Literature Review in Mobile Technologies and Learning - REPORT 11: FUTURELAB SERIES
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
FUTURELAB SERIES REPORT 11: Literature Review in Mobile Technologies and Learning Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples University of Birmingham
FUTURELAB SERIES REPORT 11: CONTENTS: EXECUTIVE SUMMARY 2 Literature Review in Mobile SECTION 1 INTRODUCTION 6 Technologies and Learning SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples MOBILE TECHNOLOGIES 9 University of Birmingham SECTION 3 TEACHING AND LEARNING WITH MOBILE TECHNOLOGIES – CASE STUDIES 20 FOREWORD SECTION 4 Mobile technologies are a familiar part of This review provides a rich vision of IMPLICATIONS FOR the lives of most teachers and students the current and potential future LEARNERS, TEACHERS in the UK today. We take it for granted developments in this area. It moves AND TECHNOLOGY DEVELOPERS 33 that we can talk to other people at any away from the dominant view of mobile time, from wherever we may be; we are learning as an isolated activity to explore SECTION 5 beginning to see it as normal that we can mobile learning as a rich, collaborative THE FUTURE OF TEACHING access information, take photographs, and conversational experience, whether AND LEARNING WITH record our thoughts with one device, and in classrooms, homes or the streets of MOBILE TECHNOLOGIES 36 that we can share these with our friends, a city. It asks how we might draw on BIBLIOGRAPHY 37 colleagues or the wider world. Newer existing theories of learning to help us developments in mobile phone technology evaluate the most relevant applications APPENDIX 1 are also beginning to offer the potential of mobile technologies in education. It CHARACTERISTICS OF for rich multimedia experiences and for describes outstanding projects currently MOBILE TECHNOLOGIES 42 location-specific resources. under development in the UK and around APPENDIX 2 the world and it explores what the future MAJOR MOBILE LEARNING The challenge for educators and might hold for learning with mobile RESEARCH PROJECTS 42 designers, however, is one of technologies. understanding and exploring how best we might use these resources to support We look forward to hearing your views learning. That we need to do this is on this review and welcome comments clear – how much sense does it make at research@futurelab.org.uk to continue to exclude from schools, powerful technologies that are seen as Keri Facer a normal part of everyday life? At the Director of Learning Research present time, however, the models for Futurelab using and developing mobile applications for learning are somewhat lacking. 1
EXECUTIVE SUMMARY EXECUTIVE SUMMARY existing theories. Our review of the literature reveals six broad theory-based The whole world is going mobile. Phones, categories of activity, and identifies a computers and media devices now fit in number of examples of the use of mobile our pockets and can connect us to a technology in each of them: variety of information sources and enable communication nearly everywhere we 1 Behaviourist – activities that promote go. There is considerable interest in learning as a change in learners’ exploiting the almost universal appeal observable actions and abundance of these technologies for In the behaviourist paradigm, learning their educational use. is thought to be best facilitated through the reinforcement of an association the whole world The following issues are the most salient: between a particular stimulus and a response. Applying this to educational is going mobile technology, computer-aided learning is WHAT ARE THE NEW MOBILE the presentation of a problem (stimulus) followed by the contribution on the part TECHNOLOGIES, AND WHY ARE of the learner of the solution (response). THEY RELEVANT TO LEARNING? Feedback from the system then provides the reinforcement. In a mobile learning With respect to technologies, ‘mobile’ context, classroom response systems generally means portable and personal, like ‘Classtalk’ (Dufresne et al 1996) and like a mobile phone. Many examples of ‘Qwizdom’ (Qwizdom: Assessment for learning with mobile technologies fit in Learning in the Classroom 2003) fall in to this description. Personal digital this category, as well as examples of assistants and mobile phones are the content delivery by text messages to most commonly used technologies for mobile phones (BBC Bitesize 2003, mobile learning, but they exist within 2004; Thornton and Houser 2004). the larger space of possible mobile technologies that can be broadly 2 Constructivist – activities in which categorised on the two dimensions of learners actively construct new ideas or personal vs shared and portable vs static. concepts based on both their previous and current knowledge In the constructivist approach, learning NEW LEARNING AND TEACHING is an active process in which learners PRACTICES AND MOBILE construct new ideas or concepts based TECHNOLOGIES on both their current and past knowledge. Learners are encouraged Most previous reviews of mobile to be active constructors of knowledge, technologies and learning have been with mobile devices now embedding concerned with the use of these them in a realistic context at the same technologies to address specific time as offering access to supporting curriculum areas. In this review, we tools. The most compelling examples take an activity-centred perspective, of the implementation of constructivist considering new practices against principles with mobile technologies 2
REPORT 11 LITERATURE REVIEW IN MOBILE TECHNOLOGIES AND LEARNING LAURA NAISMITH, PETER LONSDALE, GIASEMI VAVOULA, MIKE SHARPLES, UNIVERSITY OF BIRMINGHAM come from a brand of learning in Vygotsky’s socio-cultural psychology experience termed ‘participatory (Vygotsky 1978), including activity theory simulations’, where the learners (see for example Engeström 1987). themselves act out key parts in an Though not traditionally linked with immersive recreation of a dynamic collaborative learning, another theory system. Examples include the Virus that is particularly relevant to our Game (Collella 2000), Savannah consideration of collaboration using (Facer et al in preparation), and the mobile devices is conversation theory Environmental Detectives (Klopfer (Pask 1976), which describes learning and Squire in preparation). in terms of conversations between different systems of knowledge. Mobile 3 Situated – activities that promote devices can support mobile computer- learning within an authentic context supported collaborative learning and culture (MCSCL) by providing another means of Situated learning posits that learning coordination without attempting to can be enhanced by ensuring that it replace any human-human interactions, takes place in an authentic context. as compared to say, online discussion Mobile devices are especially well suited boards which substitute for face-to-face to context-aware applications simply discussions (Zurita et al 2003; Cortez et because they are available in different al 2004; Zurita and Nussbaum 2004). contexts, and so can draw on those contexts to enhance the learning activity. 