Showing posts with label simulations. Show all posts
Showing posts with label simulations. Show all posts

Saturday, September 11, 2010

Link: Mobile Learning in the UK: MoLeNET Research Article "Modernizing Education and Training: Mobilizing Technology for Learning"

I've been following the research about learning and mobile/handheld devices since 2003,  and can now say with confidence that the era of mobile learning has arrived.   Netbooks, smartphones, e-readers, and iPads are in the hands of people of all ages, and more people are spending time learning "on-the-go" - for informal learning as well as learning that is attached to a formal course of study.


Thanks to the hard work of researchers around the world, there is a growing body of scholarly research that supports this trend.  The following article, published this year (2010), focuses on research in the UK, but is worth reviewing by educators (and learners) in the US and other countries:


MODERNIZING EDUCATION AND TRAINING: MOBILIZING TECHNOLOGY FOR LEARNING
http://www.moleshare.org.uk/molehole/7032BFB756/100103.pdf


Authors: Jill Attewell, Carol Savill-Smith, Rebecca Douch, Guy Parker
Mobile Learning (MoLENET) Program

Summary
"In recent years there have been amazing advances in consumer technology. The Mobile Learning Network (MoLeNET) initiative has enabled colleges and schools to harness some of this technology in order to modernise aspects of teaching, learning and training. The result has been improvements in learner engagement, retention, achievement and satisfaction. This publication draws on the experiences of the 11,253 learners and 2261 teachers involved in the 2nd year of MoLeNET. It also reports the findings of research which sought evidence of the impact of introducing handheld and wireless technologies for learning. This evidence has been collected and analysed by LSN Technology Enhanced Learning Research Centre researchers and by practitioner researchers trained and supported by LSN. The handheld technologies used by MoLeNET 2 learners included mobile phones, MP3/MP4 players (e.g. iPods), iPod Touch, netbooks, gaming devices (i.e. Nintendo DS and Sony PSP) and various tiny cameras and specialist scientific technologies. 



Positive reactions from practitioners include one teacher commenting that the introduction of mobile technology has had more impact on their teaching than anything else in the last 10 years adding 'there is no doubt that mobile technology has a place in the classroom'. Another reported that 'learners in outreach centres or work-based environments felt better supported' and a senior manager told researchers 'it has transformed teaching and learning in some areas. It's opened up a world of new possibilities'."


Jill Attwell is the Research Manager and Carol Savill-Smith is the Development Officer at the Research Centre for Technology Enhanced Learning  Both have been involved in research about mobile learning for many years. Below are a few links to some of their previous work:

The use of computer and video games for learning – a review of the literature for the m-learning project.  Carol Savill-Smith, Alice Mitchell, published in September 2004

Learning with Mobile Devices   Papers from the MLEARN 2003 conference, Carol Savill-Smith Jill Attewell, published in May 2004

The use of palmtop computers for learning – a review of the literature for the m-learning project.  Carol Savill-Smith, Phillip Kent, published in August 2003

Computer games and simulations for adult learning – case studies from practice, Carol Savill-Smith,  Sara de Freitas and Jill Attewell, published in December 2006.


SOMEWHAT RELATED
Universities and Libraries Move to the Mobile Web  
Alan W. Aldrich, Educause



Sunday, February 03, 2008

Update: So you're getting interactive whiteboard! Now what?

If you hadn't noticed, there is an increase in the number of classrooms that have interactive whiteboards or displays. My school will have two whiteboards soon. To prepare for the transition, teachers are searching for information beyond what is provided by SmartTechnologies or Promethean, two industry leaders.

I've mentioned in previous posts that I tried out a variety of interactive whiteboards and large touch-screen displays when I worked on a project for a Human-Computer Interaction class I took in 2007. My favorite was the NextWindow Human Touch display, which contains WiFi and BlueTooth enabled computer. The display stays well calibrated, has a high resolution, and has excellent touch response. It does not require a projector, so shadows aren't cast when people are at the screen, which is formally known as the "problem of occlusion".

Fortunately, there are resources on the web to help teachers learn more about the various ways they can harness the power of interactive technology to support innovative, effective teaching and learning.

I came across this link, posted in Langwitches recent blog entry,
Interactive Whiteboards: Which? How? What? that is suitable for beginners:

Thirty-Two Interesting Ways (and tips) to Use Your Interactive Whiteboard

Another good source , from the Georgia Department of Education's Educational Technology Training Center, is the Interactive Whiteboard Links

Here are some of my posts and links regarding interactive whiteboards and displays:

Nobelprize.org's Educational Outreach: Multimedia Games, Experiments, and Simulated Environments

Interactive Whiteboards Increase Student Attention, Engagement, and Test Scores!


Edusim: 3D Collaborative Application for Interactive Displays and Whiteboards

Explore Learning, Interactive Displays, Revisited

Virtual Reality Field Trips, Created by Psychologists

eSchool News Online: Microscope Imaging Station from the Exploratorium

Interactive Information Visualization: Digg Labs Website


Gigapan: Good for interactive whiteboards and large touch screen displays

Visual Simulations for K-12 Education: Great for interactive displays and white boards


Examples of interactive touch screen displays, on the Future-Making Serious Games blog:
http://elianealhadeff.blogspot.com/2007/09/ten-fingers-software-for-serious-gaming.html

For the technically inclined:
Johnny Lee's Wii Hacks
Video: Low Cost Multi-Point Interactive Whiteboard with the Wiimote




Scratch: A new programming language for kids that supports stories, animations, games, music, art, websharing, from MIT


RELATED:

Resource and Research List, "Interactive Whiteboards", from the National Clearinghouse for Educational Facilities (NCEF)

Education World article "Speaking of Electronic Whiteboards?"

Large Display Research Overview from Microsoft Research (PDF)

Quotes about visual and multimedia literacy, Part I

Quotes about visual and multimedia literacy, Part II


If you'd like to explore and discuss new technologies, join Classroom 2.0. There is a section about interactive whiteboards in the Classroom 2.0 Resources Wiki.

Thursday, January 17, 2008

CITEd's Multimedia Instruction of Social Skills Resources

I recently came across a great resource for integrating multimedia technology to support social skills development. The Multimedia Instruction of Social Skills website was developed by the CITEd research center, and provides links to research, tips and strategies to use in the classroom, and a link to a variety of online resources and products.

Multimedia instruction can be used for teaching and learning activities that touch on a variety of topics. Multimedia tools can play an important part in universal design for learning (UDL) and efforts towards RTI (Response to Intervention).

Here is a list of some "quick links" from the CITEd website:


FYI:

CITEd is the Center for Implementing Technology in Education.

"CITEd supports leadership at state and local education agencies to integrate instructional technology for all students to achieve high educational standards. CITEd provides this support through identification of best practices, innovative online technical assistance tools, professional development, and communities of practice."


"CITEd is funded by the U.S. Department of Education,
Office of Special Education Programs and is a cooperative effort of the American Institutes for Research (AIR), the Center for Applied Special Technology (CAST), and the Education Development Center (EDC)."

Friday, October 12, 2007

Simulations and Games in Education

According to information from th SimSchool Website, "SimSchool Resources offer articles, research reports, links to human resources and multimedia, and other curriculum enhancements for teacher education. The collection is intended to support the growth of knowledge, skills and abilities needed for performance-based teaching and learning."

The Simulation & Games in Education collection has a wide range of articles by key researchers and practitioners in the field.


SimSchool is a digital library website of the Education Reform Networks, funded by the U.S. Department of Education Technology Innovations Challenge Grant and the U.S. Department of Ediucation PT3 Digital Equity Task Force.