Thursday, September 22, 2011

What is MLearning?/Technologies to watch-Part I

The following information is used for educational purposes only.


What is MLearning?



Mlearning? What’s that?

First of all, before we go any further, it may be worth examining what MLearning actually means. The ‘M’ stands for mobile. Mobile learning is learning that takes place using a handheld, mobile technological device. “Learning using mobile phones” I hear you say. Yes, but not entirely. Mobile devices now include much more than phones. There are the smartphones (e.g. blackberry, iphone), tablet computers (the ipad, the Galaxy tab), digital readers (e.g. Sony e-reader, Kindle) and netbooks. In fact, there is evidence to suggest that these other devices will be far more common in educational circles in the future than phones.
Why is this a hot topic now?

According to the Horizon report (http://wp.nmc.org/horizon2011/ ), which “examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry”, there are several reasons why mlearning might be “coming of age”. The first is that the price of the devices is coming down quickly. While higher-end products like Apple’s iPad are still quite expensive, we are beginning to see cheaper tablet computers more and more. Netbooks, like the Acer or Dell ones, now feature in back-to-school catalogues and cost less than $200. Smartphones used to be just for business people, now they are favoured by teenagers in more and more places. And when Amazon slashed the price of its new Kindle e-reader to around 100 pounds, it became one of the quickest selling items in the UK.
Secondly, many of these devices are experiencing convergence. Convergence means that your handheld device is a combination of a bunch of other separate gadgets you may have had. Your computer, digital camera, video camera, telephone, GPS and game console are now all in one device. And it connects to the internet.
Finally, there is what is curiously called the 21st century button. In the past, these devices were too small to really work on (the keyboard was tiny). Now new devices are not only bigger, they rely on touch screen. This means that writing with them is becoming easier, and in some cases you don’t even need to use a keyboard. And in the future, we may be able to interact with these devices using gestures and voice.
The combination of all these mean that people are increasingly expecting to learn and study wherever and whenever they want.
And the connection with Global is…?
Well, I’ve been interested in this aspect of learning since we began developing the e-workbook for Global. I’ve also worked with some of the educators in our field who are becoming specialists in this area and it’s great to explore new territory. Finally, I believe that some of the elements of mlearning can truly be beneficial to our learners, especially in the area of exposure to English outside the classroom.
So please join us as we explore this new area in our field! There will be regular blogposts about different aspects of mlearning and plenty of resources and ideas for you to start doing this in your classes right away!
. It is photocopiable, but all copies must be
complete pages. Copyright © Macmillan Publishers Limited 2011. These materials may contain links for third-party
websites. We have no control over, and are not responsible for, the contents of such third-party websites. Please use
care when accessing them.



Source: www.macmillanenglishglobal.com



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The Horizon Project


Technologies to Watch





1 The six technologies featured in the 2011 Horizon Report are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for teaching, learning, or creative inquiry. The near-term horizon assumes the likelihood of entry into the mainstream for institutions within the next twelve months; the mid-term horizon, within two to three years; and the far-term, within four to five years. It should be noted at the outset that the Horizon Report is not a predictive tool. It is meant, rather, to highlight emerging technologies with considerable potential for our focus areas of teaching, learning, and creative inquiry. Each of the six is already the focus of attention at a number of innovative organizations around the world, and the work we showcase here reveals the promise of a wider impact.


2 On the near-term horizon — that is, within the next 12 months — are electronic books and mobiles. Electronic books are moving closer to mainstream adoption for educational institutions, having appeared on the mid-term horizon last year. Mobiles reappear as well, remaining on the near-term horizon as they become increasingly popular throughout the world as a primary means of accessing Internet resources. Resistance to the use of mobiles in the classroom continues to impede their adoption in many schools, but a growing number of institutions are finding ways to take advantage of a technology that nearly all students, faculty, and staff carry.


3 ◦Electronic books continue to generate strong interest in the consumer sector and are increasingly available on campuses as well. Modern electronic readers support note-taking and research activities, and are beginning to augment these basic functions with new capabilities — from immersive experiences to support for social interaction — that are changing our perception of what it means to read.
◦Mobiles enable ubiquitous access to information, social networks, tools for learning and productivity, and much more. Mobile devices continue to evolve, but it is the increased access to affordable and reliable networks that is driving this technology now. Mobiles are capable computing devices in their own right — and they are increasingly a user’s first choice for Internet access.


4 The second adoption horizon considers technologies expected to gain widespread usage within two to three years, and this year’s candidates are augmented reality and game-based learning. Both intersect with practices in mainstream popular culture, both have been considered significant tools for education for many years, and both have made appearances on a number of campuses already. Advances in hardware and software, as well as in a broader acceptance of new methods in teaching, secured the place of these innovations as the top technologies for the mid-term horizon.


5 1 ◦Augmented reality refers to the layering of information over a view or representation of the normal world, offering users the ability to access place-based information in ways that are compellingly intuitive. Augmented reality brings a significant potential to supplement information delivered via computers, mobile devices, video, and even the printed book. Much simpler to create and use now than in the past, augmented reality feels at once fresh and new, yet an easy extension of existing expectations and practices.
◦Game-based learning has grown in recent years as research continues to demonstrate its effectiveness for learning for students of all ages. Games for education span the range from single-player or small-group card and board games all the way to massively multiplayer online games and alternate reality games. Those at the first end of the spectrum are easy to integrate with coursework, and in many institutions they are already an option; but the greatest potential of games for learning lies in their ability to foster collaboration, problem-solving, and procedural thinking. For a variety of reasons, the realization of this potential is still two to three years away.


6 Looking to the far-term horizon, four to five years from now for widespread adoption, are gesture-based computing and learning analytics. Both remain largely speculative and not yet in widespread usage on campuses, but both are also garnering significant interest and increasing exposure.


7 ◦Gesture-based computing moves the control of computers from a mouse and keyboard to the motions of the body via new input devices. Depicted in science fiction movies for years, gesture- based computing is now more grounded in reality thanks to the recent arrival of interface technologies such as Kinect, SixthSense, and Tamper, which make interactions with computational devices far more intuitive and embodied.
◦Learning analytics loosely joins a variety of data-gathering tools and analytic techniques to study student engagement, performance, and progress in practice, with the goal of using what is learned to revise curricula, teaching, and assessment in real time. Building on the kinds of information generated by Google Analytics and other similar tools, learning analytics aims to mobilize the power of data-mining tools in the service of learning, and embracing the complexity, diversity, and abundance of information that dynamic learning environments can generate.


8 Each of these technologies is described in detail in the main body of the report, where a discussion of what the technology is and why it is relevant to teaching, learning, and creative inquiry may also be found. Given the practical focus of the report, a listing of examples of the technology in use, especially in higher education, is a key component of each of the six main topics. Our research indicates that all six of these technologies, taken together, will have a significant impact on learning-focused organizations within the next five years.

February 8th, 2011


Source:http://wp.nmc.org/horizon2011/

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