Readings
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Required reading:
- Sharples, M., & Pea, R. (2014). Mobile learning. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (2nd ed., pp. 501–521). Cambridge University Press. https://doi.org/10.1017/CBO9781139519526.030
Choose one from the following supplemental readings, based on relevance to your career/interests:
- Emerson, L., & Berge, Z. (2018). Microlearning: Knowledge management applications and competency-based training in the workplace. Knowledge Management & E-Learning, 10(2), 125–132.
Abstract
The focus of this article is a threefold discussion on microlearning: 1) how microlearning best practices facilitate knowledge acquisition in the workplace by engaging and motivating employees through short, personalized, just-in-time learning; 2) ways microlearning integrates with knowledge management applications through situational mentoring; and 3) how competency-based microlearning, via subscription learning, is both an innovative approach to e-learning and an asset to learning organizations focused on improving the performance of their employees.
- Squire, K. (2012). Mobile media learning: Ubiquitous computing environments for the mobile generation. In C. Mouza & N. Lavigne (Eds.), Emerging technologies for the classroom. Springer. https://doi.org/doi.org/10.1007/978-1-4614-4696-5_13
Abstract
The focus of this chapter is on how mobile technologies create new opportunities for learning outside of formal classrooms. Squire presents three case study “exemplars” of using mobile media for learning: (1) an augmented reality game, Saving Lake Wingra, a place-based augmented reality (AR) curriculum unit designed around Lake Wingra in Madison, Wisconsin; (2) an AR game called Mentira, which is used in a Spanish class at University of New Mexico and involves students going out into Spanish-speaking neighborhoods to practice language and better understand culture within communities; and (3) Mobile-Design Workshop, which discusses how high school students create mobile AR gaming experiences.
- van’t Hooft, M. (2012). The potential of mobile technologies to connect teaching and learning inside and outside of the classroom. In C. Mouza & N. Lavigne (Eds.), Emerging technologies for the classroom. Springer. https://doi.org/doi.org/10.1007/978-1-4614-4696-5_12
Abstract
This chapter (like Squire above) focuses on how mobile technologies create new opportunities for learning outside of formal classrooms. Three case study “exemplars” of using mobile media for learning are presented: (1) Frequency 1550, a GPS-enabled learning game that allows high school students to learn about the history of Medieval Amsterdam; (2) MyArtSpace, a mobile learning experience that connects classrooms and an Art Museum; and (3) the Geohistorian Project, which involves digital storytelling to help students think like historians.
- Dunleavy, M. (2014). Design principles for augmented reality learning. TechTrends, 58(1), 28–34. https://doi.org/10.1007/s11528-013-0717-2
Abstract
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning experiences. A review of the literature reveals the following three design principles as instructive: (a) enable and then challenge (challenge); (b) drive-by gamified story (fantasy); and (c) see the unseen (curiosity). These design principles can also be viewed as an attempt to either leverage the unique affordances of AR or minimize the limitations of the medium as reported in the literature (Dunleavy & Dede, 2014). As the field matures and more research teams explore the potential of AR to enhance teaching and learning, it will be critical to determine the design techniques that optimize the unique affordances of AR, minimize the limitations of the medium, and ultimately enhance learning across the curriculum.
- Lee, V., & Drake, J. (2013). Quantified recess: Design of an activity for elementary students involving analyses of their own movement data. In J. P. Hourcade, E. A. Miller & A. Egeland (Eds.), Proceedings of the 12th International Conference on Interaction Design and Children (pp. 273-276). ACM.
Abstract
Recess is often a time for children in school to engage recreationally in physically demanding and highly interactive activities with their peers. This paper describes a design effort to encourage fifth-grade students to examine sensitivities associated with different measures of center by having them analyze activities during recess . . . over the course of a week using Fitbit activity trackers and TinkerPlots data visualization software. We describe the activity structure [of] some observed student behaviors during the activity. We also provide a descriptive account, based on video records and transcripts, of two students who engaged thoughtfully with their recess data and developed a more sophisticated understanding of when and how outliers affect means and medians.
- Zimmerman, H. T., & Land, S. M. (2014). Facilitating place-based learning in outdoor informal environments with mobile computers. TechTrends, 58(1), 77–83.
Abstract
This paper advocates for place-based education to guide research and design for mobile computers used in outdoor informal environments (e.g., backyards, nature centers and parks). By bringing together research on place-based education with research on location awareness, we developed three design guidelines to support learners to develop robust science-related understandings within local communities. The three empirically-derived design guidelines are: (1) Facilitate participation in disciplinary conversations and practices within personally-relevant places, (2) Amplifying observations to see the disciplinary-relevant aspects of a place, and (3) Extending experiences through exploring new perspectives, representations, conversations, or knowledge artifacts. Last, we link theory to practice by illustrating how the three guidelines were applied in one outdoor science learning project called Tree Investigators.
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