This document discusses using mobile apps to enhance learning experiences for students. It suggests finding apps that match learning goals and standards, and evaluating them using rubrics. Teachers should use apps to support best practices like gradual release of responsibility from teacher-led to student-led. Students can be consumers of content, collaborators through pair work, and creators of original work. Examples are given of creative apps that combine media like StoryKit, Picasa albums and Popplet Lite for sharing work. The document encourages sharing findings and getting feedback to improve mobile learning lessons.
2. Consumers,
Collaborators, & Creators
in a Mobile World
Jennifer Gingerich
Agenda & Links available at
http://tinyurl.com/jgipad
jennifergingerich@mac.com
3. Objectives
Be able to identify and evaluate apps for their use
as a creativity and collaborative tool.
Be able to use mobile devices to effectively
integrate content standards and technology
standards.
9. Math Lesson - take 1
• Find an app that matches
learning goal
10. Math Lesson - take 1
• Find an app that matches
learning goal
• Teacher delivers lesson
11. Math Lesson - take 1
• Find an app that matches
learning goal
• Teacher delivers lesson
• Students complete an
assignment
12. Math Lesson - take 1
• Find an app that matches
learning goal
• Teacher delivers lesson
• Students complete an
assignment
• When finished students
get iProduct to practice
independently
14. Math Lesson - take 2
• Find an app that matches
learning goal and use to
deliver lesson
15. Math Lesson - take 2
• Find an app that matches
learning goal and use to
deliver lesson
• Pairs collaborate on app
- driver & coach
16. Math Lesson - take 2
• Find an app that matches
learning goal and use to
deliver lesson
• Pairs collaborate on app
- driver & coach
• Create product to
demonstrate learning
20. Talking Chips
How does the learning experience differ as a consumer,
collaborator, and a creator?
21. Talking Chips
How does the learning experience differ as a consumer,
collaborator, and a creator?
In what ways can you plan for mobile learning
experiences that allow students to be consumers,
collaborators, and creators?
30. What
Creativity & Innovation
NETS for students
31. What
Creativity & Innovation
Communication &
Collaboration
NETS for students
32. What
Creativity & Innovation
Communication &
Collaboration
Research & Information
NETS for students Fluency
33. What
Creativity & Innovation
Communication &
Collaboration
Research & Information
NETS for students Fluency
Critical Thinking, Problem
Solving, & Decision Making
36. Using Apps
• Best Instructional practices
• Effective instructional strategies
37. Using Apps
• Best Instructional practices
• Effective instructional strategies
• Gradual release of
responsibility... ~ I do, we do, you
do
38. Using Apps
• Best Instructional practices
• Effective instructional strategies
• Gradual release of
responsibility... ~ I do, we do, you
do
• Scaffold use of app
39. Using Apps
• Best Instructional practices
• Effective instructional strategies
• Gradual release of
responsibility... ~ I do, we do, you
do
• Scaffold use of app
• Reevaluate app
40. Using Apps
• Best Instructional practices
• Effective instructional strategies
• Gradual release of
responsibility... ~ I do, we do, you
do
• Scaffold use of app
• Reevaluate app
• Share your finds and