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rachel vartanian

Are You Ready for Mobile Learning? Educase - 0 views

  • Clark Quinn, professor, author, and expert in computer-based education, defined mobile learning as the intersection of mobile computing (the application of small, portable, and wireless computing and comm
  • unication devices) and e-learning (learning facilitated and supported through the use of information and communic
  • ations technology).
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  • Instructional Uses. With the iPod, students can download podcasts of relevant instructional material along with audio and video lectures. Although the early devices have rather small screens, future versions probably will have bigger screens so that users can read e-books on them.
  • Pros. With 87 percent of the market share, the iPod has already proven its popularity with students.
  • Instructional Uses. Students can use an MP3 player to download and listen to podcasts and audio lectures.
  • E-book readers are used to download text-based materials. They can store hundreds of e-books, newspapers, and magazines. Magnification and highlighting features facilitate easy reading and marking of texts, and full-text search makes it easy to find specific passages.
  • Instructional Uses. Students can use an e-book reader to download and store text-based instructional materials and electronic textbooks; read resources on demand; and conduct research.
  • Benefits: Great for people on the go. Anytime, anywhere access to content. Can enhance interaction between and among students and instructors. Great for just-in-time training or review of content. Can enhance student-centered learning. Can appeal to tech-savvy students because of the media-rich environment. Support differentiation of student learning needs and personalized learning.7 Reduce cultural and communication barriers between faculty and students by using communication channels that students like.8 Facilitate collaboration through synchronous and asynchronous communication.Challenges: May make it easier to cheat. Could give tech-savvy students an advantage over non-technical students. Can create a feeling of isolation or of being out-of-the-loop for non-techies. May require media to be reformatted or offered in multiple formats. Might render some content outdated because of rapid upgrades—here today, outdated tomorrow. Could require additional learning curve for non-technical students and faculty. May be used as a new high-tech package for the same old dull and boring content.
  • capitalize on the flexibility and freedom afforded by these devices.
  • wherever and whenever they need it.
  • Learning will center on the individual learner's environment rather than the classroom. Learning will involve learners making meaningful connections to resources and other people. The ability to instantly publish their observations and reflections as digital media will empower learners to become investigators of their own environments. The ability to easily capture and record life events will assist learners in recall and collaborative reflection. Distributed collaboration and mobile team opportunities will be greatly enhanced.
  • Behaviorism: Quick feedback or reinforcement can be facilitated through mobile devices. Constructivism: Mobile devices enable immersive experiences such as those provided by simulations or games. Situated learning: Learners can take mobile devices into authentic learning environments or "context-aware" environments, such as specially equipped museums. Collaborative learning: Mobile devices provide a handy additional means of communication and a portable means of electronic information gathering and sharing. Informal/lifelong learning: Mobile devices accompany users in their everyday experiences and become a convenient source of information or means of communication that assists with learning. Support/coordination: Mobile devices provide just-in-time access to learning resources, news, information, planners, address books, calculators, and so forth.
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    This article provides some great information and raises interesting questions regarding the pedagogical reasoning and rationale for using mobile devices in the classroom.  The article lists various types of mobile devices and lays out their instructional uses, pros, and cons.  In addition, I found the section titled "Benefits and Challenges of Mobile Learning" and "Pedagogical Implications" important for our evaluation considerations in the conclusion of our project. 
Ryan B

Web Tools for Schools: QR Codes in the Classroom - 0 views

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    This link is another possible way to use QR code in the classroom: Scanning the code will take you through to the URL which links with a student's wiki page dedicated to their adopted team providing all sorts of wonderful information about their adopted team and country.
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    SIG 1 Context: QR Codes
D L

Augmented Reality in the Classroom - 1 views

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    This is an excellent 3 minute video that shows HOW augmented reality engages students through MULTIPLE INTELLIGENCE addressing pedagogy. This is valuable as a visual aide to the different ways augmented reality can be used across the curriculum. SIG1 Context: augmented reality, in the classroom, exploration, connection, cross curricular
Ryan B

Google Public Data Explorer - 1 views

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    A fantastic free Google product that gives you direct access to real world statistics. It plots graphs of the data for you and even animates the graphs to show how they change through time.
Ryan B

iPads at Burley - 0 views

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    Shared by Susan: Follow along as a public elementary school in Chicago integrates the iPad into its first through fifth grade classrooms. This blog has a master list of apps, App Reviews from teachers and students, and other intergrating tech in the classroom.
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    SIG 1 Context: K-12 setting
Ryan B

Education's Guide to Mobile Devices: Everything You N2K - 2 views

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    This website is great for background information to mobile devices. It is a PDF file "Now, as a growing number of students carry smart phones, tablets, and other mobile devices that can connect to the internet wirelessly through a cellular as well as a Wi-Fi connection, the definition of ―mobile learning‖ is expanding-and with it, the possibilities inherent in the term.
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    SIG 1 Context: K-12 setting
D L

Implementing Augmented Reality in Math Education - 2 views

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    This web page provides a video tutorial for implementing augmented reality in math education to promote an engaging, relevant, and low cost solution to content. It also points to low test scores in geometry which might be improved upon through Google Sketchup. This is valuable as a means to address student needs for exploration in all areas specifically Geometry. SIG1Context: augmented reality, connection, cross curricular,
D L

pbs-kids-fetch-lunch-rush-brings-augmented-reality-to-1st-2nd-grade-math - 3 views

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    This site describes "Fetch Lunch App" which is a free augmented reality app for students in grades 1st through 2nd grade in math and science. This site describes a new augmented reality cross-curricular app. This is a good overview of the app for anyone unfamiliar with it. SIG1 Context: Dawn LeComte: augmented reality app , cross curricular connections.
D L

"Digital Canvas Initiative" - 1 views

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    Article gives examples increased classroom efficiency by reducing paper handouts and a reduction in photocopying through the use of iPads. Professor points to iPads as "creative tools." Although not K-12, definitely useful for someone teaching the arts. SIG 1 Context: creation, mobility
D L

Augmented Reality - 0 views

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    This is a Common Craft video about augmented reality. It shows how mobile devices have allowed for progress in augmented reality applications. As always this Common Craft, puts it in "plain English" making it understandable to anyone new to the concept. SIG1 context: augmented reality, mobile devices, AR,
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