Mobile
devices are affecting our society in numerous ways and the
relevantly easy access to personal mobile computing devices,
including wireless access points,
laptops, tablet
PCs, PDAs, mobile
telephones, Bluetooth-enabled devices,
and fusion devices such as camera-phones,
PDA-phones, and phone/PDA/MP3-players, are once again raising
the bar for academia (Alexander,2004; Naismith et. al.,
2004).
Mobile technologies offer learning experiences which
can effectively engage and educate contemporary learners
and which are often markedly different from those afforded
by conventional desktop computers (Naismith, et al.,
2004, p.4). Presently, research points to the fact that
educational application of theory to the use of mobile computing
devices in the classroom is lacking. Even though mobile
technologies, in a basic sense can be referred to as computers,
it does not mean that educators should view them as simply
providing a more portable version of the learning activities
that are already supported by static computing environments
(i.e. the one computer classroom, computer labs, and students'
home computers). Educators need to realize the potential
of these devices to add a new dimension to their classrooms,
because of the personal and portable configuration of the
devices and the type of interactions they can support with
other learners and the environment (Naismith et al., 2004).
Five characteristics of mobile computing
devices have the capability to produce unique learning experiences.
They are: 1.) portability, 2.)
social interactivity, 3.) context
sensitivity, 4.) connectivity,
and 5.) individuality (Klopfer
et al., 2002).
Naismith et al. (2004) have classified mobile learning activities
into six learning theories: 1.) behaviorist,
2.) constructivist, 3.) situated,
4.) collaborative, 5.) informal
and lifelong learning, and 6.) learning
and teaching support.
Under the behaviorist-learning model, mobile devices can
be used to present learning materials, obtain responses
from learners, and provide appropriate feedback to the learners.
Under the constructivist-learning model,
mobile devices can most commonly be linked with the idea
of participatory simulations.
The motive behind participatory simulations is to redirect
stimulation from the computer screen into an authentic environment
with which the students can interact. This practice engages
learners in the learning process and provides for immediate
reflection of the effect of their actions on the system
as a whole. The idea of participatory simulations sounds
good, but currently there is question as to whether or not
the skills students develop during these activities are
transferable (Naismith et al., 2002).
Under the situated-learning model, mobile
devices can be used in the contexts of problem-based
learning, case-based learning, and
context-aware learning. In these
learning contexts, mobile devices aid in data collection,
hypothesizing, information retrieval, data sharing, development
of inquiry plans, reflection, and generalization of information.
Under the collaborative-learning model, mobile devices are
invaluable in promoting, facilitating, and enhancing interactions
between students. The devices easily communicate with other
devices of the same or similar type, which allows learners
to exchange data, files, and messages and hypothetically
provide an environment to enable conversation, supporting
mobility by allowing students to take technology anywhere.
This allows for natural social interactions. In addition,
these mobile devices can support small-group collaboration
without attempting to replace human-to-human interactions,
like well known online discussion boards ( Naismith et al.,
2004). This is possible because the handheld stores all
essential material and information necessary to organize
activities while unique user interface addresses the challenge
of coordination via forcing participants to perform one
task at a time in a specific sequence. Communication is
supported if students use their mobile devices to make messages
about activity status, data, and error of results available
to all group members (Naismith et al., 2004).
Under the informal and lifelong-learning model, the reduced
size and ease of use of mobile devices lend to their personal
nature, which supports learning by allowing it to blend
with everyday life. Much of the learning classified under
informal and lifelong learning is accidental. Again, the
physical and portable characteristics of mobile devices
aid this facet through the user's ability to record, reflect,
and share the learning with them (Naismith et al., 2004).
Under the paradigm of learning and teaching support, mobile
devices support teaching without being directly involved
in the learning activity itself. Teachers can use mobile
devices to report attendance, record and review student
grades, gain access to school data, and effectively manage
their own schedules. In higher education, mobile devices
can even be used to provide course material to students,
including assignment due dates, and information about schedule
and room changes.
Naismith et al. (2004) provide the following hypotheses
for the future of teaching and learning with mobile technologies.
- Current
trends in mobile computing are towards devices that are
more embedded, ubiquitous, and networked than those available
today (Naismith et al., 2004, p. 36).
- There will
be an emergence between the capabilities of mobile phones,
PDAs, game consoles, and cameras within the next five
to ten years, providing a multimedia device that is always
with you. These capabilities will transform everyday activities
by allowing users to capture details about the time, location,
people around them, and their environments.
- The entire
Internet will become personal and portable.
In regards to
learning, they cite that these futuristic events will have
great impact on learning.
- Learning will
become more central to individual learners environments
(real and virtual) rather than the classroom.
- Learning will
involve learners making worthwhile connections within
their environments to both resources and other people.
- The ability
for learners to instantly publish their observations and
reflections as digital media will empower them to become
investigators of their own environments.
