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Nik Amanatidis
nickaman4@gmail.com

 Nik Amanatidis   11/10/2012   1
Nik Amanatidis   11/10/2012   2
   It‟s not about the platform or technology its about the context. And
    when we differentiate by context, mobile as a concept, and a device,
    fragments into a range of scenarios: from interacting with the
    barcodes in a shop, to checking the bus schedule on your way to the
    station, playing games hours on end or spending 10 minutes
    reading through an article on Instapaper.
   Mobile as a term no longer exists. Because there is no dividing line
    between which devices are used where and for what, it‟s all blurred.
    When designing for different platforms, what we need to think about
    is the need for stuff like: screen real estate, time, focus, enjoyment,
    tasks, information, type of human interaction, immediacy, role,
    tactile etc.
   We need to define the activity based on its preferences, not the
    connected ability of the device we are putting it on – because
    everything is connected and portable.
   Helge Tennø



                                                Nik Amanatidis   11/10/2012   3
   phone
   PC
   networked device
   audio/video capable of recording and playback
   GPS enabled
   live TV and World Radio
   games device
   accelerometer and other sensors

When thinking Mobile and mLearning, consider
carefully how you can use one or more of these
capabilities.


                                 Nik Amanatidis   11/10/2012   4
   Any activity that allows individuals to be more
    productive when consuming, interacting with, or
    creating information, mediated through a compact
    digital portable device that the individual carries on
    a regular basis, has reliable connectivity, and fits in
    a pocket or purse, (eLearning Guild)



                                      Nik Amanatidis   11/10/2012   5
Early definitions of [mobile learning],
which focused predominantly on the
attributes of mobile technology, have
given way to more sophisticated
conceptualisations suggesting that
mobility is the central issue...
This denotes not just physical mobility
but the opportunity to overcome
physical constraints by having access to
people and digital learning resources,
regardless of place and time.”
KUKULSKA-HULME (2010)




                                  Nik Amanatidis   11/10/2012   6
   Any sort of learning that happens when the learner is not at a fixed,
    predetermined location, or learning that happens when the learner
    takes advantage of the learning opportunities offered by mobile
    technologies. In other words mobile learning decreases limitation
    of learning location with the mobility of general portable devices.
    M-learning is convenient in that it is accessible from virtually
    anywhere.
   M-Learning, like other forms of E-learning, is also collaborative;
    sharing is almost instantaneous among everyone using the same
    content, which leads to the reception of instant feedback and tips.
    M-Learning also brings strong portability by replacing books and
    notes with small RAMs, filled with tailored learning contents. In
    addition, it is simple to utilize mobile learning for a more effective
    and entertaining experience. Wikipedia 24.5.2012




                                               Nik Amanatidis   11/10/2012   7
   Can we use mobile capabilities to enhance learning outcomes?
   Which of those affordances would interest would-be learners?
   Will mode of connection better enable learning interaction?
   What instruction modes and support strategies will help learners be more
    productive?
   What content/material is already on hand that could be made easier to
    access via mobile devices?
   Do we need to digitize/transform/adapt educational content
   What network will be used for distribution?
    What actions, sessions or activities will need to be tracked or recorded?
   Will mobile learning integrate with other educational systems/modes or
    does it need to?
   Who will participate? Teachers-Students
   Suitable for Special Education?
   Training for effective utilization of the media/mode
   Who will handle any needed user support?
   What kind of evaluation is suitable?
   How we acknowledge any learning outcomes, how we assess learning.



                                                 Nik Amanatidis   11/10/2012    8
   The screens are too small
   Specific applications for Students with disabilities
   Content and software application limitations, including a lack of built-in
    functions, the difficulty of adding applications
   Costs of going on-line
   Challenges in learning how to work with a mobile device, and differences
    between applications and circumstances of use
   Network speed and reliability
   Physical environment issues such as problems with using the device
    outdoors, excessive screen brightness, concerns about personal security
   Possible radiation exposure from devices using radio frequencies, the
    need for rain covers in rainy or humid conditions
   Lack of adequate applications/ infrastructure
   Excessive cost issues
   Ownership
   Guidance, tutoring and evaluation
   Assessments




                                                  Nik Amanatidis   11/10/2012    9
Case studies:
                                                               Mobile phones for language learning
                                                               Students were sent frequent vocabulary messages and
                                                               revision material via mobile phones using SMS text
                                                               messages.

   Within behaviourist learning paradigm,                      Mobile phones with online services allow students to
                                                               access multiple choice questions and answers, and
  learning is thought to be best facilitated                   practical exercises.
through the reinforcement of an association
                                                               Mobile devices allow students to review, listen and
    between a particular stimulus and a                        practice speaking, and provide services such as phrase
       response (drill and feedback).                          translation, quizzes and live coaching (Stanford Learning
                                                               Lab).
                                                                   Yuen, S.C.Y., & Wang, S.Y. (2004). M-learning: Mobility in
                                                                     Learning. Proceedings of ELEARN 2004, pp. 2248-2252.

