This presentation was made at the Pearson Celebrating a 21st Century Education Conference, November 2010.
It gives background research and exemplars of how mobile devices can be used to enhance 21st Century Maths and Science learning
2. What are we going to do?
What do we know about mobile learning?
What are the devices?
Where can I find out more?
What are some tools?
What can we do?
What does the research tell us?
3. What are Mobile Devices?
It Must Be Cool!
Small enough to be carried around
Instant on
Wireless connectivity
Compatible with existing infrastructure
Affordable
High screen resolution
Enough battery life to last a school day
Robust enough for everyday use
Ability to browse the net
5. What’s on the horizon?
The Horizon Report: Technologies to Watch
K-12 Report 2010
• Cloud computing
• Collaborative
environments
• Game based learning
• Mobiles
• Augmented reality
• Flexible displays
http://www.nmc.org/pdf/2010-Horizon-Report-K12.pdf
Aust-NZ Report 2010
• E-books
• Mobiles
• Augmented reality
• Open content
• Gesture based
computing
• Visual data analysis
http://www.nmc.org/pdf/2010-Horizon-Report-ANZ.pdf
6. Mobile learning
‘learning in a more personalised way, handing
over more control to the learners themselves’
‘disruptive learning
(Stead, 2006)
‘holds and heightens student interest, engages
students in learning, and provides yet another
means for expressive and receptive literacy
(Dogeby, 2007)
The Research
7. ‘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)
8. ‘Schools with one-to-one computing programs have
fewer discipline problems, lower dropout rates, and
higher rates of college attendance than schools with
a higher ratio of students to computers…but for
one-to-one programs to boost student achievement
as well, they must be properly implemented.’
Project Red (Revolutionizing Education) June 2010
9. New research
(ed. Wan Ng, 2010)
Chapter 12
Imagine Mobile Learning in your Pocket
Cecilie Murray, Delphian eLearning
http://www.igi-
global.com/bookstore/TitleDetails.aspx?TitleId=41770
10. Our Research
• how mobile learning might be used to increase
engagement, motivation, ICT curriculum
integration and effective learning in K-12
schools.
• action research questions focused on impact
for learning in core curriculum areas, literacy
and media, maths operations
11.
12. Four 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
13. 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
14. • 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
15. Research reports
iPod Touch Report
http://delphian.com.au/ipod-touch-research-report
iPodagogy: Using iPods and Video Podcasting for Learning
http://delphian.com.au/ipods-and-podcasting-learning
Global Mobile Learning
http://delphian.com.au/global-mobile-learning-research
Good Practice Tips
Implementation of Mobile Learning projects
http://delphian.com.au/mobile-learning-articles
16. Why Mobiles for learning?
• Small handheld devices enable learning
anywhere, anytime
• Convergence of innovations in mobile
technology and social software, Web 2.0
• Young people’s social use of technologies
• For schools it means 1:1 is achievable
24. Educational 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
32. Australian Curriculum
• Select either the Maths or Science curriculum
• In groups of 4-5, discuss the 3 questions on
your handout
• Take notes
• Appoint a person to report back
33. The Questions
• Where could you use mobile technologies?
• How could these enhance teaching and
learning?
• What are some of the issues involved in using
mobile technologies in the classroom?
• How will mobile technologies change
pedagogy?
38. 1 2 3 SHEEP is a counting app for young learners with 3
fun activities - flying a helicopter around the farm, herding
sheep into pens and guiding the sheepdog into the ute
39. MATHSTRONAUT is a maths challenge app for addition and
subtraction, designed for Primary and Middle school students.
40. PLINKERTON is a cybersafety mystery game that aims to create
awareness for Middle school students about how to stay safe
online.
41. References
Project Red (2010) Revolutionizing Education, One to One Institute, US. http://projectred.org/
McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim report to Becta
http://partners.becta.org.uk/uploaddir/downloads/page_documents/research/mobile_learning.pdf
Ng, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and beliefs in the first
year. Computers and Education.
Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global Change, La Trobe
University, Melbourne
Stead, G. (2006). Mobile technologies: transforming the future of learning, in Emerging Technologies
for Learning, BECTA. http://partners.becta.org.uk/upload-
dir/downloads/page_documents/research/emerging_technologies.pdf
Metiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems.
http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdf
Dogeby, (2006) Using iPods for Instruction, Principals Partnership, Florida.
http://www.principalspartnership.com/iPods.pdf