Games based Apps with Data
Cecilie Murray and John Sloan
App-titude Learning
Why Apps for Learning?
• Small handheld devices enable learning
anywhere, anytime
• Convergence of innovations in mobile
technology and social software
• Young people’s social use of technologies
• For schools it means 1:1 is achievable
The Research
‘safe learning’ and ‘disruptive learning’
“learning in a more personalised way, handing
over more control to the learners themselves”
(Stead, 2006)
“a small, cleverly designed handheld game can
significantly enhance learner performance in
mental maths as well as having a positive impact
on other aspects of classroom life”
(Robertson, 2009).
‘Mobile devices can have a positive impact on
learning experiences for both educators and
students’
(McFarlane, Triggs& Yee, 2008; Ng & Nicholas,
2009)
‘the use of iPods in the classroom holds and
heightens student interest, engages students in
learning, and provides yet another means for
expressive and receptive literacy’
(Dogeby, 2007)
The Future
‘public agencies [Departments of Education] and
schools are beginning to explore multimobile
services – convenient, flexible tools that
enable users to access information in a range
of formats using mobile devices – as a way to
support…
staff and students’
(The New Media Consortium, 2009)
Research projects
• iPodagogy 2007
iPods and video podcasting for learning
• iPod Touch Project 2008
8 iPod Touches per class for literacy
• Global Mobile Learning 2008-09
Two year project – Australia, Singapore and USA
• Nintendo DS for Maths 2009
Nintendo DS for student learning in Mathematics
• 50 Innovating with Technology 2009-2010
iPod touch, netbooks, Flip cameras, GPS, Blogs & wikis,
Multiplayer Gaming, etc
What we found
Mobile learning:
• Promotes confidence and independence regardless of year
level and age
• Promotes peer coaching and developing activities for each
other
• Important in encouraging ESL learners, reluctant learners (at
risk/disengaged)
• Improves attendance, more active participation in class
• Promotes better preparation and organisation for class
• Supports more regular completion of school work and
homework
• Stimulates enjoyment in learning…‘fun’ activity
• Greater interaction (& writing) from boys in particular, in
blogs, podcasts and web pages
• Stimulates teachers and students to work creatively to
improve literacy and numeracy
• Student performance data – improves numeracy and
literacy, increases skills in teamwork, interpersonal skills
and ICT skills
• Motivates teachers to rethink their pedagogy around the
use of ICT and mobile devices
New research
(ed. Wan Ng, 2010)
Chapter 12
Imagine Mobile
Learning in your
Pocket
http://www.igi-
global.com/bookstore/TitleDetails.aspx?TitleId=41770
Educational games Apps
• Relevant to kids
• Use technologies that pervade their lives
• Engaging for learning
• Inquiry based constructivist content
• High quality games prolong engagement
• Kids can consolidate knowledge
independently
1 2 3 Sheep! is a counting app designed for early learners or
for those who need consolidation with counting and number.
EDUCATIONAL APPS
Cecilie Murray
App-titude Learning
Mathstronaut is an maths challenge app with addition, subtraction,
multiplication and division, designed for Primary and Middle school.
EDUCATIONAL APPS
Cecilie Murray
App-titude Learning
Plinkerton is a cybersafety app for iPad that creates awareness for
Primary and Middle school students about how to stay safe online.
EDUCATIONAL APPS
Cecilie Murray
App-titude Learning
Set up your classes in the Online Assessment System. Access the Teacher
Notes for each app with examples of how to use them in your class
EDUCATIONAL APPS
Cecilie Murray
App-titude Learning
Data is provided in tabular or graphical format
EDUCATIONAL APPS
Cecilie Murray
App-titude Learning
Set up daily or weekly challenges using the Leaderboards