                             Behaviourist learning




                                                                “Drill and feedback”: use mobile devices to
Mobile devices in particular can enhance the behaviourist
  learning process. The use of mobile devices to present        present content specific questions, gather
teaching materials/content specific questions (stimulus),      student responses rapidly and anonymously,
 obtain responses from learners (response), and provide        and assemble a public, aggregate display, to
appropriate feedback (reinforcement) – provide „drill and
 feedback‟ activities, fits within the behaviourist learning
                                                                    show variation in the group‟s ideas
                          paradigm.




                                                                               Nik Amanatidis   11/10/2012                      10
Constructivist learning
Constructivist learning
Constructivist learning is an active process in which learners
construct new ideas or concepts based on their current and
past knowledge (Bruner, 1966).
Within a constructivist learning framework, instructors
should encourage students to discover principles for
themselves. In order to transform learners from passive
recipients of information to active constructors of knowledge
instructors must give learners an environment in which to
participate in the learning process, and the appropriate tools
to work with that knowledge.
        Mobile devices provide a unique opportunity to have learners
        embedded in a realistic context at the same time as having access
        to supporting tools. Each learner carries a networked device which
        allows them to become part of the dynamic system they are
        learning about



              Games (PDA): participatory simulations where learners play an
              active role in the simulation of a dynamic system or process.
              Handheld games (Pocket PC): where context-sensitive data (raw
              data) and social interactions (interviews with „virtual‟ experts) are
              used to supplement real world interactions
                                                                 Nik Amanatidis    11/10/2012               11
Situated learning


   The situated learning paradigm (Lave et al., 1991) holds that learning is not merely the acquisition of
 knowledge by individuals, but instead a process of social participation. Brown et al (1989) also emphasise
the idea of cognitive apprenticeship where teachers (the experts) work alongside students (the apprentices)
 to create situations where the students can begin to work on problems even before they fully understand
                                                   them.




 Situated learning requires knowledge to be presented                                                Mobile devices for
  in authentic contexts (settings and applications that                                                natural science
would normally involve that knowledge) and learners to                                              learning: use PDA to
       participate within a community of practice                                                       support field
                                                                                                     studies, e.g. taking
                                                                                                    observational notes,
  Mobile devices for Geography:
use iPods to support field-based
                                         Multimedia museum: use Pocket PC to provide an                 taking photo,
                                       interactive audio-visual tour, allowing visitors to view
   activities, e.g. listen to pre-
                                      video and still images, listen to expert commentary and       querying networked
    loaded instructions, taking        reflect on their experience by answering questions or
 photos and observational notes,       mixing a collection of sound clips to create their own           database and
 record students own reflections,
etc. (University of Gloucestershire
                                                      soundtrack for an artwork.
                                                                                                    comparing data, etc
                                                             Futurelab
       & Kingston University)




                                                                                        Nik Amanatidis   11/10/2012          12
Problem-based learning

                             Problem-based learning (PBL)
                            (Koschmann et al 1996) aims to
                        develop students‟ critical thinking skills
                         by giving them an ill-defined problem
                          that is reflective of what they would
                        encounter as a practicing professional.

  Throughout the process of exploring a problem, students are encouraged to identify
  the areas of knowledge they will require to understand the problem. The group then
collects these learning issues, along with data, hypotheses and plans for future inquiry
 in a structured manner, which can be facilitated by shared information resources (e.g.
physical or electronic whiteboard), and uses the collected information to develop a plan
   for the next iteration of problem formulation, solution, reflection and abstraction.

                                      Case Studies
                                   Medial education
                                       Business
                                     administration
                                        Nursing

                                                          Nik Amanatidis    11/10/2012          13
Context awareness

Context awareness means gathering information from the environment
to provide a measure of what is currently going on around the user and
 the device. Activities and content that are particularly relevant to that
               environment can then be made available.


Mobile devices are especially well suited to context-aware applications                    Context
simply because they are available in different context, and so can draw                    awareness is
on those contexts to enhance the learning activity. Context-aware                          being explored
mobile devices can support learners by allowing a learner to maintain                      not just as a
their attention on the world and by offering appropriate assistance when                   way to deliver
required.                                                                                  appropriate
                                                                                           content but to
                                                                                           enable
Case Studies: Multimedia museum and gallery: provide additional information about          appropriate
exhibits and displays based on the visitor‟s location within them. Pre-class podcasts:
                                                                                           actions and
Contain news/issues related to the subject, books/journals/films reviews,
                                                                                           activities,
explanation of key concepts/terminologies, background information about the
                                                                                           including
subject, links to make wider connections, questions students should be thinking
about before the class, etc. (University of Leicester, University of Gloucestershire &
                                                                                           interactions with
Kinston University, Duke University, University of Mary Washington, Charles Sturt          other learners in
University) MOBIlearn                                                                      the same or
                                                                                           similar contexts.


                                                                     Nik Amanatidis   11/10/2012               14
The sociocultural
                                                                             theory of learning




The sociocultural theory of learning views that learning takes place in a social context
(Rogers, 2002), and the forming and re-forming of concepts need not necessarily take
place only at the level of the individual, but that collaborative group work and sharing with
peers (and others) can be a powerful way of confronting one‟s own conceptions (pre-
conceptions), contributing to the need to restructure one‟s cognitive schemas. So learning
is perceived as being as much about communication as it is about content. Of course,
communication is not confined to peer-to-peer. It can involve teachers, experts,
experienced colleagues, workmates, friends and family.




