Jean-Claude Bradley presents on the use of smartphones, wikis and games for educational applications at a Drexel University Faculty Showcase on November 12, 2010.
1. Using Smartphones, Wikis and
Games for Teaching
Jean-Claude Bradley
E-Learning Coordinator
College of Arts and Sciences
Associate Professor of Chemistry
Drexel University
November 12, 2010
Drexel Faculty Technology Showcase
2010
2. So many tools … so little time
blogs
free online textbooks
recorded lectures (e.g.
podcasts, screencasts,
videos)
wikis
CMS (e.g.
Blackboard)
free course content (e.g.
OpenCourseWare)
clickers
games virtual worlds (e.g. Second
Life)
6. Smartphone Advantages for Education
• Nearly ubiquitous access to the internet
via 3G networks
• Affordable unlimited data plans
encourage experimentation
• The most portable mobile device (pocket
sized)
7. Smartphone Disadvantages for Education
• Not all students currently carry them
• Text-rich assignments are inconvenient
• Whether an application will work on a
specific smartphone is unpredictable
(i.e. Flash, Java, etc.) – even YouTube
videos don’t always display
9. What is the best use of your time as a
teacher?
• Lecturing?
• Manual grading?
• Discussion groups?
• Posting to a blog?
• Motivating?
What are your objectives?
• Increasing the baseline understanding
of the average student?
• Helping the best students actualize
their potential?
12. Student Response to Screencasting: Usage Patterns
•Some students get ahead and watch lectures several times
•Some students wait for night before test and try to cram
•Most students fall in between and appreciate a suggested
timeline
•Podcasting/vodcasting an archived course not convenient
•I recommend downloading a zip of all recordings safest
•However with smartphones on demand Flash may be best
13. Best use of Class Time
Mainly repeating lectures
Mainly workshops
One-on-one
mentoring
Doing
problems
Games
14. Wikis
A wiki is a website that allows the
easy creation and editing of any
number of interlinked web pages via a
web browser using a simplified
markup language or a WYSIWYG text
editor.
15. Educational Uses of Wikis
•Organizing course content
•Student assignments
•Student generated content
•Easy to make content public and
rapidly indexed on Google
18. Technical Note for Camtasia 7 and
Web2.0 Hosting
•For highest resolution and small file size
select FLV – highest quality option at 3 fps
(1 or 2 fps generates an error)
•Most video hosting services do not accept
FLV but SciVee does
•For short recordings (<10 mins) other
formats (m4v, AVI, etc.) are fine and can
be uploaded to YouTube
32. Student Response to Class Wikis
•Some students do extra credit assignments (ChemSpider
curation, multimedia component, Acawiki) and add resources
•Some students do only the minimum required of assignments
•Most students fall in between
Most students kept research logs and used feedback
(reported progress/asked questions)
Almost all students used their real names
35. There are NO FACTS,
only measurements embedded
within assumptions
Open Notebook Science maintains
the integrity of data provenance by
making assumptions explicit
57. Student Response to Research Wikis
•Students appreciate rapid feedback via the wiki
•Students learn to properly document experiments by using
a research log
•The use of Google Spreadsheet templates makes it easier
for students to record data and others to verify calculations
•For teaching lab based deployment sufficient structure
must be given while still allowing students to think
•Students appreciate being co-authors on a book and
having a bio/pic included
•Although interaction via wiki is invaluable, face to face
meetings (or phone calls) are also very important
79. Student Response to Games
•Occasional rewards (textbook) can be helpful but
don’t require mandatory participation
•Especially in group games, make participation
optional (allow skip turn)
•Most students are shy and not tech savvy– use
games as a content base for workshops
•Keep technical requirements as low as possible
•Encourage other uses of the game – i.e. student
who hacked SpectralGame got prize
82. Conclusions
•Think about your educational objectives
•Experiment with technology
•Talk to students
•Keep what works
•To make this efficient learn from others