Mobile Learning Activities For Education a number of mobile applications and tools have been
developed to augment learning. We describe these here in terms of four types: ■ Physical
exercise games ■ Participatory simulations ■ Field trips and visits ■ Content creation.
Physical exercise games Mobile technologies area unit
incorporated into form of physical activities to encourage children’s
understanding of abstract phenomena. For example, FloorMath combines a
sensor-embedded floor mat with a visual representation of the number system
that appears on an adjacent screen (Scarlatos et al., 1999). When youngsters
walk up and down the squares, the corresponding numbers modification on the
screen. Walking the numbers is thought
to make the activity more meaningful, helping children to see and understand
abstract concepts in a new way (Scarlatos, 2006, p. 295). Similarly, SmartStep,
developed by identical researchers, needs kids to play child's game, skip, and
count at identical time once active basic scientific discipline skills. This
combination of physical and mental activities is meant to hone motor skills,
pattern recognition, rhythm, and coordination. Physical exercise has also been
coupled with other kinds of informal learning. Spikol and Milrad (2009), as an
example, developed a game known as Skattjakt (Treasure Hunt in Swedish) that
encourages groups of teen kids to at the same time cavort a physical
surroundings, during this case a castle placed on the university field, to
resolve a mystery victimisation mobile devices.
The game style was impressed by orienteering, a conventional
Scandinavian running sport involving navigation. Mobile Learning Activities For Education instead of mapping the
All these applications use mobile technologies to bootstrap physical
activities (e.g., walking, running) with learning scientific discipline,
physics, or different psychological feature skills (e.g., orienteering). At
constant time, if the exercise is meant to be strenuous, children’s health will
equally profit through the kids having to run, walk, or cycle whereas learning.
Participatory simulations A democratic simulation could be a game within which
sensor-based devices ar worn or carried by youngsters to enact a posh
development, like medicine. Each child plays the role of an element (e.g., a
virus) at ground level that they then
view at bird’s-eye level to see how their individual contribution affects the whole system (Colella, 2000). Participatory
simulations are developed to represent variety of systems and are compete go
into varied settings, together with lecture rooms, museums, and playgrounds. They
embrace (1) dynamic systems, like a respiratory disorder epidemic; (2) embedded
present phenomena, like associate degree earthquake; and (3) fanciful worlds,
like a wizard place.
physical exercise directly to the learning of abstract concepts, it is loosely
coupled to orienteering skills, such as reading maps, and learning about
history and team collaboration. Cell phones present text and audio-based clues
at particular times, showing where the teams are on an interactive map of the
whole area. Teenage ladies enjoying the sport without delay understood the
affiliation between the physical exertion demanded of them and the observe of
homing skills. as an example, one woman commented: “There could be a completely
different feeling running once you have an extra reason to try to to it.” Nintendo
Wii applications also are starting to be used for learning numerous physical
and psychological feature skills. Kahol and Smith (2008) found that taking part
in Marble Mania improved the adeptness skills that ar required for performing
arts surgery; Vannoni and Straulino (2007) showed that kids were ready to find
out about force, velocity, and acceleration through employing a Wii remote to
live acceleration of a swinging apparatus.You Also Like This:
Mobile Technologies Are Changing the Way Children Learn
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