The mobile environment can make a significant contribution to this process. By facilitating
the rapid access to other users any time/any place, sharing content, knowledge,
experience and gossip, learners can develop „communities of practice‟ (Wenger,
McDermott and Snyder, 2002) as well as informal discussion groups, as and when needed
to optimise their learning processes




                                                            Nik Amanatidis   11/10/2012           15
Collaborative
                                                       learning




Both the capabilities of mobile devices and their wide
context of use contribute to their propensity to foster
collaboration. Mobile devices can easily communicate with
other devices of the same or similar type, enabling
learners to share data, files and messages. They can also
be connected to a shared data network, further enhancing
possibilities for communication. These devices are also
typically used in a group setting, and so interactions and
collaboration will tend to take place not just through the
devices but also at and around them as well.



                                      Nik Amanatidis   11/10/2012      16
Conversational
                                                                                                               learning

               Conversation theory (Pask,                     The most compelling                            Mobile computer
Conversation




                                               Conversation




                                                                                              Conversation
               1976) describes learning in                    examples of                                    supported collaborative
                                                              conversational learning                        learning (MCSCL)
               terms of conversations
                                                              occur when mobile                              system: teacher‟s
               between different systems                      technology is used to
                                                                                                             handheld device (Pocket
               of knowledge. Learning is a                    provide a shared
                                                                                                             PC) is used to distribute
               continual conversation with                    conversation space.
                                                              Effective learning occurs
                                                                                                             activities to a mobile
               the external world and its
                                                              when people can converse                       network, students work
               artefacts, with oneself, and                                                                  in collaborative groups
                                                              with each other, by
               also with other learners and                   interrogating and sharing                      (students have to come
               teachers. The most                             their descriptions of the                      to agreement before the
               successful learning comes                      world.                                         answer can be
               when the learner is in                         A mobile learning device                       submitted), teacher
               control of the activity, able                  can assist conversational                      collects students works
               to test ideas by performing                    learning by integrating                        through Pocket
               experiments, ask questions,                    learning descriptions                          PCFuturelab
                                                              across different locations,
               collaborate with other
                                                              for example by making
               people, seek out new                           connections between
               knowledge, and plan new                        exhibits in a museum, and
               actions.                                       by holding the results of
                                                              learning actions for later
                                                              retrieval and reflection. It
                                                              can also provide tools to
                                                              support learning in
                                                              context, such as electronic
                                                              measuring instruments,
                                                              maps, and reference
                                                              guides                   Nik Amanatidis         11/10/2012                 17
Activity Theory


     Activity theory builds on the work of Vygotsky (1978, 1987) and is a way of
considering learning using three features – involving a subject (the learner), an object
 (the task or activity) and tool or mediating artefacts. Its central tenet is that human
    behaviour is situated within a social context that influences their actions. The
meanings of actions are mediated by the rules of their community and the division of
        labour within the community influences the ways in which we behave


The emphasis that Activity Theory           Museum Art Gallery exhibit: the PDA
                                            contained background information in a variety
places on tools, including computer
                                            of media about works on display, in addition
based tools in the way activities are       to games, opinion polls and the possibility of
mediated is very helpful. This shifts our   communication with other visitors via
attention away from simply the              standard text messages.
interaction between computer and to         The PDA introduced many possibilities to the
the activity as a whole. Activity Theory    activity of learning in the museum. The main
is a productive way to evaluate learning    possibility – the use of multimedia content
environments that are rich in               appeared to enhance the activity, expanding
technology.                                 the type of information available to visitors
                                            (Waycott, 2004 p.215).



                                                        Nik Amanatidis   11/10/2012          18
A more holistic framework for mobile learning comes with Koole‟s FRAME
model.
This consists of a three-circle Venn diagram comprising the Learner aspect
(L), the Social aspect
(S) and the Device aspect (D). Taking two or more of these together at the
point at which the circles overlap in the Venn diagram:




                                Devise Usability




                                    Mobile
                                    Learning
                         Social
                       Technology              Interaction

                                    Social
                                    Aspect
                                                   Nik Amanatidis   11/10/2012   19
Nik Amanatidis   11/10/2012   20
   These days, phones are sophisticated, and some come with operating
    systems that allow for installation and removal of applications on the device.
    Mobile devices in the past came with fixed features that couldn‟t be altered,
    and a user had to make do with the functionality that shipped with the
    device. In the future, all phones will have sophisticated operating systems,
    sensors, and connectivity; developing applications for those will be different
    from typical eLearning as is seen on desktop computers. it would be
    probably more interesting, collaborative, critical and probably more fun.
   Iphone, Andriod, Blackberry, Sony Ericsson, Samsung Phonegap
   Rhomobile
   Titanium
   ELIPS Studio 3
   MoSync
   QT




