BYOD and 1:1 are two popular trends in today's educational system. The common thing between these two trends is that they are both technology-induced, that is based on, applied to, and came about as a direct result of the wider uptake of digital technologies. Also both of these trends aim at a better integration and a wider access to technology within formal educational settings.
something doesn't seem quite right with this particular implementation ... The World Bank's EduTech blog explores issues related to the use of information and communication technologies (computers, laptops, tablets, the Internet, ...) to benefit education in middle and low income countries around the world. While I tend to view, with a fair degree of skepticism, many of the statistics which purport to document just how many people have visited a particular web site, it seems that the EduTech blog was recently visited by its one millionth reader. When viewing the mass of blog posts in their entirety, together with our visitor logs and other relevant data, it is quite clear that BY FAR the single most popular post remains one I did over four years ago on 'worst practice in ICT use in education'. What was relevant back in 2010 appears still to be quite relevant today. (This isn't always the case: If memory serves, I quickly drafted and published that particular blog post because I was having trouble completing one 'Exploring the Use of Second Life in Education' -- I'm guessing that the half-life for *that* one, had it even been finalized and published, would have been pretty short!) Recent news articles -- whether reporting that the one tablet per child project in Thailand 'has been scrapped' or the decision of the school district in Hoboken, New Jersey (USA) to 'throw away all its laptops' -- suggest that debris continues to pile up on the landscape of 'failed' attempts to use new technologies effectively in education in various ways. The Franco-Czech writer Milan Kundera has a short story called "Let the Old Dead Make Room for the Young Dead". Sometimes I feel like this title could be adapted for use in an introductory essay to a book documenting many of the unfortunate 'educational technology deployments' that have been irresistable fodder for politicians and headline writers alike (and clickbait for folks on Twitter) over the past decade. And yet .... just because because we continue to hear variations on a sadly familiar theme, I don't know that the best response is to admit defeat, throw up our hands, throw everything away and go back to the 'good old days'. Learners would not be terribly well served if educational planners in 2014 simply decided to emulate the impulses and actions of Silesian weavers back in 1844 and smash all the machines in reaction to the spread of new technologies. Attempting to stuff this particular genie back in the bottle isn't only impractical: I would hazard a guess that it is well nigh impossible. The recent article on the Hoboken experience labels it a 'failed experiment'. Personally, I am not sure that this label fits in this particular case. In an experiment, it seems to me that you are usually trying to learn something. This rather large purchase of technology seems to me like yet another solution in search of a problem that no one bothered to actually tried to define in any meaningful way. I suspect that, at a fundamental level, the problem wasn't (really) with the technology. In other words: It seems more like human failure to me.
China has been going through an explosive internet adoption period, with mobile playing a key role in getting people online. And now, the latest report published by state-affiliated research organization China Internet Network Information... Keep reading →
Worldwide device shipments, including mobile phones, PCs, tablets and unltramobiles, are on pace to increase 4.2 percent this year over last to reach 2.4 billion units, according to the latest forecast from market research firm Gartner.
Kim Flintoff's insight:
More to suggest that if you're a global p[layer and not targeting mobile you may be missing a huge cohort of users. Increasingly learners are abandoning larger computing devices for portable and mobile options - mobile phones are by far the closest thing to ubiquitous technology.
Mobile is still treated like a toy rather than a serious device.
This is despite the fact that mobile is more contextual, more powerful and packed withmore affordances than any PC. Somehow if it doesn’t have a keyboard or mouse it doesn’t seem to count. Mobile just doesn’t seem to justify investment in the eyes of most IT departments. This is despite the fact that the mobile device we have in out pockets is in most cases newer and more powerful than the junky PC we, and our students, are working on. Compare working with video on your phone vs your PC. Which one struggles? Which one drops frames? Which one renders longers?
The underlying fact is that mobile represents a significant change – in the type of technology, the kinds of affordances it makes available and more importantly, in the way we interact with it.
Instead of mobile learning, I call this second-generation mobile learning fluid learning, which focuses on the flow of learning between mobile and non-mobile devices, such as a desktop computers. Fluid learning is enabled by a consideration of five attributes when designing content or instructional activities: neutrality, granularity, portability, interactivity, and ubiquity.
The rise of mobile social media provides unique opportunities for new and creative pedagogies. Pedagogical change requires a catalyst, and we argue that mobile social media can be utilized as such a catalyst. However, the mobile learning literature is dominated by case studies that retrofit traditional pedagogical strategies and pre-existing course activities onto mobile devices and social media. From our experiences of designing and implementing a series of mobile social media projects, the authors have developed a mobile social media framework for creative pedagogies. We illustrate the implementation of our mobile social media framework within the development of a new media minor (an elective set of four courses) that explicitly integrates the unique technical and pedagogical affordances of mobile social media, with a focus upon student-generated content and student-determined learning (heutagogy). We argue that our mobile social media framework is potentially transferable to a range of educational contexts, providing a simple design framework for new pedagogies.
Readers of the iMedicalApps forums will have seen that Evernote was rated particularly highly by a number of commenters when asked ‘How do you use mobile technology to help with your studies’. As a result of this, I was encouraged to try Evernote out for an extended period and see what impact it could make upon …
"In less than a decade, mobile technology has spread to the furthest corners of the planet. Of the estimated 7 billion people on Earth, 6 billion now have access to a working mobile phone. Africa, which had a mobile penetration rate of just 5% in the 1990s, is now the second largest and fastest growing mobile phone market in the world, with a penetration rate of over 60% and climbing."
The University of Washington Tacoma is hoping to improve retention with a daily support message sent to each student's mobile device.
Retention and student success have long been among the biggest issues facing institutions of higher education, but a new generation of students is complicating matters. "There has been a change in who goes to college," according to Colleen Carmean, assistant chancellor for academic technologies at the University of Washington Tacoma. "We think of the traditional student as the person right out of high school; but now the demographic is across the board. What in the past was a small percentage of students returning to college is now the majority. We are a nation going to college, as people realize they need a college degree in order to have a more successful life."
Kim Flintoff's insight:
Personalisation through targeted scaffolding of effective behaviours.
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