M-Learning and the New Students’ Thinking Cecilie Murray Delphian eLearning Pty Ltd dream discover do

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Presentation transcript:

M-Learning and the New Students’ Thinking Cecilie Murray Delphian eLearning Pty Ltd dream discover do

the high-tech world “ You go to your TV to turn your brain off. You go to your computer when you want to turn your brain on.” Steve Jobs "You know, it's funny - I read so much about teachers trying to find ways to get students' attention, and when they find a device - a communication device - that captures students' attention, they want to ban it.“ Stephen Downes on Blogging “They have computers. And they may have other weapons of mass destruction.” Janet Reno, US Attorney-General

the generations Australian Bureau of Statistics Description BirthAge Million (%) SeniorsBefore % Builders1926– % Boomers1946–196441– % Generation X1965–198124– % Generation Y1982–20005– % Generation Z2001+<50.251%

interests Gen Y Students 1980s, 1990s, 2000s Net Generation Socialise online Chat, SMS, games, simulations At ease in immersive worlds Boomers & Gen-X Teachers 1940s, 1950s, 1960s 1970s Print generation Socialise in restaurants News, current affairs, reading, holidays, Parkinson Aliens in an online world

new students, generation y Characteristics differ from previous gens –Prefer group activity –Close to parents and home background –Spend more time on screens; less TV time –“Clever” is cool –Fascinated by technologies –Racially and ethnically diverse

The Experience Realms (adapted from Pine & Gilmore, 1999) Absorption Immersion Active participation Passive participation entertainmenteducational escapistaesthetic learning styles Multitask, positive, goal oriented, collaborative styles Teamwork, structure, experiential activities, technology.

generation y data Australian Bureau Statistics 2003 “the technology generation” “multi-taskers – balance , chat, Instant Messenger, search, MP3 downloading & homework”. Internet use at school – 80% children up to 17 years Internet use at home – 64% children up to 17 years 58% 5-12 year olds 86% year olds

U.S. Department figures show that 66% of nursery school children and 80 percent of kindergartners have used computers At school and home: –web sites with interactive stories and animated lessons that teach letters, numbers, and rhymes –favorite computer activity is writing an message to a grandparent U.S. data National Center for Education Statistics

technology: a game “live the immediate – internet downloads, overnight delivery, microwave meals – direct fast-paced energy” M-learning – mobile learning The Nokia Game: interactive, all-media adventure game where challenges are developed collaboratively using : Mobile phones Instant Messenging Television Internet movie downloads

PLAY

mLearning

pete's vegie patch PDA demonstrator resouces prepared by the Royal Tasmanian Botanical Gardens

emerging technologies 2050: convergence of technology and human brain –Sony PlayStation 3 = 1% human brain –Sony PlayStation 6 = ? Intelligent chips with built-in networks for downloading s etc Philips: world’s first rollable screen for the arm. In production in 2 years. Next age of “simplicity” with intuitive ICT devices in collaborative, immersive 3D environments Ian Pearson, Futurologist, BT, British telecommunications company

the future Virtual world and real world are converging Rich ICT environments are changing the way we teach and learn Radical change in school design and facilities Curriculum is redefined as essential learnings Customised learning with multiple entry points and pathways

new students, new world ICT eLearning mLearning Essential Learning Multi literacies Thinking Curriculum

essential planning questions How are we meeting our students’ expectations? 1 – 5 rating –Current resources (books, library, materials) and the learning styles of today’s students? –Digital content, creation tools, simulations, games and collaboration? –Aging infrastructure and broadband, wireless, Internet, interactive communication? –Classroom configuration, libraries and new learning spaces, outdoor areas

Schools are transformed with high ICT capability in leadership, management, teaching and learning

Digitally literate teachers inspire a new generation of students to build their knowledge of the digital world

Students are immersed in digital technologies as essential tools for learning

engaging the new students Research: –students develop competence in active, exploratory, social settings –critical thinking enhanced by group interaction Questions: –Pedagogy – do teachers benefit from collaboration? –Design – Does inquiry-based learning require flexible spaces for groups, discussion, interaction?

Principles P-12 Learning & Teaching Learning environment supportive & productive Learning environment promotes independence & self motivation Students’ needs, backgrounds, perspectives & interests reflected in learning program Students challenged & supported to develop deep levels of thinking & application Assessment practices an integral part of teaching & learning Learning connects strongly with communities & practice beyond the classroom Essential Learning Standards Strands and domains physical, personal and social learning health and physical education interpersonal development personal learning civics and citizenship discipline-based learning the arts english languages other than english the humanities [economics, geography & history] mathematics Science interdisciplinary learning communication design, creativity and technology ICT thinking

teachers’ essential how? teachers’ essential what? How do I engage students through the Victorian Essential Learning Standards? What digital content and thinking tools can help me design, construct and deliver pedagogically sound learning experiences for my students?

Sample 1 Sample 2

Kahootz 3D Multimedia Software

Digital Multimedia with MS Producer

thinking tools Inspiration, Kidspiration De Bono’s hats, DATS, PMIs, CAFs Kosta’s Habits of Mind Buzan’s Mind Mapping Kahootz Other tools? ICT for communicating, creating, visualising thinking

practical strategies Student is the centre of learning, not technology Engage students with authentic learning, real world, real ICT Integrate ICT use with social group dynamics Learning anywhere, anytime with broadband, wireless Reflective teams for teacher development Community, industry, parent involvement for multiple pathways M-Learning

A central challenge for the education system is to find ways of embedding learning in a range of meaningful contexts where students can use their knowledge and skills creatively to make an impact on the world around them.” The Creative Age: Knowledge & Skills for the New Economy Seltzer & Bentley DEMOS 2003