                                                     Nik Amanatidis   11/10/2012     21
   Tools to develop Web applications:
   iui
   jQTouch
   iWebkit
   Tools for Games:
   EDGELIB
   Unity3D
   JGame
   Here is the link containing list of engines specifically for
    IPhone and with the release of Android NDK you can create
    some really cool games for Android devices.
   Tools for Augmented Reality:
   Layar
   Unifey



                                         Nik Amanatidis   11/10/2012   22
1.    Apple Education
2.    Mobile Learning Transforming the Delivery of Education and Training
3.    Marc Prensky Blog
4.    M-Learning Org
5.    Mobile Learning thinking: Get on your skateboard to keep up!
6.    The Revolution No One Noticed: Mobile Phones and Multimobile
      Services in Higher Education
7.    Will at Work Learning
8.    Futures of Learning
9.    Cell Phones in Learning
10.   Mlearning World
11.   Mlearning Bibliography
12.   Kapp Notes
13.   Ulearning Blog
14.   Mlearning Blog
15.   Mlearning Africa
16.   MLearning is Good
17.   The Mobile Learning Engine (MLE) for Moodle
18.   3D Animation for Mobile
19.   Upside Learning Blog
20.   Derek Bruff‟s Blog


                                               Nik Amanatidis   11/10/2012   23
1.    Mlearnopedia
2.    Learning2Go
3.    eLearning Roadtrip
4.    Are You Ready for Mobile Learning?
5.    Mobilearner
6.    Ignatia Web
7.    M-Learning: Emergent Pedagogical and Campus Issues in the Mobile
      Learning Environment
8.    Using Mobile Technology to Enhance Students‟ Educational Experiences
9.    Location-Aware Computing
10.   Voice: The Killer Application of Mobile Learning
11.   Mobile technologies and Learning
12.   Mobile Learning Technologies and the Move towards „User-Led Education‟
13.   Squidoo Cellphone Learning
14.   The Mobile Learner
15.   Mobile Services Taxonomy
16.   The ECAR Study of Undergraduate Students and Information Technology,
      2009
17.   M-Learning
18.   Five Types of Mobile Learning
19.   Disruptive Mobile Learning (presentation)
20.   Mobile Phones as a Challenge for Learning


                                                 Nik Amanatidis   11/10/2012   24
1.    mLearning Wikipedia
2.    2009 Horizon Report
3.    Pockets of Potential
4.    Mobile Learning Institute
5.    Enabling Mobile Learning
6.    7 Things You Should Know About Augmented
      Reality
7.    Duke University: Mobile Devices in Education
8.    Learning Light E-learning Center
9.    7 Things You Should Know About Location-
      Aware Applications
10.   Mob Learn


                                  Nik Amanatidis   11/10/2012   25
“A major task for educational evaluation is to identify and analyze learning within and
across contexts. For mobile learning, the interest is not only in how learning occurs in a
variety of settings, but also how people create new contexts for learning through their
interactions and how they progress learning across contexts.”
VAVOULA & SHARPLES (2008)

Challenges
 Capture and analyze learning in context, with consideration of learner privacy
 Assess the usability of the technology and how it affects the learning experience
 Look beyond measurable cognitive gains into changes in the learning process and
  practice
 Consider organizational issues in the adoption of mobile learning practice and its
  integration with existing practices and understand how this integration affects attributes
  of in/formality
 Span the lifecycle of the mobile learning innovation that is evaluated, from conception to
  full deployment and beyond




                                                           Nik Amanatidis   11/10/2012         26
1. Micro level, which examines the individual activities of the technology users and assesses the
usability and utility of the educational technology system. E.g. the activities could include
collecting objects through exhibit codes, making notes, contacting people who had
collected a particular item, recording audio, and taking pictures.

2. Meso level, which examines the learning experience as a whole, to identify learning
breakthroughs and breakdowns. It also assesses how well the learning experience integrates
with other related activities and experiences. E.g. evaluation at this level involves
exploring whether there isa successful connection between learning in the new space-location
and the classroom, as well as identifying critical incidents in the new space-location that reveal
new patterns and forms of learning or where learning activity is impeded.

3. Macro level, which examines the impact of the new technology on established educational
and learning practices and institutions. E.g. this could relate to the organization of
school museum (or any other place of educational interest) visits.
The evaluation at this level examined the appropriation of the new technology by teachers, the
emergence of new museum practices in supporting school visits, and how these related to the
original project visions.

Vavoula, Sharples, (2009)




                                                                Nik Amanatidis   11/10/2012          27
Nik Amanatidis   11/10/2012   28
Nik Amanatidis   11/10/2012   29
   Accessibility
   Inclusion
   Security
   Privacy
   Personal Time/Space
   Cultural Change/Not
   Professional Standards/Modes
   Support
   Monitoring
   Behavioral Change
   Rules
    Bob and Sue Mobile learning devices




                                          Nik Amanatidis   11/10/2012   30
The use of mobiles as an alternative source of learning and
information is rapidly gaining ground in the learning environment.
This is compounded by the fact that a large number of
organizations and institutions are opting for new modes of
learning as part of their training and development. Mobile Learning
is slowly but clearly emerging as the 'future' of learning.
Before joining the flood of implementers trying out mobile
learning, it is imperative you conduct a thorough analysis of your
requirements, plan a framework and then implement
the strategy.
Have a vision, get organized, adopt the right-tailored to your
needs and learning aims strategies and instruction modes related
to your and your students‟ educational context, gain new skills,
keep informed and familiar with the challenges and the new
affordances that emerge everyday in the world of mobile learning.
Do this correctly, and the chances are your mobile learning
strategy will be effective and the learners in your organization will
see substantial benefits as a result.
                                         Mobile learning
                                        Why mobile learning?