5 Informal and lifelong – activities mobile devices The museum and gallery sector has that support learning outside a been on the forefront of context-aware dedicated learning environment are especially mobile computing by providing and formal curriculum well suited to additional information about exhibits Research on informal and lifelong and displays based on the visitor’s learning recognises that learning context-aware location within them. Examples of happens all of the time and is applications mobile systems that situate learning in influenced both by our environment and authentic contexts include the Ambient the particular situations we are faced Wood (Rogers et al 2002), MOBIlearn with. Informal learning may be (Lonsdale et al 2003, 2004), and the intentional, for example, through multimedia tours offered at the Tate intensive, significant and deliberate Modern (Proctor and Burton 2003). learning ‘projects’ (Tough 1971), or it may be accidental, by acquiring 4 Collaborative – activities that promote information through conversations, TV learning through social interaction and newspapers, observing the world Collaborative learning has sprung out or even experiencing an accident or from research on computer-supported embarrassing situation. Such a broad collaborative work and learning view of learning takes it outside the (CSCW/L) and is based on the role of classroom and, by default, embeds social interactions in the process of learning in everyday life, thus learning. Many new approaches to emphasising the value of mobile thinking about learning developed in technologies in supporting it. An the 1990s, most of which are rooted example in this category is the system 3
EXECUTIVE SUMMARY described by Wood et al (2003) where WHAT ARE THE IMPLICATIONS breast cancer patients are enabled to FOR LEARNERS, TEACHERS AND access trustworthy information about CURRICULUM DEVELOPERS? their condition, to communicate with other patients, and to keep track of Learning and teaching with mobile the issues that concern them. technologies is beginning to make a breakthrough from small-scale pilots 6 Learning and teaching support – to institution-wide implementations. In activities that assist in the coordination order for these implementations to be of learners and resources for learning successful, educators and technology activities developers must consider the following Education as a process relies on a key issues: great deal of coordination of learners and resources. Mobile devices can be • Context: gathering and utilising used by teachers for attendance contextual information may clash with reporting, reviewing student marks, the learner’s wish for anonymity and general access of central school data, privacy. and managing their schedules more effectively. In higher education, mobile • Mobility: the ability to link to activities in devices can provide course material the outside world also provides students to students, including due dates for with the capability to ‘escape’ the assignments and information about classroom and engage in activities that timetable and room changes. Examples do not correspond with either the of using mobile technologies in this teacher’s agenda or the curriculum. context include a mobile learning • Learning over time: effective tools are organiser which has been developed and needed for the recording, organisation tested at the University of Birmingham and retrieval of (mobile) learning (Holme and Sharples 2002; Sharples et experiences. al 2003; Corlett et al 2004), and the use • Informality: students may abandon of mobile phone technologies to support their use of certain technologies if they computing students (Riordan and perceive their social networks to be Traxler 2003; Traxler and Riordan 2003). under attack. a blended A blended approach to enabling learning • Ownership: students want to own and with mobile technologies is necessary as control their personal technology, but approach to successful and engaging activities draw this presents a challenge when they enabling learning on a number of different theories and bring it in to the classroom. practices. with mobile Research-informed guidelines can help to technologies is address these issues along with more practical concerns such as cost, usability, necessary technical and institutional support. A set of such guidelines (O’Malley et al 2003) is presented in Section 4.1 and outlined here: 4
1 Investigate a cost model for WHAT IS THE FUTURE OF MOBILE learning and infrastructure, technology and services. TECHNOLOGY IN EDUCATION? teaching with 2 Study the requirements of all those Mobile technologies are becoming more mobile involved in the use of the technology embedded, ubiquitous and networked, (learners, teachers, content creators) with enhanced capabilities for rich social technologies to ensure it is usable and acceptable. interactions, context awareness and is beginning internet connectivity. Such technologies 3 Assess that the technology is suited can have a great impact on learning. to make a to the learning task and examine Learning will move more and more outside breakthrough advantages and disadvantages of each of the classroom and into the learner’s technology before making a decision on environments, both real and virtual, thus which one to use. becoming more situated, personal, collaborative and lifelong. The challenge 4 Assign the necessary roles for initiating will be to discover how to use mobile and thereafter supporting mobile technologies to transform learning into learning. a seamless part of daily life to the point where it is not recognised as learning at all. 5 Develop procedures and strategies for the management of equipment when it is provided by the institution. 6 Provide training and (ongoing) technical support to the teachers to enable them to use mobile technologies to enhance current and to enable new instructional activities. 7 Consider the use of mobile technologies for student administration tasks. 8 Consider the use of mobile technologies to support collaborative and group learning. 9 Discover and adopt suitable applications that match the needs of your specific classroom and map directly to your curriculum needs. 10 Ensure security and privacy for the end users. 5
