Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices Presenter: Che-Yu Lin Advisor: Min-Puu.

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Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices Presenter: Che-Yu Lin Advisor: Min-Puu Chen Date: September 2, Lai, C., Yang, J., Chen, F., & Chan, T. (2007). Affordances of mobile technologies for experiential learning: the interplay of technology and pedagogical practices. Journal of Computer Assisted Learning, 23(4), 326–337.

Introduction(1/4) Dewey’s (1938) ‘learning by doing’ theory emphasizes the value of action while learning. From an experiential learning perspective, learning is a process in which knowledge is created through the transformative experience (Kolb 1984; Kaagan 1999). Optimal learning occurs when people are able to link past experience with new concepts they want to learn (Kolb 1984). Our purpose is to attempt to provide technical support to facilitate experiential learning. 2

Introduction(2/4) Experiential learning Based on Kolb’s ELT, experiential learning can be regarded as a four-stage cycle: concrete experience, reflective observation, abstract conceptualization, and active experimentation (Kolb 1984). McMullan and Cahoon (1979) noted that experiential learning has two weaknesses: (1) it lacks a mechanism for focusing awareness in the learning context (Miettinen 2000) ; (2) students pay insufficient attention to abstracting from experience (Vince 1998). 3

Introduction(3/4) Educational affordances of mobile technologies Mobile technologies can be viewed as a service that electronically delivers general and educational content to learners regardless of location and time (Lehner & Nosekabel 2002). Mobile technologies provide instant learning guidance and feedback and use new interfaces for diverse learning approaches (Liang et al. 2005). In this study we consider PDAs as an exploratory tool. The following ones were examined: (1) ‘afford’ real-time information whenever and wherever learners need it (2) ‘afford’ a rapid access interface for note taking 4

Introduction(4/4) This study has three goals: (1) to develop a system combining mobile technologies to support experiential learning. (2) to design a learning flow for experiential learning in a school garden in which students are guided with the facilities of PDAs. (3) to conduct an experiment to compare the knowledge creation of two groups of fifth-grade students, one equipped with PDAs and one without PDAs. 5

Research methodology (1/3) Experiential learning activity design and system implementation in the following six stages: (1) Photo taking (2) Sensory experience (3) Further observation (4) Comparison (5) Question proposing make students reflect and restructure their cognitive schemas in an effort to reach a refined and deep conceptual understanding. (6) Final report help students organize the knowledge formed in the whole field- trip learning activity and to encourage them to conceptualize. 6

Research methodology (2/3) Students in two fifth-grade classes at an elementary school participated in this experiment. (1) 34 students, 16 boys and 18 girls, in one class using personal PDAs with plug-in cameras; (2) and 32 students, 16 boys and 16 girls, in another class using paper and pencil. The experiment consisted of several sections: pre-test, main activity, post-test and questionnaire. The ‘with PDA’ students were then given an additional 90- min course on the use of the PDAs. 7

Research methodology(3/3) The pre-test and the post-test were identical and consisted of eight multiple-choice questions about African Touch-me- nots.eight multiple-choice questions The study assumed that students with PDA, through the assistance of mobile technologies, would acquire more knowledge than would students without PDA. The questionnaire was composed of four parts: learning performance, user interface, motivation, and attitude towards the design of the activity and primarily used a 5- point Likert scale but some open-ended questions were also included. 8

Results(1/4) 9 Table 1. t-test statistics related to the effects of learning achievement.

Results(2/4) 10 Table 2. t-test related to final report.

Results(3/4) 11 Table 3. Questionnaire results about the learning prompt of the two classes.

Results(4/4) 12 Table 4. With-PDA versus without-PDA students’ feedback on the six-stage learning flow.

Discussion (1/2) As far as knowledge creation is concerned, students with PDA outperformed the students without PDA. The sketching process sustained motivation in the exploration stage in a more productive way. The sound recording technology needs some adjustment to be applied effectively in the classroom environment where ambient noise is a problem. 13

Discussion (2/2) Three factors in this study are to be considered in future experiments: (1) the motivational influence of new technologies may affect experiment results. (2) providing students with incorrect information at the comparison stage may cause a minority of students who were unable to carry out the exploration successfully to recall the incorrect information. (3) if focus is to be put on the accuracy of supplementary material, the use of standard library photos could be considered to replace sketching as an alternative to photo taking by students in the future. 14

15 Appendix I BACK