                                            Nik Amanatidis   11/10/2012   31
Dr Nikos Amanatidis
ICT Trainer, Primary School Teacher
PhD in ICT Training and Evaluation in Education

About:
http://about.me/nikos.amanatidis

Blog:
http://nikosaman.blogspot.com

Social Nets:
http://socialwhale.com/nickaman
http://gr.linkedin.com/in/nikosamanatidis
https://twitter.com/#!/nickaman
https://talent.me/nikos-amanatidis
http://www.scoop.it/t/ict-in-education-thessaloniki




                                                      Nik Amanatidis   11/10/2012   32

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Mobile leaning nik amanatidis

  • 1. Nik Amanatidis nickaman4@gmail.com Nik Amanatidis 11/10/2012 1
  • 2. Nik Amanatidis 11/10/2012 2
  • 3. It‟s not about the platform or technology its about the context. And when we differentiate by context, mobile as a concept, and a device, fragments into a range of scenarios: from interacting with the barcodes in a shop, to checking the bus schedule on your way to the station, playing games hours on end or spending 10 minutes reading through an article on Instapaper.  Mobile as a term no longer exists. Because there is no dividing line between which devices are used where and for what, it‟s all blurred. When designing for different platforms, what we need to think about is the need for stuff like: screen real estate, time, focus, enjoyment, tasks, information, type of human interaction, immediacy, role, tactile etc.  We need to define the activity based on its preferences, not the connected ability of the device we are putting it on – because everything is connected and portable.  Helge Tennø Nik Amanatidis 11/10/2012 3
  • 4. phone  PC  networked device  audio/video capable of recording and playback  GPS enabled  live TV and World Radio  games device  accelerometer and other sensors When thinking Mobile and mLearning, consider carefully how you can use one or more of these capabilities. Nik Amanatidis 11/10/2012 4
  • 5. Any activity that allows individuals to be more productive when consuming, interacting with, or creating information, mediated through a compact digital portable device that the individual carries on a regular basis, has reliable connectivity, and fits in a pocket or purse, (eLearning Guild) Nik Amanatidis 11/10/2012 5
  • 6. Early definitions of [mobile learning], which focused predominantly on the attributes of mobile technology, have given way to more sophisticated conceptualisations suggesting that mobility is the central issue... This denotes not just physical mobility but the opportunity to overcome physical constraints by having access to people and digital learning resources, regardless of place and time.” KUKULSKA-HULME (2010) Nik Amanatidis 11/10/2012 6
  • 7. Any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of the learning opportunities offered by mobile technologies. In other words mobile learning decreases limitation of learning location with the mobility of general portable devices. M-learning is convenient in that it is accessible from virtually anywhere.  M-Learning, like other forms of E-learning, is also collaborative; sharing is almost instantaneous among everyone using the same content, which leads to the reception of instant feedback and tips. M-Learning also brings strong portability by replacing books and notes with small RAMs, filled with tailored learning contents. In addition, it is simple to utilize mobile learning for a more effective and entertaining experience. Wikipedia 24.5.2012 Nik Amanatidis 11/10/2012 7
  • 8. Can we use mobile capabilities to enhance learning outcomes?  Which of those affordances would interest would-be learners?  Will mode of connection better enable learning interaction?  What instruction modes and support strategies will help learners be more productive?  What content/material is already on hand that could be made easier to access via mobile devices?  Do we need to digitize/transform/adapt educational content  What network will be used for distribution? What actions, sessions or activities will need to be tracked or recorded?  Will mobile learning integrate with other educational systems/modes or does it need to?  Who will participate? Teachers-Students  Suitable for Special Education?  Training for effective utilization of the media/mode  Who will handle any needed user support?  What kind of evaluation is suitable?  How we acknowledge any learning outcomes, how we assess learning. Nik Amanatidis 11/10/2012 8
  • 9. The screens are too small  Specific applications for Students with disabilities  Content and software application limitations, including a lack of built-in functions, the difficulty of adding applications  Costs of going on-line  Challenges in learning how to work with a mobile device, and differences between applications and circumstances of use  Network speed and reliability  Physical environment issues such as problems with using the device outdoors, excessive screen brightness, concerns about personal security  Possible radiation exposure from devices using radio frequencies, the need for rain covers in rainy or humid conditions  Lack of adequate applications/ infrastructure  Excessive cost issues  Ownership  Guidance, tutoring and evaluation  Assessments Nik Amanatidis 11/10/2012 9