SECTION 1 INTRODUCTION 1 INTRODUCTION the use of computers in education. The specific aims of this review are: Today we are witnessing the emergence of a connected, mobile society, with a variety • to identify the different types of mobile of information sources and means of technologies that are applicable to communication available at home, work, learning school and in the community at large. • to explore new and emerging practices Some even describe this as the beginning relating to the use of mobile of the next social revolution (for example, technologies for learning Rheingold 2003). A high proportion of UK residents have mobile phones (75% • to identify the learning theories that are general population, 90% young adults; relevant to these new practices Crabtree et al 2003) that can handle both • to present a set of exemplary case voice calls and the display of textual studies demonstrating uses of mobile information. Many newer phones also have technologies for learning the ability to connect wirelessly to the • to present key issues and guidelines to internet. Hand-held computers, otherwise inform current educational practice and known as personal digital assistants policy (PDAs), are also becoming more widespread (BBC 2004), being distributed • to encourage educators and technical by employers who are eager to keep their developers to rethink their roles for the workforce productive whilst on the move. future of learning with mobile Laptops, though already a well-established technologies. technology, have gained new appeal when combined with the connectivity of newer mobile phones – a laptop can now use a 1.1 MOTIVATION FOR THIS REVIEW mobile phone as a means to dial-up the internet and in doing so offer a truly The prevalence of mobile technologies is mobile web experience. Furthermore, in itself a motivator to exploit them for kiosks and information screens are learning. Mobile technologies are already appearing all around the country, and widespread among children (NOP 2001). both researchers and industry are It makes sense, then, for an educational keen to exploit the potential of these system with limited information and ‘ambient’ approaches to providing rich communication technology (ICT) resources information spaces. to make the most of what children bring to the classroom. Sharples (2003) suggests There is considerable interest from that rather than seeing them as disruptive educators and technical developers in devices, educators should seek to exploit exploiting the unique capabilities and the potential of the technologies children characteristics of mobile technologies to bring with them and find ways to put them enable new and engaging forms of into good use for the benefit of learning learning. This review explores the use of practice. Mobile technologies provide an these mobile technologies for learning, opportunity for a fundamental change in considered against a backdrop of existing education away from occasional use of a learning theories that have been applied to computer in a lab towards more embedded 6
use in the classroom and beyond in individualised learning experiences, and (Hennessy 1999). Soloway et al (2001) have to giving them increased ownership (and further argued that to make any difference hence responsibility) over their own work. in the classroom at all, computers must be mobile and within ‘arm’s reach’. Most previous reviews of mobile technologies for learning categorise The nature of learning is closely linked examples of use according to curriculum to the concept of mobility. Vavoula and area. We believe that the benefits of mobile Sharples (2002) suggest that there are technologies for learning encompass more three ways in which learning can be than just what an individual can do with a considered mobile: device, and that there is thus a need for a wider review of new and emerging “learning is mobile in terms of space, ie it practices and how these relate to theories happens at the workplace, at home, and at and paradigms previously established for places of leisure; it is mobile between the use of computers in education. different areas of life, ie it may relate to work demands, self-improvement, or leisure; and it is mobile with respect to 1.2 CLASSIFICATION OF MOBILE time, ie it happens at different times TECHNOLOGIES during the day, on working days or on weekends” (p152). There are many different kinds of technology that can be classed as ‘mobile’. The close relation of learning to the Mobile, to most, means ‘portable’ and context and the situation in which the ‘movable’. It also seems to implicate a learning need arises has been widely ‘personal’ as opposed to ‘shared’ context discussed in the literature (Brown et al of use, and the terms ‘mobile’ and 1989; Lave and Wenger 1991) and the ‘personal’ are often used interchangeably – benefits of just-in-time, situated learning but a device might be one without have been explored (Goodyear 2000). Nyiri necessarily being the other. (2002) notes that knowledge is information in context and since mobile devices enable We can classify the range of mobile the delivery of context-specific information technologies using the two orthogonal they are well placed to enable learning and the construction of knowledge. 1 2 Personal Mobile phones Mobile technologies offer learning Games PDAs Classroom experiences which can effectively engage consoles Tablet PCs response systems and educate contemporary learners and Laptops which are often markedly different from Portable Static those afforded by conventional desktop Videoconferencing computers. These devices are used Kiosks Electronic dynamically, in many different settings, whiteboards giving access to a broad range of uses and Shared situated learning activities. The personal 3 4 nature of these technologies means that they are well suited to engaging learners Fig 1: Classification of mobile technologies 7
SECTION 1 INTRODUCTION dimensions of personal vs shared and on the move, but the devices themselves portable vs static, as outlined in Fig 1. are not physically movable. Street kiosks, Quadrant 1 shows devices that can be interactive museum displays and other classified as both portable and personal. kinds of installations offer pervasive These kinds of devices are what people access to information and learning most commonly think of in relation to experiences, but it is the learner who is mobile technologies: mobile phones, portable, not the delivery technology. Such PDAs, tablet PCs and laptops. It also devices are typically seen as being less includes hand-held video game consoles, personal, and are likely to be shared with Rosas et al (2003) and Lee et al (2004) between multiple users. Their larger size reporting on early evaluations of their means they are also better suited to educational use. Since these devices multiple-user interactions. These are normally support a single user, they are shared portable technologies. generally perceived as being very personal. The networked nature of such devices For more shareable interactions, the affords communication and information devices themselves must become larger sharing, meaning that while the devices and hence less portable. Examples include themselves are personal, the information interactive classroom whiteboards and within them can be shared easily. These video-conferencing facilities, as shown devices are portable because they are in quadrant 4. These technologies have taken from place to place and hence been included to show the complete they can be available in many different space of possibilities engendered by our locations. These are personal portable classification, but they would generally technologies. not be classed as mobile technologies. Some other technologies, less portable We believe that ‘mobile technologies’ than mobile phones and PDAs, can still comprise all devices from quadrants 1-3, offer personal interactions with learning and those from quadrant 4 that are not at experiences. Classroom response systems, the extreme end of the ‘static’ dimension. shown in quadrant 2, consist of individual student devices that are used to respond anonymously to multiple choice questions 1.3 SCOPE OF THIS REVIEW administered by a teacher on a central server. This technology is static in the In this review we will primarily be sense that it can only be used in one considering personal portable location, but remains personal because of technologies. We shall focus on its small size and allocation to (typically) hand-held devices including PDAs and one single user. These are personal static mobile phones. Many of the implications technologies. for learning are shared by other portable devices such as tablet PCs Being physically moved from one place to and laptops. another is not the only way in which mobile technologies can be ‘portable’. In quadrant Even within the narrow range of devices 3, there are examples of technologies that considered there is a variety of capabilities can provide learning experiences to users and features. Appendix 1 presents an 8
SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH MOBILE TECHNOLOGIES overview of features and specifications. 2 AN ACTIVITY-BASED APPROACH Further discussion of mobile device TO CONSIDERING LEARNING WITH characteristics can be found in Sharples MOBILE TECHNOLOGIES and Beale (2003) and Becta (2004). Much of the research into the use of This review advocates an activity-focused mobile technologies for learning is driven perspective on the use of mobile by the technical capabilities of new technologies for education, and presents devices. This is not unexpected, given the these activities along with relevant rapidly changing face of mobile computing. learning paradigms and theories in Section These new capabilities inspire new 2. In Section 3, we illustrate the categories practices which can lead to valuable of practice through case studies drawn outcomes, but, to date, application of from the literature. In Section 4, we theory to the use of these technologies for consider the implications for policy and educational purposes is lacking. In this educational practice, and present section we consider the kinds of activities research-informed guidelines as to how that can be enabled through the use of these can be addressed. Finally, with mobile devices under the categorisation reference to both emerging trends in of relevant theories from the study of mobile technology and learning research, learning and, in particular, learning with we speculate on the future of mobile technology. technologies and learning and the implications this will have for today’s Mobile technologies are computers, but educators and technology developers. that does not mean that they should be viewed as simply providing more portable versions of the learning activities that are currently supported on more static machines. Being mobile adds a new dimension to the activities that can be supported, both because of the personal and portable nature of the devices themselves, and because of the kinds of interactions they can support with other learners and the environment. Klopfer et al (2002) identify five properties of mobile devices (PDAs in this case) that produce unique educational affordances: • Portability – the small size and weight being mobile of mobile devices means they can be taken to different sites or moved around adds a new within a site. dimension to the • Social interactivity – data exchange and collaboration with other learners can activities that happen face-to-face. Nyiri (2002), with can be supported 9
SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH MOBILE TECHNOLOGIES reference to Dewey’s emphasis on 3 Situated – activities that promote the need to facilitate face-to-face learning within an authentic context interactions, posits a new philosophy and culture. of mobile learning that points to mobile 4 Collaborative – activities that promote technologies as facilitators for the learning through social interaction. innate anthropological need to communicate. 5 Informal and lifelong – activities that support learning outside a dedicated • Context sensitivity – mobile devices learning environment and formal can both gather and respond to real or curriculum. simulated data unique to the current location, environment and time. 6 Learning and teaching support – activities that assist in the coordination • Connectivity – a shared network can be of learners and resources for learning created by connecting mobile devices activities. to data collection devices, other devices or to a common network. Note that these categories are by no • Individuality – scaffolding for difficult means mutually exclusive, but are activities can be customised for intended to provide a loose theoretical individual learners. background for reviewing the case studies presented in Section 3. To fully appreciate the potential of mobile technologies for learning, we must look beyond the use of individual devices and 2.2 BEHAVIOURIST LEARNING consider their use embedded in classroom practice, or as part of a learning The use of mobile devices to present experience outside the classroom. learning materials, obtain responses from learners, and provide appropriate feedback, fits within the behaviourist 2.1 CLASSIFICATION OF ACTIVITIES learning paradigm. This paradigm draws on Skinner’s work on operant conditioning We have structured the classification of and behaviourism (Skinner 1968; itself activities around the main theories and based on Pavlov’s work on classical areas of learning relevant to learning with conditioning). Within this paradigm, mobile technologies. learning is thought to be best facilitated through the reinforcement of an association The six main themes we have identified are: between a particular stimulus and a response. Applying this to educational 1 Behaviourist – activities that promote technology, computer-aided learning is learning as a change in observable the presentation of a problem (stimulus) actions. followed by the contribution from the part 2 Constructivist – activities in which of the learner of the solution (response). learners actively construct new ideas or Feedback from the system then provides concepts based on both their previous the reinforcement. This type of learning and current knowledge. adopts a transmission model – learning takes place through the transmission 10
