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M-Learning and the New Students’ Thinking. Cecilie Murray Delphian eLearning Pty Ltd dream discover do cecilie@alphalink.com.au. 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

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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

DescriptionBirthAge Million(%)

SeniorsBefore 192580+0.945%



Generation X1965–198124–404.8326%

Generation Y1982–20005–235.1529%

Generation Z2001+<50.251%

Australian Bureau of Statistics


  • 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

learning styles




Active participation

Passive participation




Multitask, positive,

goal oriented,

collaborative styles

Teamwork, structure, experiential activities, technology.

The Experience Realms (adapted from Pine & Gilmore, 1999)

generation y data

  • “the technology generation”

  • “multi-taskers – balance email, 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% 13-18 year olds

Australian Bureau Statistics 2003

U.S. data

  • 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 eMail message to a grandparent

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

  • http://www.nokiagame.com

  • PLAY




    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 emails 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

    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?

    teachers’ essential how?

    How do I engage students through

    the Victorian Essential Learning Standards?

    teachers’ essential what?

    What digital content and thinking tools can help medesign, 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


    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

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