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M-learning thru M-devices- Is it real learning?

M-learning thru M-devices- Is it real learning?. Real challenges?. Mobility – a fad, trend or a culture? Learning – have we change our learning behaviour? Mobile devices – the mindset of communication and entertainment tools not a learning tools

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M-learning thru M-devices- Is it real learning?

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  1. M-learning thru M-devices-Is it real learning?

  2. Real challenges? • Mobility – a fad, trend or a culture? • Learning – have we change our learning behaviour? • Mobile devices – the mindset of communication and entertainment tools not a learning tools • Life long learning – is there a real foundation to build life long learners

  3. Live life learning?

  4. The culture of learning • To date, the use of computers in education has mostly been focused on enhancing learning in formal settings, typically in the traditional classroom or computer lab. • However, learning does not only take place within such formal learning settings! • The use of mobile devices could expand learning possibilities and solve the problem of being tied to a particular location.

  5. Can learning happen with mobility? • All mobile phones have a relatively small display size. In addition to limitations in processing power, memory, and bandwidth, there are serious constraints on their input possibilities • Mobile phones restrictions for application development: • limited processing power and memory resource • variety of screen sizes • low resolution of the displays • broad range of input possibilities • high diversity of operating systems

  6. challenges • Challenges • Technical challenges:Connectivity and battery life,Screen size and key size • Multiple standards, multiple screen sizes, multiple operating systems • Repurposing existing e-Learning materials for mobile platforms • Social and educational challenges include Accessibility and cost barriers for end users: • How to assess learning outside the classroom • How to support learning across many contexts • Developing an appropriate theory of learning for the mobile age • Conceptual differences between e- and m-learning • Design of technology to support a lifetime of learning • Disruption of students' personal and academic lives • Access to and use of the technology in developing countries

  7. Growth/potential • The m Learning community is still fragmented, with different national perspectives, differences between academia and industry, and between the school, higher education and lifelong learning sectors. • Current areas of growth include: • Testing, surveys, job aids and just in time learning • Location-based and contextual learning • Social-networked mobile learning • Mobile educational gaming • "Lowest common denominator" mLearning to cellular phones using two way SMS messaging and voice-based CellCasting (podcasting to phones with interactive assessments) • According to a report by Ambient Insight in 2008, "the US market for Mobile Learning products and services is growing at a five-year compound annual growth rate (CAGR) of 21.7% and revenues reached $538 million in 2007. The data indicate that the demand is relatively immune from the recession.“ • The findings of the report indicate that the largest demand throughout the forecast period is for custom development services, content conversion, and media services and that the healthcare sector accounts for 20% of the total US market for mobile learning.

  8. Future • Technologies currently being researched for mobile learning include:[9] • Location aware learning • Point-and-shoot learning with camera phones and 2D codes • Near Field Communications (NFC) secure transactions • Sensors and accelerometers in mobile devices in behavioral based learning • Mobile content creation (including user generated content) • Games and simulation for learning on mobile devices • Context-aware ubiquitous learning • Augmented reality on mobile devices

  9. Moving forward • Understand the mobility culture – from devices to places • Build the foundation for life long learning – from police to programs • Fight the TELCO – the new KING is learning/edutainment content NOT infrastructure • Technology should not drive up the price/cost of learning it must reduce.

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