of information from the tutor (the 2.2.1 Classroom response systems – even the computer) to the learner. hybrid drill and feedback most basic of Despite a move away from the behaviourist The use of mobile devices to gather activities can be perspective within the field of learning feedback from learners during a session theory, many e-learning systems still rely being delivered by a teacher employs a embedded within heavily on this approach. Computers hybrid model that emphasises the a meaningful provide the ideal opportunity to present integration of mobile devices into existing content, gather responses, and provide teaching practice, not the replacement of it. learning context appropriate feedback. It would seem that this approach has lost none of its Classroom response systems facilitate momentum in transferring to the use of whole-class drill and feedback activities mobile devices instead of desktop PCs; by allowing teachers to: there is currently a great deal of interest in the use of mobile devices as a means to • Present content-specific questions. deliver such content, as the case studies These questions can range from simple in the next section will demonstrate. review to probing questions at the heart of the subject matter. Suggested With regard to mobile delivery, we find that solutions are invited by way of multiple we are faced with challenges similar to choice options on the students’ devices. those faced by early designers of computer-assisted learning (CAL) systems, • Gather student responses rapidly and when the technology was more limited. anonymously. Compared to today’s desktop computers, • Quickly assemble a public, aggregate mobile devices have limited displays, display to show the variation in the restricted input methods, and low rates of group’s ideas while maintaining connectivity. individual anonymity (Roschelle et al 2004). Despite these problems, ‘drill and feedback’ activities still offer a number The underlying principle is simple, but of advantages: there appear to be a number of gains over traditional methods of classroom interaction. • content and feedback can be tailored Roschelle (2003) reports the following to suit particular curriculum areas benefits for classroom response systems: • valuable data can be gathered about the progress of individual students. • Formative assessment/peer feedback and the benefit of anonymity: students The use of mobile devices also means that can see that others share their own even the most basic of such activities can misconceptions, but this information be embedded within a meaningful learning is anonymous, which means there context, as exemplified by classroom is no potential loss from answering response systems. incorrectly. This also aids the teacher in assessing the current level of understanding in the class as a whole. 11
SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH MOBILE TECHNOLOGIES • The use of devices for responses gives and sound were now possible) and rise to a change in the nature of the interaction methods. The computer was no teaching, as the responses themselves longer just a conduit for the presentation can serve as a catalyst for richer of information; it was a tool for the active discussion of the pertinent topics. manipulation of that information. The user or learner gained a locus of control in the • The role of the technology is small but learning activity that was missing from valuable: it provides anonymity, speed behaviourist approaches, and so dawned of response collection, and shared the era of ‘Powerful Ideas’ (Papert 1980). visualisations that enhance mutual pattern recognition. For Papert, and others of the time, the computer became the tutee, rather than These advantages give an indication of the the tutor, and the learner engaged in the ways in which mobile devices in particular learning process through instructing the can enhance the behaviourist learning computer how to perform tasks and process. This remains, however, a fairly solve problems. This was accomplished basic application of mobile devices in through a specially designed computer learning. As explored in the subsequent programming language called Logo. sections, mobile devices can provide more Papert termed this alternative approach to direct ways for learners to interact with constructivist learning constructionism, as materials in an authentic learning context. learners were actively constructing their own knowledge and learning by building interactive models. mobile devices 2.3 CONSTRUCTIVIST LEARNING Within a constructivist learning framework, can provide more Constructivist theories of learning were instructors should encourage students direct ways for developed during the 1960s and 70s, to discover principles for themselves. inspired by the rise in cognitive theories of In order to transform learners from learners to learning. Bruner, a principal contributor, passive recipients of information to active interact with theorised that learning was an active constructors of knowledge we must process in which learners construct new give them an environment in which to materials in ideas or concepts based on both their participate in the learning process, and an authentic current and past knowledge (Bruner 1966). the appropriate tools to work with that The use of a cognitive structure to select knowledge. Mobile devices give us a learning context and transform information, construct unique opportunity to have learners hypotheses and make decisions was embedded in a realistic context at heavily based on Piaget’s descriptions of the same time as having access to the patterns of physical or mental action supporting tools. that underlie specific acts of intelligence and correspond to stages of child The most compelling examples of the development (Piaget 1929). implementation of constructivist principles with mobile technologies come from a The personal home computer of the 1980s brand of learning experience termed offered tremendous advances in terms of participatory simulations. display capabilities (text, graphics, video 12
2.3.1 Participatory simulations 2.4 SITUATED LEARNING In participatory simulations, the learners The situated learning paradigm, as themselves act out key parts in an developed by Lave et al (1991), holds that immersive recreation of a dynamic system. learning is not merely the acquisition of Each learner carries a networked device knowledge by individuals, but instead a which allows them to become part of the process of social participation. The dynamic system they are learning about. situation where the learning takes place The aim of this approach is to move the has a great impact on this process. Brown simulation away from the computer screen et al (1989) also emphasise the idea of and more into the tangible world that cognitive apprenticeship, where teachers students can interact with. By making (the experts) work alongside students (the them part of the simulation itself, they are apprentices) to create situations where the engaged in the learning process, and get students can begin to work on problems to immediately see the effect their actions even before they fully understand them. can have on the system as a whole. They do not just watch the simulation, they are Situated learning requires knowledge in participatory the simulation. Colella et al (1998) to be presented in authentic contexts describe a participatory simulation where (settings and applications that would simulations, learners play the role of hosts in the normally involve that knowledge) and the learners spread of a virus; small wearable learners to participate within a community computers keep a track of who they meet of practice. By developing appropriate themselves act and the transmission of the disease. context-based teaching strategies with out key parts in Additional descriptions of participatory mobile technologies, we can fulfil both simulations enabled through the use of of these requirements. an immersive mobile technologies