  • 10. Case studies: Mobile phones for language learning Students were sent frequent vocabulary messages and revision material via mobile phones using SMS text messages. Within behaviourist learning paradigm, Mobile phones with online services allow students to access multiple choice questions and answers, and learning is thought to be best facilitated practical exercises. through the reinforcement of an association Mobile devices allow students to review, listen and between a particular stimulus and a practice speaking, and provide services such as phrase response (drill and feedback). translation, quizzes and live coaching (Stanford Learning Lab). Yuen, S.C.Y., & Wang, S.Y. (2004). M-learning: Mobility in Learning. Proceedings of ELEARN 2004, pp. 2248-2252. Behaviourist learning “Drill and feedback”: use mobile devices to Mobile devices in particular can enhance the behaviourist learning process. The use of mobile devices to present present content specific questions, gather teaching materials/content specific questions (stimulus), student responses rapidly and anonymously, obtain responses from learners (response), and provide and assemble a public, aggregate display, to appropriate feedback (reinforcement) – provide „drill and feedback‟ activities, fits within the behaviourist learning show variation in the group‟s ideas paradigm. Nik Amanatidis 11/10/2012 10
  • 11. Constructivist learning Constructivist learning Constructivist learning is an active process in which learners construct new ideas or concepts based on their current and past knowledge (Bruner, 1966). Within a constructivist learning framework, instructors should encourage students to discover principles for themselves. In order to transform learners from passive recipients of information to active constructors of knowledge instructors must give learners an environment in which to participate in the learning process, and the appropriate tools to work with that knowledge. Mobile devices provide a unique opportunity to have learners embedded in a realistic context at the same time as having access to supporting tools. Each learner carries a networked device which allows them to become part of the dynamic system they are learning about Games (PDA): participatory simulations where learners play an active role in the simulation of a dynamic system or process. Handheld games (Pocket PC): where context-sensitive data (raw data) and social interactions (interviews with „virtual‟ experts) are used to supplement real world interactions Nik Amanatidis 11/10/2012 11
  • 12. Situated learning The situated learning paradigm (Lave et al., 1991) holds that learning is not merely the acquisition of knowledge by individuals, but instead a process of social participation. Brown et al (1989) also emphasise the idea of cognitive apprenticeship where teachers (the experts) work alongside students (the apprentices) to create situations where the students can begin to work on problems even before they fully understand them. Situated learning requires knowledge to be presented Mobile devices for in authentic contexts (settings and applications that natural science would normally involve that knowledge) and learners to learning: use PDA to participate within a community of practice support field studies, e.g. taking observational notes, Mobile devices for Geography: use iPods to support field-based Multimedia museum: use Pocket PC to provide an taking photo, interactive audio-visual tour, allowing visitors to view activities, e.g. listen to pre- video and still images, listen to expert commentary and querying networked loaded instructions, taking reflect on their experience by answering questions or photos and observational notes, mixing a collection of sound clips to create their own database and record students own reflections, etc. (University of Gloucestershire soundtrack for an artwork. comparing data, etc Futurelab & Kingston University) Nik Amanatidis 11/10/2012 12
  • 13. Problem-based learning Problem-based learning (PBL) (Koschmann et al 1996) aims to develop students‟ critical thinking skills by giving them an ill-defined problem that is reflective of what they would encounter as a practicing professional. Throughout the process of exploring a problem, students are encouraged to identify the areas of knowledge they will require to understand the problem. The group then collects these learning issues, along with data, hypotheses and plans for future inquiry in a structured manner, which can be facilitated by shared information resources (e.g. physical or electronic whiteboard), and uses the collected information to develop a plan for the next iteration of problem formulation, solution, reflection and abstraction. Case Studies Medial education Business administration Nursing Nik Amanatidis 11/10/2012 13
  • 14. Context awareness Context awareness means gathering information from the environment to provide a measure of what is currently going on around the user and the device. Activities and content that are particularly relevant to that environment can then be made available. Mobile devices are especially well suited to context-aware applications Context simply because they are available in different context, and so can draw awareness is on those contexts to enhance the learning activity. Context-aware being explored mobile devices can support learners by allowing a learner to maintain not just as a their attention on the world and by offering appropriate assistance when way to deliver required. appropriate content but to enable Case Studies: Multimedia museum and gallery: provide additional information about appropriate exhibits and displays based on the visitor‟s location within them. Pre-class podcasts: actions and Contain news/issues related to the subject, books/journals/films reviews, activities, explanation of key concepts/terminologies, background information about the including subject, links to make wider connections, questions students should be thinking about before the class, etc. (University of Leicester, University of Gloucestershire & interactions with Kinston University, Duke University, University of Mary Washington, Charles Sturt other learners in University) MOBIlearn the same or similar contexts. Nik Amanatidis 11/10/2012 14
