile Applications Using App Inventor http://appinventor.mit.edu/ 9
  10. 17/10/2012 Two Player PONG (Sergey Slashchev, Vicki Wisuri, Jiachuan Wang) PONG Video Clip 10
  11. 17/10/2012 Augmented Reality Multi-player Draughts (Checkers) Hugh Lardner & Stefan Weber Augmented Reality Multi-player Draughts (Checkers) 11
  12. 17/10/2012 Set Up I Player’s current location Player’s piece Set Up II – Walk to the correct location Player’s current location Player’s piece 12
  13. 17/10/2012 How to move Turn taking is controlled by the players themselves talking to each other – not the application! When a team agrees which of its pieces to move the appropriate player walks to their new location and selects “Choose to Move” which updates the location of the piece on the board. How to move - II Piece has followed player to new location and the screens of all other players are updated. 13
  14. 17/10/2012 Game in action! The Verdict on App Inventor Q. Can non techies create interesting mobile (AR) learning apps using App Inventor? A. Not there yet but getting close……… 14
  15. 17/10/2012 Designing 21C “classroom” 3 learning experiences. Collaboration “Stationary desks and chairs are proof that the principle of slavery still informs the school” - Montessori (1912) 2009 1890 15
  16. 17/10/2012 Aspect Pedagogy in an industrial Pedagogy in the information society society Active learners Whole class instruction Small groups Collaborative Individual Working in teams Homogeneous groups Heterogeneous groups Everyone for him/herself Supporting each other Creative Reproductive learning Productive learning Integrative Discipline based Thematic Individual teachers Teams of Teachers The SAMR Model for Technology Adoption (Puentedura R., 2006) 16
  17. 17/10/2012 A Model of Team Based, Technology Mediated, Project Oriented Learning - Outside the Classroom (Lawlor J., Conneely C., and Tangney B., 2010. ; Tangney B., Oldham E., Conneely C., Barrett S., Lawlor J., 2010; Conneely, C., Lawlor, J., Tangney, B., 2013) Technology -mediated Project- Reflection based Facilitator Learning and/or Space Mentor(s) Learning Model Social Team Learning work Protocols Skills- focussed 17
  18. 17/10/2012 Experience to date • Since Nov 2007 working in partnership with an NGO (SUAS Educational Development) • ~3,500 participants in out of school workshops of 1-3.5 days. • Most from disadvantaged backgrounds. • Most participants ~16 years but also Primary, year 1 secondary, Masters, learners with intellectual disability. • Topics covered: MM production; Programming; Learning core curriculum without a teacher (Mitra like). Bridge 21 Video (bridge21.ie) 18
  19. 17/10/2012 Themes emerging from “I can do things I research didn’t think I could” 1. Students developed a personal responsibility “You’re for learning responsible for yourself & for 2. Teamwork is a positive contributor to the your own learning experience work” 3. Evidence of development of meta-cognition “I learned how to & higher order learning interact with other 4. Results resonate with the SPRinG project people & work together to build 5. Skills students developed during programme anything” carried back to school “I like working in a team rather than by myself” (Lawlor J., Conneely C., and Tangney B., 2010. ; Tangney B., Oldham E., Conneely C., Barrett S., Lawlor J., 2010;) Systemic Change in Irish Secondary Schools? 19
  20. 17/10/2012 Systemic Change in Irish Schools (12-16 age range) Being creative Working with others Managing information and thinking Imagining Relating effectively and resolving Being curious conflict Exploring options and alternatives Gathering, recording, organising, and Co-operating evaluating information Implementing ideas and taking action Respecting difference Using information to solve problems Changing and taking risks and create new ideas Contributing Learning creatively Thinking creatively and critically Learning with others Being creative through ICT Reflecting on and evaluating my Using ICT to work with others learning Using ICT to access, manage and share knowledge Key Skills Can we adapt the Bridge21 Model for use in formal schooling? 20
  21. 17/10/2012 Challanges Assimilating content/curriculum for Embedding key skills Assessment of student-led learning Classroom & within subject content learning & school design achievement Teacher & The role of the student teacher development & training needs B21 Learning Bridge21 School Model Transformation Programme A 21st Century School Worked with 8 schools in 2011-12 Impact on Key Skills (n=134) Mean Key Skill Sub-Skill Difference SD t Alpha Effect Size Being Creative Exploring options & alternatives .27 .87 3.4 .001 .32 Implementing ideas & taking action .14 .56 2.9 .005 .26 Learning creatively -.06 .48 -1.43 .154 .13 Working with Others Co-operating .22 1.10 2.16 .03 .23 Contributing .04 .58 .67 .51 .06 Learning with others .12 .93 1.4 .17 .15 Using ICT to work with others .34 1.32 2.6 .01 .31 Managing information Gathering, recording, organising and evaluating .12 .82 1.68 .10 .17 and thinking information Using information to solve problems and create .11 .61 2.02 .05 .21 new ideas Thinking creatively and critically .12 .51 2.63 .01 .24 Reflecting on and evaluating my learning .00 .57 .67 .94 .02 Johnston K., Murchan D., Conneely C., Tangney B. 2012 19/9/2012 42 21
  22. 17/10/2012 Key Skills Being creative Working with others Managing information and thinking Imagining Relating effectively and resolving Being curious conflict Exploring options and alternatives Gathering, recording, organising, and Co-operating evaluating information Implementing ideas and taking action Respecting difference Using information to solve problems Changing and taking risks and create new ideas Contributing Learning creatively Thinking creatively and critically Learning with others Being creative through ICT Reflecting on and evaluating my Using ICT to work with others learning Using ICT to access, manage and share knowledge Modest evidence of gain No evidence of gain 19/9/2012 43 4 22
  23. 17/10/2012 The MobiMath Toolkit (Tangney B., Weber S. , O'Hanlon P., Knowles D., Munnelly J., Salkham A., Watson R., Jennings K, 2010) The Pond Example Exploring: problem solving; estimation; measurement; geometry & volume Students in year 1 secondary school ~ 12-13 years old 23
  24. 17/10/2012 How long would it take you to fill the pond in the local park with water using only buckets filled from the tap in the school yard? School Pond Very nice pond! Irregular in shape and has little islands in it. 24
  25. 17/10/2012 Video Clip The Bridge 21 model and (mobile) technology can help us create learning experiences which are...  An environment which is rich in information  Performing authentic tasks in ill-structured domains  Learning & problem solving in real-life contexts  Learning through interactions Problem based with others  An emphasis on learning Open ended rather than solutions  An emphasis on reflective learning Contextualised Team based 25
  26. 17/10/2012 Going forward • Working with 12 schools in 2012-13 – Working with 3 schools opening in 2014. • Training for pupils • CPD for teachers • Co-operative planning with schools • Research Instruments – Case studies of different schools – Skills instrument – Standardised tests In Conclusion (Mobile) Technology Enhanced Learning in Secondary Schools? • “The task is not to understand the world but to change it.” Karl Marx • We wish to help transform the Irish Secondary School system. 26
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