Professional Documents
Culture Documents
M Learning
M Learning
What is m-learning?
Hot off the press, we are pleased to present the Mobile Learning infoKit. Launched at ALT-C 2011 The infoKit
offers valuable advice for any organisation starting out in m-learning, as was compiled with interviews and
contributions from all the main thinkers, creators and educators in this space See the overview presentation
(below) for a great introduction to m-learning, and if you want more you can download the entire infoKit
at http://bit.ly/mobilelearninginfokit
Many months in development, this infokit was put together by Doug and those nice people at Jisc infoNet as a
service to the education community. Thanks all!
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Mobile devices: any device that is portable (by humans) is a mobile device. This includes basic cell
phones or basic mobile phones for banking, sms health alerts, learning), smartphones (a mobile phone
with more capacities and most of the time including a Wifi option), netbooks (small laptops), notebooks,
laptops, iPods, mp3 players (great for language training), tablet pc’s (including iPads), eBooks, Flip video
camera’s (exchanging video’s via social media), … any device that can share media and is portable can
be seen as a potential mobile learning device.
Mobile Operating System: smartphones are small computers, as such they use an operating system to
interact with the software that is added to the smartphone. It is crucial to know which type of mobile
operating system you will be using in your mobile project, as this will define which type of software you
will be able to install on your smartphones. If you are unsure on what type of mobile operating systems
there are, look at unit 1 of the QR code module.
Mobile tethering: "Tethering" is the use of your cell phone -- or other Internet-enabled mobile device -- as
a modem for another device, usually a notebook or PDA. The connection is made either with a cable
(USB or serial) or wirelessly through bluetooth (or, in the good old days, via infrared or IrDA). (quoted
fromAbout.com)
Ubiquitous learning: is learning which happens across devices and across contexts (Link)
Augmented reality: augmented reality happens when the reality we perceive through our eyes is
enlarged by adding information to it. Adding information to our real environment can only happen if we
have a camera attached to a screen, as such smartphones are increasingly used to add extra knowledge
to our surrounding world, enabling us to access information when it is most relevant. Link for more
information.
Learning in the ‘cloud’: this term simply refers to learning online by accessing and sharing resources on
the web. Learning is said to be ‘in the cloud’ when it is not linked to one specific place (e.g. gmail is not
hosted on your computer, it is hosted on many servers that are always accessible, as such it is like a
cloud floating and not attached to one place).
QR codes: a lot of new mobile learning is built around Quick Response codes or QR codes. Augmented
reality for instance is sometimes using QR codes to trigger a mobile device to deliver extra information on
top of the reality that surrounds us. That is why a basic introduction course to QR codes is provided (if
you are new to the concept of QR codes, the course will take you about 1 hour to go through). A QR code
is the mobile version of the barcodes you can see on cans in the supermarket. If you want to know more
about them look at the short course.
Online learning: is learning through the use of a computer and the Internet.
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Pedagogy
Some useful resources on the pedagogy of mobile learning are:
Free e-book: Mobile Learning: Transforming the Delivery of Education and Training edited by Mohamed
Ally (2009)
'This collection is for anyone interested in the use of mobile technology for various distance learning
applications. Readers will discover how to design learning materials for delivery on mobile technology and
become familiar with the best practices of other educators, trainers, and researchers in the field, as well as the
most recent initiatives in mobile learning research.' http://www.aupress.ca/index.php/books/120155
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Introduction to mLearning
Edit 0 44…
trying out the different course options (feeling or becoming comfortable online)
listing challenges you are meeting, or are mostly likely to meet when planning mLearning
offering and jointly exchanging resources to get an overview of simple mobile learning options
looking at the mLearning template to start realizing your mobile learning ideas and projects.
Slideshare presentation giving an overview of mobile learning options and factors, during the webinar
'introduction to mLearning' I will use parts of this presentation, with additional slides:
Durable and scalable mlearning drilldown and intro to mLearning from Inge Ignatia de Waard
Choosing a mobile device (smartphone, tablet...) for your own mLearning purposes. How? Here is a
blogpost to help you select a learning device, if you have additional pointers, feel free to comment on the
post, or share your ideas in any way you feel comfortable.
List of most common mLearning terms .
10 minute subtitled, talking head movie giving an introduction to cellphone/smartphone mLearning and
with a brief focus on mobile apps, mobile social media, qrcode's.
What is a QRcode, or if you know what it is: how can I make one? You can find a short tutorial movie (1
minute 30 sec) on how to build your own QRcode here.or look at this one page job aid right here.
10 steps to draw up your mLearning strategy are listed in this blogpost.
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Connectivism is a hypothesis of learning which emphasizes the role of social and cultural context.
Connectivism is often associated with and proposes a perspective similar to Vygotsky's 'zone of
proximal development' (ZPD), an idea later transposed into Engeström's (2001) Activity theory.[1] The
relationship between work experience, learning, and knowledge, as expressed in the concept of
‘connectivity, is central to connectivism, motivating the theory's name. [2] It is somewhat similar to
Bandura's Social Learning Theory that proposes that people learn through contact.
The phrase "a learning theory for the digital age" [3] indicates the emphasis that connectivism gives to
technology's effect on how people live, communicate and learn.
History[edit]
Criticisms[edit]
The idea that connectivism is a new theory of learning is not widely accepted. Verhagen argued that
connectivism is rather a "pedagogical view."[9]
The lack of comparative literature reviews in Connectivism papers complicate evaluating how
Connectivism relates to prior theories, such as Socially Distributed Cognition (Hutchins, 1995), which
explored how connectionist ideas could be applied to social systems. Classical theories of cognition
such as Activity theory (Vygotsky, Leont’ev, Luria, and others starting in the 1920s) proposed that
people are embedded actors, with learning considered via three features – a subject (the learner),
an object (the task or activity) and tool or mediating artifacts. Social cognitive theory (Bandura, 1962)
claimed that people learn by watching others. Social learning theory (Miller and Dollard) elaborated
this notion.Situated cognition (Brown, Collins, & Duguid, 1989; Greeno & Moore, 1993) alleged that
knowledge is situated in activity bound to social, cultural and physical contexts; knowledge and
learning that requires thinking on the fly rather than the storage and retrieval of conceptual
knowledge. Community of practice (Lave & Wenger 1991) asserted that the process of sharing
information and experiences with the group enables members to learn from each other.Collective
intelligence (Lévy, 1994) described a shared or group intelligence that emerges from collaboration
and competition.
Kerr claims that although technology affects learning environments, existing learning theories are
sufficient.[10] Kop and Hill[11] conclude that while it does not seem that connectivism is a separate
learning theory, it "continues to play an important role in the development and emergence of new
pedagogies, where control is shifting from the tutor to an increasingly more autonomous learner."
Ally recognizes that the world has changed and become more networked, so learning theories
developed prior to these global changes are less relevant. However, he argues that, "What is
needed is not a new stand-alone theory for the digital age, but a model that integrates the different
theories to guide the design of online learning materials.". [12]
See also[edit]