This paper explores how a group of undergraduate students in one of the university in South of Malaysian use their mobile phones to perform informal learning activities related to the content of their courses outside the classroom. The paper also addresses the usefulness of informal learning activities to support students' learning. The study adopts an exploratory case study design and uses two methods of data collection including questionnaires and interviews. Main findings suggest that students performed informal learning activities mostly from office, home, interacting mainly with classmates. It also shows that students were in control of their informal learning activities without tutor or SMEs' input. However, it was found that students used only a limited number of applications but these were considered useful to their learning. The paper contributes to a discussion of the implications of training and instructional support to help students to take more advantage of mobile phone applications to support informal learning. The conclusion is discussed about the further research in this domain.
Weebly has now added an education section. Weebly is perfect for creating classroom websites, student e-portfolios, and websites for assigned projects.
Although many teachers have enthusiastically adopted interactive whiteboards, little research is available on their effect on student achievement. However, in a study that involved 85 teachers and 170 classrooms, the teachers used interactive whiteboards
Collaborative Statistics was written by Barbara Illowsky and Susan Dean, faculty members at De Anza College in Cupertino, California. The textbook was developed over several years and has been used in regular and honors-level classroom settings and in dis
Students in a South Texas classroom had taken on the role of employees at CleanWater Tech, a fictional U.S. company that produces water filtration technology, and were poring over the economic indicators of various unnamed countries, trying to decide into
I'm still thinking about that UCLA research saying "technology in the classroom damages literacy and critical thinking." I'm still thinking it's behind the times, in its framing of technology as "...
Several educators suggest in the newest issue of Science that schools use video games to simulate the real-world situations in the classroom to help students develop critical-thinking skills and enhance their understanding of science and math and, perhaps
Bugscope is an educational outreach program for K-12 classrooms. The core of Bugscope is an interactive web-application that allows remote control of our Scanning Electron Microscope, an actively used high-end research tool at the University of Illinois,