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.
The rapid rise of ebooks and e-readers has been phenomenal. Ebook sales have risen from 10 million in 2008, to 457 million in 2012, and despite slower growth in 2013, account for 20 per cent of all book sales. CILIP estimated that academic ebooks will account for 18 per cent of the global textbook market by 2013, up from 3.4 per cent in 2011. - See more at: http://www.cilip.org.uk/cilip/news/how-green-my-ebook#sthash.Q4xKNx4D.a5waSy2n.dpuf
Many schools that have adopted one-one tablet technology struggle with the pre-requisite skills associated with moving files from app to app. This process is now called App Smashing, and when you learn how to use it to your advantage, it really does make things nice and simple.
Workflow is king and the easier it is to distribute content, create solutions, and then store that information for feedback, the more success you will have in the digital classroom.
"Below we’ve gathered a diverse list of learning apps across iOS and Android from giants like Google, Apple, Microsoft, as well as upstarts like Brainfeed, The Sandbox, and Knowji. None of the apps are perfect, but each app does something special, and in that talent represents what’s possible as we careen towards 2020 and beyond.
Learning through play. Self-directed learning. Flipped learning. Mobile learning. Collaborative learning. Social learning. It’s all here. Alone, none offer the turn-key approach to education that textbooks have traditionally turned to. But this is a strength. As education technology grows, we can adapt to new learning models that take advantage of the fragmented but enormous potential of self-directed, creative, collaborative, and almost entirely mobile learning."
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.
Key TakeawaysA university-wide survey on students' mobile learning practices showed that ownership of mobile devices is high among students and that tablets are the most popular devices for academic purposes.The survey also found that mobile learning typically occurs outside the classroom, with only limited guidance from instructors.To improve mobile learning effectiveness, students and instructors need help adopting more effective learning and teaching practices across content areas.
Moving in the direction of mobile learning? Working to enable your traditional eLearning courses to run on tablets and smartphones? Consider another direction. Unless your eLearning offerings draw rave reviews from your workforce, moving them to a mobile device only makes it more convenient for your employees to access marginally effective training.
Raise the bar on your online training as you go mobile. Produce more effective, more engaging mLearning in a fraction of the time required to develop unengaging eLearning. How fast? How about 8 hours to produce training with 10 distinct learning activities? With built-in addictive learning games, extensive leaderboard capabilities, and the most extensive analytics on the market.
The PC is dying, long live the PC! These headlines have been thrown around for years, as sales of laptops and desktops have continually dwindled downward.
Kim Flintoff's insight:
The implications for learning engagement are significant. Recent data suggests that mobile engagement can potentially target 93% of the world's population. Learning design must shift to accommodate these growing patterns for engagement - instructional design and knowledge of more dynamic mobile platforms will need to become more common. Universities are still a decade or more behind current trends. What will blended and elearning look like in another few years if anyone takes notice of this?