can be found in Facer recreation of a et al (in preparation) and Klopfer and Three strands that are especially relevant Squire (in preparation). Further details of to the use of mobile devices can be dynamic system these studies will be reported in Section 3. considered in relation to the situated learning paradigm. They are problem- These studies report positive responses based learning, case-based learning, from the learners involved, but the main and context-aware learning. issue of concern is whether learning that takes place within simulations like this transfer across to other situations and 2.4.1 Problem-based learning settings. Despite the initial enthusiasm and the groundbreaking nature of Papert’s Problem-based learning (PBL) work, there have been questions about the (Koschmann et al 1996) aims to develop transferability of the skills that students students’ critical thinking skills by giving develop in a microworld such as Papert’s them an ill-defined problem that is Logo. These same questions remain reflective of what they would encounter as unanswered for the microworlds within a practicing professional. The problem is participatory simulations. used as a basis for “learning by analogy and abstraction via reflection” (O’Malley et al 2003) . 13
SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH MOBILE TECHNOLOGIES context-aware The distinct characteristics of PBL 2.4.2 Case-based learning (Stepian and Gallagher 1993) include computing the following: Case-based learning (CBL) (Kolodner and represents a Guzdial 2000) is similar to PBL, but relies • Problems do not test skills; they assist on more well-defined problems, that may relatively new in the development of skills, and are or may not be representative of what area of research used to drive the curriculum. students might encounter in the real • Problems are ill-structured, with world. CBL is more flexible than PBL in minimal presenting information. that it can be used in small or large Gathering information, perceiving the classes and can be used as either an problem and developing the solution assessment exercise or as a catalyst for becomes an iterative process. class discussions and lectures. • Students (usually in groups of five to six) solve the problems; teachers and coaches act as facilitators and give 2.4.3 Context-aware learning guidelines as to how the problem may Context-aware computing represents a be approached. relatively new area of research. Context • Assessment is authentic and awareness means gathering information performance based. from the environment to provide a measure of what is currently going on Throughout the process of exploring a around the user and the device. Activities problem, students are encouraged to and content that are particularly relevant identify the areas of knowledge they will to that environment can then be made require to understand the problem. The available. Mobile devices are especially group then collects these learning issues, well suited to context-aware applications along with data, hypotheses and plans for simply because they are available in future inquiry in a structured manner, different contexts, and so can draw on which can be facilitated by shared those contexts to enhance the learning information resources (eg physical or activity. Context-aware mobile devices can electronic whiteboard), and uses the support learners by allowing a learner to collected information to develop a plan for maintain their attention on the world and the next iteration of problem formulation, by offering appropriate assistance when solution, reflection and abstraction. required. This kind of appropriate support can be seen as a form of scaffolding Applications of PBL include medical (Wood et al 1976). education (Albanese and Mitchell 1993), business administration (Merchant 1995; The museum and gallery sector has been Stinson and Milter 1995) and nursing on the forefront of context-aware mobile (Higgins 1994). computing by providing additional information about exhibits and displays based on the visitor’s location within them. 14
2.5 COLLABORATIVE LEARNING of knowledge. Pask was careful not to make any distinction between people and Both the capabilities of mobile devices and interactive systems such as computers, their wide context of use contribute to their with the great advantage that the theory propensity to foster collaboration. Mobile can be applied equally to human teachers devices can easily communicate with other and learners, or to technology-based devices of the same or similar type, teaching or learning support systems. enabling learners to share data, files and messages. They can also be connected to In order to constitute a ‘conversation’, a shared data network, further enhancing the learner must be able to formulate a possibilities for communication. These description of himself and his actions, devices are also typically used in a group explore and extend that description and setting, and so interactions and carry forward the understanding to a collaboration will tend to take place not future activity. In order to learn, a person just through the devices but also at and or system must be able to converse with around them as well. itself about what it knows. Research into collaborative learning with Learning can be even more effective mobile devices is greatly informed by when learners can converse with each previous research on computer-supported other, by interrogating and sharing their collaborative learning (CSCL). In reality, descriptions of the world. We can say that much current research into mobile the two people share an understanding learning can be classed as mobile-CSCL if Person A can make sense of B’s or MCSCL, and there is a specific focus on explanations of what B knows, and person the use of mobile technologies to promote, B can make sense of A’s explanation of facilitate and enhance interactions and what A knows. Thus, it is through mutual collaborations between students. conversation that we come to a shared CSCL draws on many different learning understanding of the world. Learning is a theories. Situated learning theories continual conversation; with the external emphasise the role of social interactions world and its artefacts, with oneself, and in the process of learning. Many new also with other learners and teachers. approaches to thinking about learning The most successful learning comes when developed in the 1990s, most of which the learner is in control of the activity, able are rooted in Vygotsky’s socio-cultural to test ideas by performing experiments, psychology (Vygotsky 1978), including ask questions, collaborate with other activity theory (see for example Engeström people, seek out new knowledge, and 1987). plan new actions. Though not traditionally linked with Laurillard (1993) relates Pask’s theory to collaborative learning, another theory that the realm of academic knowledge. Though is particularly relevant to our consideration primarily concerned with the application of of collaboration using mobile devices educational technology to university-level is conversation theory (Pask 1976), teaching, the ‘conversational framework’ which describes learning in terms of she puts forward can be applied to the full conversations between different systems range of subject areas and topic types. 15
SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH MOBILE TECHNOLOGIES The learning process includes the activities or its own knowledge. And because following aspects: apprehending structure, it cannot hold a conversation at the level integrating parts, acting on descriptions, of descriptions, it has no way of exploring using feedback and reflecting on goal- students’ misconceptions or helping action-feedback. As illustrated in Fig 2, them to reach a shared understanding. technology may play multiple roles within Technology can also demonstrate ideas or the conversation space. offer advice at the level of descriptions, as with the world wide web or online help Technology may take the place of the systems, but their practical advice, at the teacher, as in drill and feedback. The level of actions, is limited. difficulty here is that the computer can hold a limited dialogue at the level of Alternatively, the technology may provide actions - “look here”, “what’s this?”, “do the environment in which conversational that” - but is not able to reflect on its own learning takes place. It can extend the Technology provides an environment to enable conversation Why questions and responses Technology Offers theories and ideas Learner demonstrates or Re-describes theories demonstrates elicits models understanding of and elaborates Offers conceptions and explanations models and problem solutions Re-describes conceptions problem solutions How questions and responses Sets goals Technology Learner acts acts to build Adjusts model to build models the technology models and assist and solve Acts may provide in solving problems problems Modifies actions the environment in which Technology provides facility for conversational practical model building learning takes place Fig 2: Role of technology in supporting conversational learning 16
range of activities and the reach of a 2.6 INFORMAL AND discussion into other worlds through LIFELONG LEARNING games, and to other parts of this world by mobile phone or e-mail. The technology Learning happens all of the time and provides a shared conversational learning is influenced both by our environment space, which can be used not only for and the particular situations we are single learners but for groups of learners. faced with. Informal learning may be intentional, for example through intensive, significant and deliberate learning 2.5.1 Small group collaboration ‘projects’ (Tough 1971), or it may be accidental by acquiring information Mobile devices can support MCSCL by through conversations, TV and providing another means of coordination newspapers, observing the world, or by effectively without attempting to replace any human- even by experiencing an accident or human interactions, as compared to say embarrassing situation. Eraut (2000) coupling an online discussion boards which substitute classifies these ‘non-formal’ learning informatic layer for face-to-face discussions. activities along a continuum of the learner’s intent, with the former activities with the social Hand-helds support MCSCL activities by representing deliberate learning and the network layer, directly addressing usability problems with latter activities representing implicit conventional CSCL activities. The hand- learning. Activities in the middle of the learning gains held stores all of the material and continuum are described as reactive can be information necessary to organise the learning, which occurs in response to activity, and the user interface addresses changing circumstances such as career significant coordination by forcing the participants to promotion or parenthood. perform one task at a time in a specific sequence. Communication is supported by Indeed, studies of informal learning making messages about activity status, (Tough 1971; Livingstone 2001) show data, error or results available to all that most of adults’ learning happens participants, and synchronisation is outside formal education. While informal supported as each hand-held has to wait learning is a reality in people’s lives, they for the action of the other hand-helds may not recognise it as learning. before moving to the next stage of the activity. By requiring all participants to Tough (1971) notes: agree on an answer before proceeding, the application facilitates interactivity and “…when the person’s central concern is a provides a negotiation space. Finally, the task or decision, he will not be very hand-helds support mobility by allowing interested in learning a complete body of the participants to take the technology subject matter. Instead, he will want just anywhere, and by allowing for natural the knowledge and skill that will be useful social interactions. By effectively coupling to him in dealing with the particular an informatic layer with the social network responsibility of the moment” (p51). layer, learning gains can be significant (Zurita and Nussbaum 2004). 17
SECTION 2 AN ACTIVITY-BASED APPROACH TO CONSIDERING LEARNING WITH MOBILE TECHNOLOGIES Thus, people learn in order to be able to 2.7 LEARING AND perform a new task, or even to be able TEACHING SUPPORT to carry out a routine task in a better, more efficient or elegant way. Technology The use of mobile technologies in that is used to support learning should education is not restricted to exploiting be blended with everyday life in the same them for learning activities. Education way that learning is blended with everyday as a process relies on a great deal of life: seamlessly and unobtrusively. Mobile coordination of learners and resources. technologies, with their reduced size and Mobile technologies can help in supporting ease of use, provide the potential to teaching and learning without explicitly support such activities. being part of the learning activity themselves. the use of mobile With regard to accidental learning, learning episodes are impossible to There is scope for supporting both technologies in predict. The personal and portable nature students and teachers, and also for education is of mobile technologies makes them supporting administration more generally. very strong candidates for recording, Perry (2003) reports on the successful not restricted to reflecting on and sharing this type of use of PDAs for administration and exploiting them informal learning. supporting classroom management. for learning activities Theme Key Theorists Activities Behaviourist Skinner, Pavlov • drill and feedback learning • classroom response systems Constructivist Piaget, Bruner, • participatory simulations learning Papert Situated Lave, Brown • problem and case-based learning learning • context awareness Collaborative Vygotsky • mobile computer-supported learning collaborative learning (MCSCL) Informal Eraut • supporting intentional and accidental and lifelong learning episodes learning Learning n/a • personal organisation and teaching • support for administrative duties support (eg attendance) Table 1: An activity-based categorisation of mobile technologies and learning 18
