Thursday, April 15, 2010

Mobile learning presentation

Workflows in mobile learning

Applications of mobile learning

Mobile devices in the classroom

In consideration of how fast information is able to travel in this day and age, it is beneficial to examine the role of technology and how that might enable information sharing in support of mobile learning. The concept of mobile learning takes distance education even further down the remote path by enabling content to be consumed at the convenience of the learner.

To be completely fair, it’s important to consider what might be looked at as negative aspects of mobile devices in learning environments. One such consideration is that mobile devices carry a stigma of being a distraction rather than a tool (Jones 2009). This notion is socially enforced in theaters where you are asked to turn your phone off and meetings where you might be non-verbally chastised for answering a phone.

There are examples of implementing support for learning through mobile devices that appear to be far reaching in scope. A company called Hot Lava Software collaborated with the Ewing Marion Kauffman Foundation to turn a minor league baseball game into a learning environment. Spectators were invited to answer questions after learning about the physics of baseball. The audience uses their mobile phone to send a text message to a number in order to sign up. They are then sent a link they can access on their phone which asks them a question. Correct responses qualify them for a prize (Hot Lava Software 2008).

This scenario not only takes advantage of mobile technology, but also encourages social learning as well since it’s very likely that participants will confer with each other to various degrees.

Another example of employing mobile technology in the learning environment is the use of QR codes. A company called Semapedia is responsible for a project which lets people create tags that are used to identify real-world objects. The tags are associated with these objects and with an entry in the Wikipedia website (Low 2006). QR codes are “quick response” codes that resemble crossword puzzles and are embedded with information. Scanners are available to read them much the same way barcodes work at a store. Scanner software is available for most modern cell phones. This scenario creates an almost seamless convergence between online and offline worlds and enables on the spot or “just in time” learning.

Another practical application in a specific subject matter is in language learning. Specifically, the use of cell phones could enhance learning efforts because you have both audio and textual communication methods. This gives the student the comfort and flexibility of learning when and where they need to. This also provides the opportunity for context and situational learning. If a student wants to know how to go grocery shopping, they can have the assistance of someone on the phone to guide them and enhance their vocabulary.

For further reading on the concept of mobile learning, visit M-Learning


References



Jones, John. February 23, 2009. Retrieved from http://www.hastac.org/node/1974



Hot Lava Software. July 25, 2008. Retrieved from http://www.pr9.net/comp/development/8828july.html



Low, Leonard. August 8, 2006. Retrieved from http://mlearning.edublogs.org/2006/08/14/immersive-situated-learning/

Thursday, April 8, 2010

Learning and mobility

This blog will be where I scribble about topics related to mobile learning. Opinions will be offered and efforts will be documented. What efforts? Stay tuned...