Design Practice of Learning with Mobile Devices

This week’s reading provides me a direct understanding of the technological integration of mobile devices into the learning experiences. The affordance of mobile devices, e.g., computing power, connectivity, and mobility, extends the range of learning environment, facilitates the social construction for collective knowledge, and enhances the learning in authentic contexts. However, the issues of adoption, availability, assessment, and etc. still challenge its future in the realm of learning.

Hsu and Ching’s (2012) paper investigates the practice of integrating mobile microblogging in an online course to promote learning in authentic contexts. Microblogging, as blogging, enables users for personal publication and interactive communication but it has a lower maximum of words. Participants in this study are required to have a smartphone or mobile device for this course and a university grant will provide support for those who did not have one to ensure they can meet the technological requirement. Participants post at least one tweet each week about the design topic and also comment on others’ posts, which lasts for nine weeks. Those tweets are used as the major source for the data analysis and the result indicates that microblogging can “promote learning in authentic contexts”, “reinforce formal learning with informal learning”, and also “enhance social learning”. Even though the character limit, microblogging increases the deep conversation through short but frequent exchanges. However, several challenges are also recognized such as the availability of mobile devices, the restriction of hashtag, and etc. The issue of availability reengaged me into the through of “digital equity” and further extend my understanding on the equity. Microblogging and other mobile learning strategies highly rely on mobile devices which causes learning goals cannot be achieved without the basic equipment. Additionally, not all the users are interested in the upgrading of the device, which will also bring about the decrease of the learning outcome.

Martin, Pastore, and Snider (2012) examine the instructional practice of incorporating mobile web applications in the learning process. The goal is to enable participants to create a systematic mobile instructional system with Dreamweaver. Participants are initially required to upload a 10-minute instructional movie clip of the subject matter that they want to focus on. Then the instructor show participants the basic techniques on how to use Dreamweaver to create instructional materials and provide scaffolding for participants to move on. With those scaffolding, participants work on their websites individually and then present to the class for feedback in order to complete the collective construction. At the end of the research, participants are expected to reflect their design practice and three challenges concerning the design issues are highlighted from their responses, e.g., small size of screen, usability (simplified navigation and organization), and the design of contents (concerning the size of screen and downloading speed). Based on the research project, researchers proposed several suggestions on the design of instructional practice with mobile device. The first is about the mobile development and delivery methods and researchers discussed the choice between mobile apps and mobile websites in perspectives of accessibility, development, and functionality. The second addresses the product testing which concerns whether the free online space is available for users to test their design. Finally, researchers indicate that it is essential for users to test their products outside the school/classroom. They argued that for the mobile websites, similar emulation program cannot satisfy the current need and more precise emulation programs are in need.

In summary, the instructional practice of integrating mobile devices helps students combine formal learning with informal learning, which promotes learning in authentic contexts, enhances social learning, and intensifies the metacognition.

My research interests address K-12 learning as well as adult learning. In addition to those two examples, I will share two examples of incorporating mobile devices into learning practice. The first one is used in the language learning (see attachment). The success of language learning is limited by the time that students engage in language learning activities outside the classroom and the absence of opportunities and motivation in practical contexts (Liu, Tan, and Chu, 2010). Therefore, researchers expect to construct a context-aware immersive learning context supported by Augmented Reality (AR) technologies to facilitate language learning. AR is an excellent educational application in terms of its ability to embed digital objects into a real environment (Hughes, Stapleton, Hughes, & Smith, 2005). Liu, et al. (2010) proposed a QR code and AR-supported English learning environment, called Handheld English Language Learning Organization (HELLO). HELLO system relied on the HELLO server and m-Tools and allowed students to acquire context-aware resources with their mobile phones and WLAN. With the detected identification code sent from students’ mobile phone when they took pictures to decrypt QR code, the server located students and sent the context-aware contents back to their phones. HELLO system turned out to be rather feasible and promising in Taiwan after a pilot study.  For example, if an instructor of English Learning Center (ELC) made a QR code of English reading materials and sent it to the server, students could finish their reading tasks even when they were waiting in lines for their food in the cafeteria.