Mobile devices can be used by teachers for of mobile devices in the classroom and the informal attendance reporting, reviewing student beyond comes from being able to combine marks, general access of central school different elements in ways that are nature of the data, or managing their schedules more appropriate to the learning activities to devices can effectively. In higher education, mobiles be supported. can provide course material to students lead to positive including due dates for assignments and rewards information about timetable changes or room changes. The informal nature of the devices can lead to positive rewards; Strom and Strom (2002) report that PDAs helped with teacher-parent communication, enabling a means for teachers to inform parents of absenteeism and thus manage this problem more effectively. 2.8 SUMMARY Table 1 summarises the main activity themes discussed in this section. While mobile devices are not necessarily required to support these activities, their use affords a highly personal experience embedded within an authentic context of use. The range of activities for which mobile devices are being used suggests that these technologies are fundamentally changing the nature of learning provision. It is beyond the scope of this review to attempt a synthesis of the theories presented here and elsewhere that are relevant to learning with mobile technologies. There is, as yet, no over- arching ‘theory of mobile learning’, but what we can work towards is an integrated pedagogy for the use of mobile devices that draws on a number of areas. What is needed is a blended, integrated approach – as explored in the next section, the power 19
SECTION 3 TEACHING AND LEARNING WITH MOBILE TECHNOLOGIES – CASE STUDIES 3 TEACHING AND LEARNING ‘matches’ against computer-generated WITH MOBILE TECHNOLOGIES – opponents, ranked by difficulty. Difficulty is increased by increasing the speed at which CASE STUDIES the problems display on the screen. This section presents both current and Compared to traditional worksheets, recent examples of teaching and learning Skills Arena was designed to offer faster with mobile technologies, categorised feedback, the ability for each student to under the themes introduced in Section 2. select the appropriate difficulty level and The particular examples were chosen to provide increased motivation. because they possess one or more of the following key characteristics: An initial pilot study of Skills Arena was tested with two classes of second grade • broad impact, mainly inferred from students (39 students in total) over 19 the number of learners supported days. Students completed an average of • strong theoretical basis 1,296 problems each during this period, • support of an interesting or three times what would be expected with novel activity traditional worksheets. Skills Arena also had a significant impact on the classroom • inclusion of both qualitative and culture. Both teachers found the activity quantitative evaluation results. was easy to administer and control, and one teacher even used Skills Arena as a reward for good behaviour. Students’ active 3.1 BEHAVIOURIST LEARNING engagement with Skills Arena extended beyond the time allotted in the classroom, The following case studies demonstrate as they were inspired to create stories the unique capabilities for anytime, about both their experience and their anywhere learning that mobile devices can characters. offer, even for the most straightforward ‘drill and feedback’ activities. Based on the results of the pilot study, additional classroom studies are planned to quantify whether using Skills Arena 3.1.1 Skills Arena improves student’s performance in addition and subtraction, and to compare Skills Arena (Lee et al 2004) is a the impact with traditional drill activities mathematics video game, implemented such as worksheets. using the Nintendo Game Boy Advance system, that supplements traditional curricula and teaching methods. Drills in 3.1.2 BBC Bitesize addition and subtraction are presented as a game with advanced scoring and record- BBC Bitesize (2003; 2004) is an initiative keeping, character creation and variable to provide revision materials via mobile difficulty level. Students can select phones, using a downloadable Java game the name and physical traits of their and SMS text messages. Given the limited character, which they use to compete in amount of information that can be 20
displayed on-screen and sent via text, the SMS was used as part of an English revision materials really are ‘bite-sized’. language course, where students were This initiative has been running since 2003, sent frequent vocabulary messages, which and has proved to be very popular, also act as reminders to revise. The especially with the growing number of lessons proved effective and were well phones with Java capabilities. The main received by the students. The system takes impact of the BBC Bitesize programme advantage of ‘push’ technologies and comes from the size of its audience - over promotes regular study. Researchers did 650,000 GCSE students (as well as a note, however, that students were number of curious adult learners). postponing study until they would have Some implementation problems the time to concentrate on the task. highlighted include: Video delivered on mobile platforms • Problem of localised content: some (both mobile phone and PDA) was used questions were not relevant to what to demonstrate the literal meaning a particular student had studied. and the special use of English idioms. • Lack of detailed feedback for learners: Students found the video quality low, the small screen size and memory but the experience of using the videos capacity of the mobile phones meant engaging. that no detailed feedback about question responses could be given. This was A related commercial application is Pocket highlighted as a key issue that learners Eijiro 1, started in December 2002 as an wanted to see addressed. English-Japanese, Japanese-English dictionary. The site now receives more • Compatibility across devices: despite than 100,000 hits per day and subscribers Java being promoted as a cross- number in the hundred thousands. platform environment, it was difficult to get the Java game running on all phones. 3.1.4 Classroom response systems • Costs: the SMS service was originally free, but excessive demand forced the Classroom response systems can be BBC to charge for messages, leading implemented as either specialist systems, to a significant decline in popularity. comprising both the hardware and software such as Educue 2, or as software-only systems that can be installed 3.1.3 Mobile phones for on mobile devices, such as Discourse 3. language learning Dufresne et al (1996) report on the use of Two mobile language learning systems for a classroom response system called mobile phones were implemented and ‘Classtalk’ with first year physics students tested in 2003 (Thornton and Houser 2004). at the University of Massachusetts, USA. 1 http://ojr.org/japan/wireless/1080854640.php 2 http://www.educue.com 3 http://www.ets.org/discourse/about.html 21
You can also read