Keynote at the mLearn 2017 — 16th World Conference on Mobile and Contextual Learning.
30 October - 1 November 2017
Larnaca, Cyprus
Abstract:
Back in 1997 while working at Media Lab Helsinki, Finland my colleagues and I started a research project called Future Learning Environments. Our main partners were educational psychologists at the University of Helsinki. Soon after this we organized ourselves as the Learning Environments research group (LeGroup). The mission of the research group was (and still is) to explore ways to improve the quality of teaching and learning with smart technological solutions. From the very beginning our research focused on the use of mobile devices, with the idea of bringing learning to meaningful contexts, and to support learners' knowledge building and reflective activities. The tools designed and developed, as part of our research, have helped students to develop their self-regulation, a skill closely related to students' well-being, to forms of deep learning and to autonomy. With our research we have not been driven by the common attempt to save time and money, instead we have aimed to abilities to innovate and to create social change.
During my talk I will make a retrospective journey through some of our work, starting with some early experiments in computer supported collaborative learning (CSCL) with school children using Nokia Communicators (1997) and Nokia Internet Tablets (2005). I will also introduce some of our research on educational challenges in the Global South that made use of the affordances of basic mobile phones for knowledge sharing (2003-2005). Furthermore I will discuss our more recent work on mobile learning research dealing with the role of mobile devices in reflective and self-regulated learning, an augmented-reality application for workplace learning and on the challenges and possibilities of using biometric measures along wearable computers for collecting data for learning analytics. Through this journey, I aim thus to outline a few signposts of the past and present of mobile learning research, design and development. My hope is to help us discuss the future of education and the future tools to be designed when most things and activities in our life are digitally enhanced and networked.
2. Teemu Leinonen
education / learning
science > New Media
> design > design
methodology
Designer and researcher
Media Lab Helsinki
Associate Professor
Learning Environments
research group
www.teemuleinonen.fi
35. Three Things
1. Grand Challenge in Global Learning
2. Mobile Learning in Context
3. The Future: Pedagogy First
36. Three Things
1. Grand Challenge in Global Learning
2. Mobile Learning in Context
3. The Future: Pedagogy First
37. “We tend to overestimate the
effect of a technology
in the short run and
underestimate the effect
in the long run.”
38. Roy Amara (Amaras Law)
The Institute for the Future / Stanford Research Institute
“We tend to overestimate the
effect of a technology
in the short run and
underestimate the effect
in the long run.”
69. Effect
Pokémon GO
1980 2016
Pokémon GO
20061980
Steve Mann:
Wearable
computer
system
2000
Shedlight: Augmented reality
with virtual annotation
70.
71.
72.
73.
74. Effect
Pokémon GO
1980 2016
Pokémon GO
20061980
Steve Mann:
Wearable
computer
system
2000
Shedlight: Augmented reality
with virtual annotation
10
years
1990
75. Three Things
1. Grand Challenge in Global Learning
2. Mobile Learning in Context
3. The Future: Pedagogy First
76. Three Things
1. Grand Challenge in Global Learning
2. Mobile Learning in Context
3. The Future: Pedagogy First
90. Leinonen, T., Keune, A., Veermans, M. & Toikkanen, T (2016)
Mobile apps for reflection in learning: A design research in K-12
education. British Journal of Educational Technology.
Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation
of an online tool for open learning with blogs. Australasian
Journal of Educational Technology 32 (2).
Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social
augmented reality: Enhancing context‐dependent communication
and informal learning at work. British Journal of Educational
Technology.
Durall, E. & Leinonen, T. (2015). Why Do We Want Data for
Learning? Learning Analytics and the Laws of Media. in The Future
of Ubiquitous Learning Learning Designs for Emerging Pedagogies.
Springer International Publishing.
95. Slide 25: By Apurva1980 via Wikimedia Commons
Slide 26: By Acme News Photos via Wikimedia Commons
Slide 27: From The New York Times Source: Archives of The New York Times via Wikipedia
Slide 28: By Frederick Burr Opper via Wikimedia Commons
Slide 29-31: From ITU ICT Facts and Figures 2017
Slide 33 and Slide 87: By John Vachon(w) for the United States Farm Security Administration(w) via
Wikimedia Commons
Slide 46: Screenshot taken by User:Ozguy89 via Wikipedia
Slide 47: By Oldmobil via Wikimedia Commons
Slide 48: By J-P Kärnä via Wikimedia Commons
Slide 59: by Nokia Oyj
Slide 68: Two photos from a work by AngelineStewart via Wikimedia Commons
Slide 81: By Anu Koski
Slide 82: By Anna Keune
Photo Credits 2/2