M-Learning and the New Students’ Thinking - PowerPoint PPT Presentation

M learning and the new students thinking
Download
1 / 32

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

Related searches for M-Learning and the New Students’ Thinking

I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.

Download Presentation

M-Learning and the New Students’ Thinking

An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -

Presentation Transcript


M learning and the new students thinking

M-Learning and the New Students’ Thinking

Cecilie Murray

Delphian eLearning Pty Ltd

dream discover do

cecilie@alphalink.com.au


The high tech world

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


M learning and

the generations

DescriptionBirthAge Million(%)

SeniorsBefore 192580+0.945%

Builders1926–194560-792.7515%

Boomers1946–196441–594.7525%

Generation X1965–198124–404.8326%

Generation Y1982–20005–235.1529%

Generation Z2001+<50.251%

Australian Bureau of Statistics


M learning and

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

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


M learning and

learning styles

Absorption

entertainment

educational

Active participation

Passive participation

aesthetic

escapist

Immersion

Multitask, positive,

goal oriented,

collaborative styles

Teamwork, structure, experiential activities, technology.

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


Generation y data

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


M learning and

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

http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2005111


Technology a game

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


  • M learning and

    PLAY


    Mlearning

    mLearning

    http://www.m-learning.org

    http://www.m-learning.org


    Pete s vegie patch

    pete's vegie patch

    PDA demonstrator resouces prepared by the Royal Tasmanian Botanical Gardens


    Emerging technologies

    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

    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

    new students, new world


    Essential planning questions

    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


    M learning and

    • Schools are transformed

    • with high ICT capability in

    • leadership, management,

    • teaching and learning


    M learning and

    Digitally literate teachers

    inspire a new generation

    of students to build

    their knowledge

    of the digital world


    M learning and

    Students are immersed

    in digital technologies

    as essential tools

    for learning


    Engaging the new students

    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?


    M learning and

    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?


    M learning and

    Sample 1

    Sample 2


    M learning and

    Kahootz 3D Multimedia Software


    Digital multimedia with ms producer

    Digital Multimedia with MS Producer


    Thinking tools

    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

    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


    M learning and

    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


  • Login