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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. “ 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

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

  2. 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

  3. the generations Description Birth Age Million(%) Seniors Before 1925 80+ 0.94 5% Builders 1926–1945 60-79 2.75 15% Boomers 1946–1964 41–59 4.75 25% Generation X 1965–1981 24–40 4.83 26% Generation Y 1982–2000 5–23 5.15 29% Generation Z 2001+ <5 0.25 1% Australian Bureau of Statistics

  4. 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

  5. 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

  6. 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)

  7. 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

  8. 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

  9. 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

  10. PLAY

  11. mLearning http://www.m-learning.org http://www.m-learning.org

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

  13. 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

  14. 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

  15. new students, new world

  16. 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

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

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

  19. Students are immersed in digital technologies as essential tools for learning

  20. 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?

  21. 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?

  22. Sample 1 Sample 2

  23. Kahootz 3D Multimedia Software

  24. Digital Multimedia with MS Producer

  25. 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

  26. 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

  27. 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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