The second one is about K-12 children’s reading but it is still in the phase of proposal. Motivation is considered as one integral component of children’s academic success including reading activity. However, research indicates that children’s reading motivation decreases with the increase of their ages, which fuels the phenomenon, “fourth grade slump”. In order to increase children’s reading motivation, the development team founds the subscription service called Bookboard and also creates its mobile app compatible with iPad. Bookboard incorporates game mechanics, parental involvement, and metacognition, which are supposed to increase children’s self-efficacy, stimulate intrinsic motivation, and help them define prosocial goals. Since the app is located on iPad, children can complete reading activity anytime and/or anywhere. Above all, this app demonstrates great potential to be incorporated in the instructional practices.

 

Reference:

Bookboard, INC (2013) Bookboard.com.

Hsu, Y. C., & Ching, Y. H. (2012). Mobile microblogging: Using Twitter and mobile devices in an online course to promote learning in authentic contexts. The International Review of Research in Open and Distance Learning, 13 (4), 211-227.

Hughes, C. E., Stapleton, C. B., Hughes, D. E., & Smith, E. M. (2005). Mixed reality in education, entertainment, and training. Computer Graphics and Applications, IEEE25(6), 24-30.

Liu, T. Y., Tan, T. H., & Chu, Y. L. (2010). QR code and augmented reality-supported mobile English learning system. In Mobile Multimedia Processing(pp. 37-52). Springer Berlin Heidelberg.

Martin, F., Pastore, R., & Snider, J. (2012). Developing mobile based instruction. TechTrends, 56 (5), 46-51.

QR Code and Augmented Reality-Supported Mobile English Learning System

Mobile Apps Review-Britannica Kids: Solar System

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Britannica Kids – Solar System

  • Reviewer: Hengtao Tang
  • DescriptionBritannica Kids: Solar System is an interactive encyclopedia about our solar system where kids drag and tap their fingers to browse pages of information, look at pictures, and watch videos using a pop-up scroll wheel. In addition, this creative app wins Silver Award Winner from E-Learning for ‘Best Use of Mobile Learning. The app is created by Encyclopaedia Britannica, Inc and its newest version is 2.1 that is updated on Oct. 18th, 2011. It requires iOS 3.0 or later and is compatible with iPhone, iPad, and iPod touch.
  • Linkhttps://itunes.apple.com/mu/app/britannica-kids-solar-system/id413282398?mt=8
  • Cost: $6.99
  • ReviewBritannica Kids: Solar System allows kids aging from 4-17 to learn all about the solar system through a broad range of materials that cover the physical properties of the sun, moon, planets, asteroids, and comets, and also physics concepts such as gravity and space, as well as a brief history of astronomy and space exploration. This app encourages self-study, memorization, and academic development through quizzes that test kids on what they’ve learned, and that are timed and scored so kids can strive to improve. Britannica Kids: Solar System is well adapted for K-12 science class and this app complements a budding interest in astronomy, with jumping-off points into astronomy, geology, and the solar system to explore those subjects in more detail. Text info is well balanced with colorful images, photographs, and videos for an engaging multimedia experience. Kids get feedback on what they’ve learned by taking quizzes, which encourages them to master the information.

Mobile Apps Review-ColorSplash

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ColorSplash

  • Reviewer: Hengtao Tang
  • Description: ColorSplash is an app that is designed by Pocket Pixels Inc. Its aim is to stimulate kids’ creativity through picking colors to add color to a black-and-white photo with finger-tapping. The newest version of the app is 2.0.2 that is updated on Oct. 23rd, 2013. It requires iOS 5.0 or later and compatible with iPad/iPhone/iPod.
  • Link: https://itunes.apple.com/us/app/color-splash-for-ipad/id374308914
  • Cost: $1.99
  • Review: This app encourages kids to paint the black-and-white photo according to their own will and creativity through color-tapping. This simple photo editing app lets kids turn photos into minor works of art they’ll have fun showing off and they can directly post their masterpiece to social network, such as twitter, Facebook, and etc. The app is easy to handle and the exploration of utilizing kids’ creativity will, in turn, better engage them in this interesting inquiry process.