  • 15. The sociocultural theory of learning The sociocultural theory of learning views that learning takes place in a social context (Rogers, 2002), and the forming and re-forming of concepts need not necessarily take place only at the level of the individual, but that collaborative group work and sharing with peers (and others) can be a powerful way of confronting one‟s own conceptions (pre- conceptions), contributing to the need to restructure one‟s cognitive schemas. So learning is perceived as being as much about communication as it is about content. Of course, communication is not confined to peer-to-peer. It can involve teachers, experts, experienced colleagues, workmates, friends and family. The mobile environment can make a significant contribution to this process. By facilitating the rapid access to other users any time/any place, sharing content, knowledge, experience and gossip, learners can develop „communities of practice‟ (Wenger, McDermott and Snyder, 2002) as well as informal discussion groups, as and when needed to optimise their learning processes Nik Amanatidis 11/10/2012 15
  • 16. Collaborative learning Both the capabilities of mobile devices and their wide context of use contribute to their propensity to foster collaboration. Mobile devices can easily communicate with other devices of the same or similar type, enabling learners to share data, files and messages. They can also be connected to a shared data network, further enhancing possibilities for communication. These devices are also typically used in a group setting, and so interactions and collaboration will tend to take place not just through the devices but also at and around them as well. Nik Amanatidis 11/10/2012 16
  • 17. Conversational learning Conversation theory (Pask, The most compelling Mobile computer Conversation Conversation Conversation 1976) describes learning in examples of supported collaborative conversational learning learning (MCSCL) terms of conversations occur when mobile system: teacher‟s between different systems technology is used to handheld device (Pocket of knowledge. Learning is a provide a shared PC) is used to distribute continual conversation with conversation space. Effective learning occurs activities to a mobile the external world and its when people can converse network, students work artefacts, with oneself, and in collaborative groups with each other, by also with other learners and interrogating and sharing (students have to come teachers. The most their descriptions of the to agreement before the successful learning comes world. answer can be when the learner is in A mobile learning device submitted), teacher control of the activity, able can assist conversational collects students works to test ideas by performing learning by integrating through Pocket experiments, ask questions, learning descriptions PCFuturelab across different locations, collaborate with other for example by making people, seek out new connections between knowledge, and plan new exhibits in a museum, and actions. by holding the results of learning actions for later retrieval and reflection. It can also provide tools to support learning in context, such as electronic measuring instruments, maps, and reference guides Nik Amanatidis 11/10/2012 17
  • 18. Activity Theory Activity theory builds on the work of Vygotsky (1978, 1987) and is a way of considering learning using three features – involving a subject (the learner), an object (the task or activity) and tool or mediating artefacts. Its central tenet is that human behaviour is situated within a social context that influences their actions. The meanings of actions are mediated by the rules of their community and the division of labour within the community influences the ways in which we behave The emphasis that Activity Theory Museum Art Gallery exhibit: the PDA contained background information in a variety places on tools, including computer of media about works on display, in addition based tools in the way activities are to games, opinion polls and the possibility of mediated is very helpful. This shifts our communication with other visitors via attention away from simply the standard text messages. interaction between computer and to The PDA introduced many possibilities to the the activity as a whole. Activity Theory activity of learning in the museum. The main is a productive way to evaluate learning possibility – the use of multimedia content environments that are rich in appeared to enhance the activity, expanding technology. the type of information available to visitors (Waycott, 2004 p.215). Nik Amanatidis 11/10/2012 18
  • 19. A more holistic framework for mobile learning comes with Koole‟s FRAME model. This consists of a three-circle Venn diagram comprising the Learner aspect (L), the Social aspect (S) and the Device aspect (D). Taking two or more of these together at the point at which the circles overlap in the Venn diagram: Devise Usability Mobile Learning Social Technology Interaction Social Aspect Nik Amanatidis 11/10/2012 19
  • 20. Nik Amanatidis 11/10/2012 20
  • 21. These days, phones are sophisticated, and some come with operating systems that allow for installation and removal of applications on the device. Mobile devices in the past came with fixed features that couldn‟t be altered, and a user had to make do with the functionality that shipped with the device. In the future, all phones will have sophisticated operating systems, sensors, and connectivity; developing applications for those will be different from typical eLearning as is seen on desktop computers. it would be probably more interesting, collaborative, critical and probably more fun.  Iphone, Andriod, Blackberry, Sony Ericsson, Samsung Phonegap  Rhomobile  Titanium  ELIPS Studio 3  MoSync  QT Nik Amanatidis 11/10/2012 21
  • 22. Tools to develop Web applications:  iui  jQTouch  iWebkit  Tools for Games:  EDGELIB  Unity3D  JGame  Here is the link containing list of engines specifically for IPhone and with the release of Android NDK you can create some really cool games for Android devices.  Tools for Augmented Reality:  Layar  Unifey Nik Amanatidis 11/10/2012 22
