The Benefits And Challenges Of Mobile Learning For Child Education
General Word:
Our review of the literature on
mobile learning has revealed three main benefits, compared with the more
sedentary PC-based learning.
First, using mobile devices in
the wild can be highly motivating, increasing children’s engagement with their
learning. This is especially so when the physical activity involves an element
of the unknown, where children have to discover information to progress the
task through their own physical actions.
Second, being mobile while
learning can encourage children to participate more, facilitating a diversity
of key social and cognitive processes.
Third, it offers quite different
forms of information flow (ways and means of accessing information) and
information management (ways of storing, recording, and reusing information)
compared with the conventional use of PCs, enabling children to better
integrate their ideas and knowledge with ongoing physical activities (Rogers
and Price, 2008).
Description:
We have also identified three
main challenges in using mobile technologies
to augment learning: first, avoiding information overload; second,
preventing children from becoming too distracted by their mobile devices; and
third, constraining the design of the
learning experience so that children do not work largely by themselves, if the
desired goal is for them to collaborate. Let’s consider how these factors can
inform the design of mobile learning activities. Many mobile learning
experiences are well suited to supporting active exploratory activities in
which children can make their own discoveries about a concept being learned.
Physical exercise activities can
be designed to allow children to explore the effect of their actions on
different abstract representations, to support conceptual understanding.
Participatory simulations can be designed to enable children to act out
individual roles and see the effects of their physical actions in relation to
other children’s actions on a combined digital display. Augmented field trips
can be designed to enable children to collect data from the environment and
view it as part of a larger scientific pattern. Content creation activities can
be designed to be more meaningful, enabling children to construct richer and
more complex narratives.
Common to these mobile learning activities is
switching between the specific experiences of an activity and a global view of
it. One of the potential benefits of moving between different levels is the
opportunities it affords to do more “joined-up thinking.” By this we mean
making connections among observations, ideas, previous knowledge and learninggamesforkids. For example,
augmented field trips enable children to connect contextually relevant
information accessed via a mobile device with their partially formed educational children’s websites, ideas
and understandings. Through integrating the accessed digital information with
their observations, they can begin to make generalizations from them.
Observations made in the environment can also be closely combined with
information accessed on a mobile device in the same location and time.
This means that children do not
have to “hold back” from pursuing further thinking or inquiry until they have
returned to the classroom, where they can look something up (but where they
often forget what they have noted in the field) and instead can progress with
their reasoning and thinking while still in situ. If certain kinds of relevant
information are brought to the center of children’s attention at critical
moments, they can use it to formulate inquiries. In addition, multiple pieces
of data can be integrated, tracked over time, analyzed, and used as a basis
from which to reason about further incoming data. Data can also be
automatically collected, logged, aggregated, and stored in ways that can be
made reaccessible to child education,
either in that setting or subsequently in a different one.
Being able to revisit such data,
especially since it has been personally collected, can aid understanding of the
“difficult stuff” (Scaife and Rogers, 1998); for example, data points that are
aggregated and transformed into abstractions, such as information
visualizations and trend graphs, become more accessible and meaningful when
analyzed if children have had some personal involvement in their creation. It
is important to design mobile learning experiences so that they are not too
bewildering or overly complex. In particular, children could find it difficult
to switch between digital content and the physical world in the ways
anticipated by the designers.
For example, they might focus their attention
on the mobile device at the expense of what is happening around them. Teachers
or facilitators could also face difficulties when confronted by the increase in
number of choices they have to make—for example, how to manage the interplay
between physical and digital interactions and how much control or guidance to
exert over the children’s activities as they explore a physical space. Guidance
by teachers or facilitators, together with roles for the children and structure
in the preschool activities, are key
components. The participatory simulations would end in chaos if it were not for
the instructors’ and designers’ careful orchestration of the learning
activities fun educational activities.
The same is true for physical
exercise games: “Without the constant guidance of a teacher, students […]
easily become distracted, confused, or frustrated” (Scarlatos, 2006). More generally,
the extent to which devices are shared raises the question of what is an
optimal number of mobile devices to distribute among a group of children. In
the Ambient Wood project, pairs of children shared devices, resulting in the
children communicating their findings with each other. Now that the price of
mobile phones is much lower, it is possible for every child to have one and
hence all be able to interact with a particular mobile learning application.
However, this approach might be counterproductive because it would mean that
children no longer need to share or request information from each other.
An alternative strategy is to design the
learning activity to be explicitly structured so that each student takes on a
specific role, requiring them to relay certain kinds of information or messages
to others at certain times. The role of remote (and even agent) facilitators
could also be made more prescriptive, where facilitators provide cues, prompts,
and feedback when it is deemed that the students need a particular kind of
support.
Conclusion:
It remains to be seen, however,
whether providing more or less structure in the learning activity and allotting
one mobile device per child result in enhanced collaborative interactions. In
sum, mobile learning offers new possibilities for transforming learning that
can extend the way children understand their world and how they communicate
this understanding, and can reveal how this understanding relcal can equip them
with the ability to cope with an increasingly changing world. Mobility should
not only be about learning “on the go” or “anytime, anyplace” but about
providing opportunities for making important connections or more “joined-up
learning.”
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