Mobile Apps Review-Duolingo

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Duolingo

  • Reviewer: Hengtao Tang
  • Description: This app is designed for free language learning resources and practices by Duolingo, INC. It requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5 and its news version is 3.0.1 that is updated on Oct. 15th, 2013.
  • Linkhttps://itunes.apple.com/us/app/duolingo-learn-languages-for/id570060128?mt=8
  • ReviewDuolingo is a free app that allows language learners to access language materials and practice translation. Somebody who needs a webpage translated uploads it to Duolingo. That document then gets presented to Duolingo students who can translate it in order to practice the language they are learning. When the document is fully translated, Duolingo returns it to the original content owner who, depending on the type of document they uploaded, pays for the translation. The app also has a self-assessment mechanism and learners can monitor and track their learning process. Duolingo is also quite a personalized app because the system can help arrange learners’ materials according to their own profile settings, which can ensure the learning experience to be more adaptable for them.

Mobile Apps Review-Bookboard

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Bookboard

  • Reviewer: Hengtao Tang
  • Description: The app is designed by Bookboard, Inc. to increase kids’ reading motivation. This app requires iOS 5.0 or later and now is only compatible with iPad. Now the newest version is 1.55 updated on Sept. 25th, 2013.
  • Linkhttps://itunes.apple.com/us/app/bookboard/id607336107?mt=8
  • Cost: Free to down load but need to pay for subscription.
  • ReviewBookboard is a subscription service for children’s books that has a library of more than 300 books targeted at children ages 2-12. The mobile app for the subscription integrates game mechanics to motivate children’s reading within a goal-directed approach, which resembles role-play games and readers become the hero to take consecutive challenges to unlock more books. In addition, the app has book filters to select books for kids as well as built-in database which can help monitor the reading process and proficiency. It can be integrated in reading courses for preK and K-5 courses and parents’ involvement is also invited with this app. The expectance for this app is an increase in kids’ reading interests, and even reading proficiency.

Mobile Apps Review-Coursepad

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Coursepad

  • Reviewer: Hengtao Tang
  • Description: The app is designed by Arnaud Coomans because he wants to use Coursera on mobile devices. This app requires iOS 5.1 or later and is compatible with iPhone, iPad, and iPod touch. The new version is optimized for iPhone 5.
  • Linkhttps://itunes.apple.com/us/app/coursepad/id599272456?mt=8
  • Cost: Free
  • Review: Massive Open Online Courses (MOOCs) now become a popular word for the realm of education and so many learners register and take courses from MOOCs providers, such as Coursera, EdX, and etc. This app allows users to learn with Coursera courses on their mobile devices, such as iPad, iPhone, and etc., which is more convenient and ubiquitous.

 

Self-regulated Learning

Bransford, Stevens, Schwartz, Meltzoff, Pea, Roschelle, Vye, Kuhl, Bell, Barron, Reeves, and Sabelli (2006) indicate the trend of synergy for learning in the next phase of development. As of their insights, learning activities are not separate but interrelated with each other and finally synergize to establish a new learning era. Authors categorize learning activities into three formats, implicit learning, informal learning and formal learning.

Implicit learning is defined as receiving knowledge in an unconscious and effortless way. This sort of learning activities can be tracked in many settings and start early in people’s lives. Based on neuroscience findings, implicit learning draws our attention to “critical period” for learning and states that toddlers will overproduce the synapse and then prune as ages increase. When they are young, children are not thoroughly committed and can generate more than one “mental filter” that expands the learning ranges.

Informal learning provides us the practical context that we can be situated in for knowledge transfer and it was the most common learning context that we can face in everyday life. Formal learning normally refers to the education context of schooling or traditional instruction. Up to now, more emphasis is placed in the combination of those three learning strands. It is widely agreed that three learning strands synergies to improve peoples’ effective learning.

I do agree with the trend of synergy for learning and the idea of life-long learning. In fact, when I was young, I was instilled the idea that “never too old to learn” with a number of examples of celebrities but I cannot understand what it denotes. With the accumulation of knowledge, I consider life-long learning as an ideal condition for self-learning that will be based on the synergy of three strands of learning. To be a life-long learner, people should be intrinsically motivated and integrate various learning strands in the everyday learning context. It is impossible for learners to permanently stay in one context that means leaners will move among implicit learning, informal learning, and formal learning. Exposed to various contexts, learners are supposed to be situated in and also construct or solidify knowledge foundation according to their will. This also addresses the requirement of self-regulated learning to complete the synergy and knowledge transfer. Self-regulated learning not only accumulates a sum of knowledge but also requires learners to develop metacognition, motivate themselves intrinsically, and assess learning process on their own, which more focuses on learning abilities and motivation. Normally when learners are intrinsically motivated, they can develop that sort of lasting attachment to learning in a certain context. Then when they move to a new context, self-regulated learners can complete the transfer of knowledge and monitor how the process achieved their goals, which is quite beneficial since learning is a complex system situated ubiquitously in the everyday life.

