OLTD 508 - Mobile Learning & Gaming
OLTD Learning Outcome:
Critically assess and evaluate resources for best practice in mobile learning and gaming environments
Evidence to Support Outcome: Annotated Bibliography
Reflection to Support Evidence:
This particular artifact was chosen as it epitomizes the value and wealth of the current research being done on mobile learning technologies. The research presents itself from definitional info-graphics to in-depth studies and research papers.
This particular evidence piece really gave me insight into what has been done to develop and implement mobile technologies in learning environments. The range of topics covered in the bibliography provide a glimpse into how fast this technology has impacted educational reform and also how varied the approaches are that have been tried and studied. Although I am familiar with using certain applications on mobile devices, such as an iPad, in helping students learn, I had no real idea that there was this much diversity in mobile learning. The research on and use of mobile applications globally is, simply put, quite amazing. This evidence will be a solid tool in my desire to grow my virtual school program and allow me to provide excellent data and information to my supervisors.
This learning outcome has helped me to look deeper into what mobile learning environments really are. I will admit to initial reluctance to put aside my prejudices against certain devices, like smart phones, being used by students while in school. As an administrator, I have had many years to build up these prejudices due to policing underdeveloped or misused policies around appropriate use or BYOD initiatives. The greatest hurdle to overcome has been to see how innovations using mobile technologies really can benefit student engagement and learning. Using this body of research as a start, my work going forward will be to involve my teachers in developing a framework for implementing mobile technologies in our school and in their classes. Once that framework is complete, the fears associated with M-Learning will hopefully be allayed and they (teachers) will begin to take the necessary risks to see how to incorporate these technologies into their everyday planning and pedagogy.
OLTD Learning Outcome:
Be familiar with common terms, definitions and elements related to mobile learning and gaming environments
Evidence to Support Outcome: Infographic
Reflection to Support Evidence:
The evidence I have chosen is an inforgraphic I created using Piktochart. This piece provides an introduction to the basic differences between E-Learning and M-Learning. The chart provides a quick look at the similarities and differences between them and the common reference terms characteristic of each modality.
This was my first real foray into the world of M-Learning. Although I knew some things about the use of apps in education, I did not really see the differences between using desktop / laptop devices and the various mobile devices such as iPads and smart phones. As I began to explore this difference, I found that there were not only significant differences in hardware and software, but the jargon and terminology either meant different things or there were terms specific to each modality.
This particular learning outcome has already been shared with my staff so that they also become more familiar with how their own knowledge about mobile and static technologies compares with current models. As our school team tries to keep our programs as cutting edge as possible, the exploration of various teaching and learning modalities is essential. Getting to know how to even discuss new approaches requires familiarization with how technologies have changed in design and use. This outcome will help to kick-start the necessary personal and school-based research into these modalities to see if they really are possible to effect positive change in our approaches to teaching and learning. Our whole school program and community can only benefit from this exploration.
Critically assess and evaluate resources for best practice in mobile learning and gaming environments
Evidence to Support Outcome: Annotated Bibliography
Reflection to Support Evidence:
This particular artifact was chosen as it epitomizes the value and wealth of the current research being done on mobile learning technologies. The research presents itself from definitional info-graphics to in-depth studies and research papers.
This particular evidence piece really gave me insight into what has been done to develop and implement mobile technologies in learning environments. The range of topics covered in the bibliography provide a glimpse into how fast this technology has impacted educational reform and also how varied the approaches are that have been tried and studied. Although I am familiar with using certain applications on mobile devices, such as an iPad, in helping students learn, I had no real idea that there was this much diversity in mobile learning. The research on and use of mobile applications globally is, simply put, quite amazing. This evidence will be a solid tool in my desire to grow my virtual school program and allow me to provide excellent data and information to my supervisors.
This learning outcome has helped me to look deeper into what mobile learning environments really are. I will admit to initial reluctance to put aside my prejudices against certain devices, like smart phones, being used by students while in school. As an administrator, I have had many years to build up these prejudices due to policing underdeveloped or misused policies around appropriate use or BYOD initiatives. The greatest hurdle to overcome has been to see how innovations using mobile technologies really can benefit student engagement and learning. Using this body of research as a start, my work going forward will be to involve my teachers in developing a framework for implementing mobile technologies in our school and in their classes. Once that framework is complete, the fears associated with M-Learning will hopefully be allayed and they (teachers) will begin to take the necessary risks to see how to incorporate these technologies into their everyday planning and pedagogy.
OLTD Learning Outcome:
Be familiar with common terms, definitions and elements related to mobile learning and gaming environments
Evidence to Support Outcome: Infographic
Reflection to Support Evidence:
The evidence I have chosen is an inforgraphic I created using Piktochart. This piece provides an introduction to the basic differences between E-Learning and M-Learning. The chart provides a quick look at the similarities and differences between them and the common reference terms characteristic of each modality.
This was my first real foray into the world of M-Learning. Although I knew some things about the use of apps in education, I did not really see the differences between using desktop / laptop devices and the various mobile devices such as iPads and smart phones. As I began to explore this difference, I found that there were not only significant differences in hardware and software, but the jargon and terminology either meant different things or there were terms specific to each modality.
This particular learning outcome has already been shared with my staff so that they also become more familiar with how their own knowledge about mobile and static technologies compares with current models. As our school team tries to keep our programs as cutting edge as possible, the exploration of various teaching and learning modalities is essential. Getting to know how to even discuss new approaches requires familiarization with how technologies have changed in design and use. This outcome will help to kick-start the necessary personal and school-based research into these modalities to see if they really are possible to effect positive change in our approaches to teaching and learning. Our whole school program and community can only benefit from this exploration.