The two
articles I read for this task were Design Principles for mobile learning and
Chapter 6: incorporating mobile technologies within constructivist-based curriculum
resources.
I found the
articles very insightful. In consideration for the use or application of
various design principles for mobile learning to my own learning activities, I realized
a few things:
From table1
summary of substantive and procedural elements of projects in chapter 1 as well
as from chapter6 , it was clear that most of the research that was done with
mobile technologies involved the use of the camera and recorder in these
devices for the purpose of capturing images, audio or video for a digital
story, creating how to videos, recording interviews etc . This made perfect sense
because this is what we do in reality as well. Despite the fact that we may
have expensive high tech digital cameras or handy cams, when it comes down to
taking pictures on occasions, we find ourselves using our mobile phones simply
because it is convenient as well as spontaneous. Hence the usage of mobile
devices for use in this sense is realistic. Besides the functionality the
pedagogical approach in which these features of mobile devices were applied was
enlightening. The tasks were authentic
and lend themselves to the use of mobile technologies. It was also clear that the affordances of the mobile
technology must be considered.
However,
what I didn’t find in the literature was any experiment which used mobile
devices with specific mobile applications that support learning. The way that I
am using mobile technology with my level 6 project team does not involve the
camera or recorder. The level 6 students
are currently working on their capstone project and are required to collaborate
as a team and manage their project. I need to review and see their work. For this purpose they are required to use an
online project management tool called Team Box. Team box is also available as a
mobile application. The way they use team box is that the project manager sets
tasks for the team members. The team members log the work they have done on
each task. This allows me and project manager to check their progress. The team
box mobile application gives each team an opportunity to collaborate
instantaneously with each other as well as with me. At any time I can check
their progress. The team box web application is used by students in a blended
approach to upload samples of their work in terms of word files, diagrams etc. Additionally I could also ask students to record their interviews and upload their recordings to teambox. I
find it very convenient to keep a track of each team’s progress and provide
them with instant feedback. It was
useful to provide time for students to explore teambox and its features.
The only
problem with using mobile applications as opposed to the camera in a phone is
that not all devices may support the application in use. One out of the six students that I am
supervising does not have a phone that supports teambox. Although he cannot access the mobile application, he is subscribed to the project team and recieves emails on updates and comments posted on teambox. He can them reply to those emails to submit a post directly to teambox.
Thanks for the informative and sound post Ghazala! You mentioned that "however, what I didn’t find in the literature was any experiment which used mobile devices with specific mobile applications that support learning."
ReplyDeleteGood observation. One reason for this might be that there are so many of these apps like www.box.com and recently opened http://get.wunderkit.com, and also so many ways to use them. Also they change from year to year very rapidly.
Maybe also the variety of the apps made the authors to opt out this part and to concentrate more to the actual pedagogical underpinnings of using mobile learning.
I have to ask them about this! Maybe this could even create an additional chapter for another book. ;)
I think mobile learning has gone much beyond simply using mobile device features such as the camera. It's the mobile applications that have made these devices popular. There are so many applications these days that can support learning in various fields, whether it is mathematics, physics, IT, business etc. If the mobile device was used in a project to create a digital story, then it would be more effective if the students were not only using the camera to take pictures or video but also some mobile application like picassa, to organize and share their work, or mobile photo editor to edit their picutres, or a mobile application that creates a digital story like capzles.
ReplyDeleteThere are indeed so many applications that change every year, but the same can be said for any technology. We are learning and adapting with new technologies like social networking tools, digital story telling etc so why should mobile technologies and apps be any different?