- Learners will
be enabled to easily capture and record life events to
both assist in recall and collaborative reflection.
- Distributed
collaboration and mobile team working opportunities will
be greatly enhanced.
In regards to
educators, these future hypotheses and learning shifts will
challenge their ability to find ways of ensuring the new
learning is extremely situated, personal, collaborative,
and long term. Educators will have to adapt to becoming
guides of learning rather than transmitters of knowledge
(Naismith et al., 2004).
References:
Naismith, L.,
Lonsdale, P., Vavoula, G. & Sharples, M. (2004). Literature
review in mobile technologies and learning.
Nesta Futurelab Series. 11. Birmingham: NESTA
Klopfer, E., Squire, K., & Jenkins, H. (2002). Environmental
detectives: PDA's as a window into a virtual simulated world.
Proceedings of IEEE International Workshop on Wireless and
Mobile Technologies in Education. Vaxjo, Sweden: IEEE Computer
Society, 95-98.
Definitions:
Wireless
Access Points - a point of contact in which a mobile
device can receive and send signals via satellite transmission
to establish a two-way connection with a wireless network.
Wireless access points make it possible for wireless mobile
devices to transmit information via the Internet and local
intranets.
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Laptops
- small portable computers that combine a flat screen, keyboard,
and pointing (mousing) device in a single, lightweight unit.
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Tablet PCs - usually shaped
in the form of a notebook computer which is a smaller version
of a laptop, with the capability of allowing the user to
write on the screen, and operate the computer using a stylus,
omitting the need for a keyboard or a mouse.
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PDAs
- PDA is the acronym for Personal Digital Assistant. They
are small handheld devices that combine computing, telephone,
Internet, and networking features. Like tablet PCs, most
PDAs are capable of allowing the user to write on the screen
and operate them through the use of a stylus. Most units
have incorporated handwriting recognition features and some
also have the ability to process voice recognition. Common
devices associated with the term PDA include Palms and Pocket
PCs. PDAs are also commonly referred to as hand-held computers
or handhelds.
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Mobile Telephones -
also known as cell phones, or cells, mobile phones are devices
that behave as a normal telephone while providing the user
with the ability to move over a wide area.
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Bluetooth-enabled devices -
an open specification that enables short-range wireless
connections between desktop and notebook computers, handhelds,
personal digital assistants, mobile phones, camera phones,
printers, digital cameras, headsets, keyboards, and even
a computer mouse. It uses Radio Frequency (RF) for communication
with the possibility of secure communication. Bluetooth
technology uses a globally available frequency band (2.4GHz)
for worldwide compatibility. Bluetooth communication allows
you to communicate between multiple devices within a 30-foot
range.
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Fusion Devices - mobile devices
that provide a combination of functionality. Examples include
camera phones and iPods.
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Portability - the ability
to move a device within a learning environment or to different
learning environments with ease.
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Social Interactivity - used
to describe data sharing and collaboration between learners.
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Context Sensitivity - the ability
of mobile devices to gather and respond to real or simulated
data unique to the current location, environment, and time.
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Connectivity - ability
to connect to a shared network for the purposes of data
submission, data retrieval, and communication.
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Individuality - the use
of mobile technologies that allows for scaffolding on difficult
activities and lesson customization for individual learners.
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Behaviorist Model - learning
model in which learning is thought to be best facilitated
through the reinforcement of an association between a particular
stimulus and a response. Behaviorist learning models generally
enforce activities that promote learning as a change in
observable actions.
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Constructivist Model -
learning model that theorizes that learning is an active
process in which learners construct their own thoughts and
knowledge based on current and past knowledge.
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Situated
Model - education that takes place in a setting functionally
identical to that where the learning will be applied.
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Collaborative Model -
learning model that theorizes if some form of expertise
(e.g.,that of a peer) challenges a learner, greater cognitive
development can occur. The use of mobile devices makes conversation
theory relevant to the use of this model. Through conversation
theory, learners converse with each other by interrogating
and sharing their descriptions of their worlds. Through
conversation theory, two learners can say they have reached
an understanding, when each of them can make sense of what
the other one knows.
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Informal and Lifelong Learning
Model - the theory that learning happens all of the
time and is influenced both by our environment and the particular
situations with which we are faced.
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Learning and Teaching Support
Paradigm - the theory that mobile technologies can support
learning without explicitly being part of the learning activity
themselves.
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Participatory Simulations
- learning activity in which students act out roles of individual
system elements and then see how the behavior of the system
as a whole can emerge from these individual behaviors.
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Problem-Based Learning - learning
intended to develop students' critical thinking skills through
provision of an ill-defined problem that reflects an actual
authentic experience.
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Case-Based Learning - provides
a more flexible version of problem-based learning, in that
the problems provided to the students may or may not reflect
authentic experiences.
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Context-Aware Learning -
learning in which mobile devices are used to gather information
from the environment to provide a measure of what is currently
going on around the user and the device.
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