 

Reference:

Bransford, J., Stevens, R., Schwartz, D., Meltzoff, A. N., Pea, R., Roschelle, J., Vye, N., Kuhl, P. K., Bell, P., Barron, B., Reeves, B., & Sabelli, N. (2006). Learning theories and education: Toward a decade of synergy. In P. Alexander & P. Winne (Eds.), Handbook of educational psychology (2nd ed. ed., pp. 209-244). Mahwah, NJ: : Erlbaum.

 

Digital Meme for LDT PhD

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Pursuing PhD degree at Learning, Design, and Technology provides me access to mobile technologies which makes my parents and friends consider me as tech geek. Some of my friends consider PhD students or PhD students from College of Education will absolutely be a faculty member, which is often not the truth. I hope I myself can use technology to make cool stuff and integrate them into the real life, like iron man. However, sadly, in fact, I was driven by all kinds of due, due, due………

 

Identity

This week’s reading denotes the “identity” embedded in the technological practice. Gee (2000) introduces four perspectives of identity that can be formed and claims four perspectives are not separate from each other but interchangeable though various contexts. Then he analyzes that the wealth is accumulated through the access to a specific network and the discoursed information. Pea et al. (2012) examines effects of the media use, face-to-face communication, and media multitasking on the social well-being among 8- to 12- year-old girls. The research provides evidence to argue that face-to-face communication is neither a substitute for nor a complement to online communication and online communication or facilitated interaction through online tools cannot ensure the healthy social experiences, which urge a new media landscape for child development. Turkle (2008) investigates the concept of “tethered self” and what changes are brought by the connections.

Mobile phones bring us convenience, interactivity, and mobility but as a new media, it also causes a new reform to the information and identity. As of my concern, social well-being seems to decrease because of the intensive use of mobile phones. To me, a strange phenomenon occurs that the interactive communication with friends from my home country become less in contrast with that the technology makes the communication more convenient and rapid. More often, a majority of friends around me can use their mobile phones for SNS but they tend to view others’ information rather than post for themselves and interact with friends. This week’s reading reminds me of the significance of identity in the social interaction and collaboration. After graduating from the undergraduate study, we entered different realm and devoted to distinct careers. As Gee (2000) indicates, we formed various A-identities which are based on the context that each of us is situated in. Various realms mean a wide range of identities and the disparity on the identity further expanded the physical gap between my friends and me.

Based on this week’s reading and the example above, context plays a significant role in the construction of identity and within a tethered context, we should recognize the connections as the access to the success within the new capitalism society. Connectivism ever emphasized “identity” as representation of knowledge and the process of transition will be a source for learners to construct the knowledge. Gee (2000) also mentioned in the article that the elites are supposed to take control of the mobility and adapt to the new context smoothly, which will be a process of the reconstruction of identity for people who entered the new context. The process of reconstruction is the time that they receive information and construct knowledge in this realm.

 

mobile

Zheng, H. (2013) Retrieved from http://www.aboluowang.com/2013/0914/333289.html.

 

Reference:

Gee, J. P. (2000/2001). Identity as an analytic lens for research in education. Review of Research in Education25, 99-125.

Pea, R., Nass, C., Meheula, L., Rance, M., Kumar, A., Bamford, H., Nass, M., Simha, A., Stillerman, B., Yang, S., & Zhou, M. (2012). Media use, face-to-face communication, media multitasking, and social well-being among 8- to 12-year-old girls. Developmental psychology. Advance online publication. doi: 10.1037/a0027030.

Turkle, S. (2008). Always-on/always-on-you: The tethered self. In  J. E. Katz (Ed.), Handbook of mobile communication studies (pp. 121-137). Cambridge, MA: MIT Press.

Zheng, H. (2013) Retrieved from http://www.aboluowang.com/2013/0914/333289.html.