  • 23. 1. Apple Education 2. Mobile Learning Transforming the Delivery of Education and Training 3. Marc Prensky Blog 4. M-Learning Org 5. Mobile Learning thinking: Get on your skateboard to keep up! 6. The Revolution No One Noticed: Mobile Phones and Multimobile Services in Higher Education 7. Will at Work Learning 8. Futures of Learning 9. Cell Phones in Learning 10. Mlearning World 11. Mlearning Bibliography 12. Kapp Notes 13. Ulearning Blog 14. Mlearning Blog 15. Mlearning Africa 16. MLearning is Good 17. The Mobile Learning Engine (MLE) for Moodle 18. 3D Animation for Mobile 19. Upside Learning Blog 20. Derek Bruff‟s Blog Nik Amanatidis 11/10/2012 23
  • 24. 1. Mlearnopedia 2. Learning2Go 3. eLearning Roadtrip 4. Are You Ready for Mobile Learning? 5. Mobilearner 6. Ignatia Web 7. M-Learning: Emergent Pedagogical and Campus Issues in the Mobile Learning Environment 8. Using Mobile Technology to Enhance Students‟ Educational Experiences 9. Location-Aware Computing 10. Voice: The Killer Application of Mobile Learning 11. Mobile technologies and Learning 12. Mobile Learning Technologies and the Move towards „User-Led Education‟ 13. Squidoo Cellphone Learning 14. The Mobile Learner 15. Mobile Services Taxonomy 16. The ECAR Study of Undergraduate Students and Information Technology, 2009 17. M-Learning 18. Five Types of Mobile Learning 19. Disruptive Mobile Learning (presentation) 20. Mobile Phones as a Challenge for Learning Nik Amanatidis 11/10/2012 24
  • 25. 1. mLearning Wikipedia 2. 2009 Horizon Report 3. Pockets of Potential 4. Mobile Learning Institute 5. Enabling Mobile Learning 6. 7 Things You Should Know About Augmented Reality 7. Duke University: Mobile Devices in Education 8. Learning Light E-learning Center 9. 7 Things You Should Know About Location- Aware Applications 10. Mob Learn Nik Amanatidis 11/10/2012 25
  • 26. “A major task for educational evaluation is to identify and analyze learning within and across contexts. For mobile learning, the interest is not only in how learning occurs in a variety of settings, but also how people create new contexts for learning through their interactions and how they progress learning across contexts.” VAVOULA & SHARPLES (2008) Challenges  Capture and analyze learning in context, with consideration of learner privacy  Assess the usability of the technology and how it affects the learning experience  Look beyond measurable cognitive gains into changes in the learning process and practice  Consider organizational issues in the adoption of mobile learning practice and its integration with existing practices and understand how this integration affects attributes of in/formality  Span the lifecycle of the mobile learning innovation that is evaluated, from conception to full deployment and beyond Nik Amanatidis 11/10/2012 26
  • 27. 1. Micro level, which examines the individual activities of the technology users and assesses the usability and utility of the educational technology system. E.g. the activities could include collecting objects through exhibit codes, making notes, contacting people who had collected a particular item, recording audio, and taking pictures. 2. Meso level, which examines the learning experience as a whole, to identify learning breakthroughs and breakdowns. It also assesses how well the learning experience integrates with other related activities and experiences. E.g. evaluation at this level involves exploring whether there isa successful connection between learning in the new space-location and the classroom, as well as identifying critical incidents in the new space-location that reveal new patterns and forms of learning or where learning activity is impeded. 3. Macro level, which examines the impact of the new technology on established educational and learning practices and institutions. E.g. this could relate to the organization of school museum (or any other place of educational interest) visits. The evaluation at this level examined the appropriation of the new technology by teachers, the emergence of new museum practices in supporting school visits, and how these related to the original project visions. Vavoula, Sharples, (2009) Nik Amanatidis 11/10/2012 27
  • 28. Nik Amanatidis 11/10/2012 28
  • 29. Nik Amanatidis 11/10/2012 29
  • 30. Accessibility  Inclusion  Security  Privacy  Personal Time/Space  Cultural Change/Not  Professional Standards/Modes  Support  Monitoring  Behavioral Change  Rules Bob and Sue Mobile learning devices Nik Amanatidis 11/10/2012 30
  • 31. The use of mobiles as an alternative source of learning and information is rapidly gaining ground in the learning environment. This is compounded by the fact that a large number of organizations and institutions are opting for new modes of learning as part of their training and development. Mobile Learning is slowly but clearly emerging as the 'future' of learning. Before joining the flood of implementers trying out mobile learning, it is imperative you conduct a thorough analysis of your requirements, plan a framework and then implement the strategy. Have a vision, get organized, adopt the right-tailored to your needs and learning aims strategies and instruction modes related to your and your students‟ educational context, gain new skills, keep informed and familiar with the challenges and the new affordances that emerge everyday in the world of mobile learning. Do this correctly, and the chances are your mobile learning strategy will be effective and the learners in your organization will see substantial benefits as a result. Mobile learning Why mobile learning? Nik Amanatidis 11/10/2012 31
  • 32. Dr Nikos Amanatidis ICT Trainer, Primary School Teacher PhD in ICT Training and Evaluation in Education About: http://about.me/nikos.amanatidis Blog: http://nikosaman.blogspot.com Social Nets: http://socialwhale.com/nickaman http://gr.linkedin.com/in/nikosamanatidis https://twitter.com/#!/nickaman https://talent.me/nikos-amanatidis http://www.scoop.it/t/ict-in-education-thessaloniki Nik Amanatidis 11/10/2012 32