iPads: the new frontier - November 2010

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Cecilie Murray John Sloan Delphian eLearning

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Presented by Cecilie Murray at the VITTA Conference, November 2010, Melbourne, Australia

Transcript of iPads: the new frontier - November 2010

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Cecilie MurrayJohn Sloan

Delphian eLearning

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Let’s talk about what we know What the research saysWorkshop: Planning an implementation strategy Support networks and info sources Good apps and how to find them Effective integration into teaching & learningApps, apps and dataResources

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Discuss:

Which mobile devices do you use inside and outside of school?

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Share:

What have you found out about mobile devices?

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K-12 Report 2010 Cloud computing Collaborative

environments Game based

learning Mobiles Augmented reality Flexible displays

http://www.nmc.org/pdf/2010-Horizon-Report-K12.pdf

Aust-NZ Report 2010

• E-books

• Mobiles

• Augmented reality

• Open content

• Gesture based computing

• Visual data analysis

http://www.nmc.org/pdf/2010-Horizon-Report-ANZ.pdf

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Mobile learning is…‘learning in a more personalised way, handing over more control to the learners themselves’

‘disruptive learning’

(Stead, 2006) ‘holds and heightens student interest, engages

students in learning, and provides yet another means for expressive and receptive literacy’

(Dogeby, 2007)

The Research

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‘a small, cleverly designed handheld game can significantly enhance learner performance in

mental maths as well as having a positive impact on other aspects of classroom life’

(Robertson, 2009).

‘mobile devices can have a positive impact on learning experiences for both educators and

students’

(McFarlane, Triggs& Yee, 2008; Ng & Nicholas, 2009)

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‘Schools with one-to-one computing programs have fewer discipline problems, lower dropout rates, and higher rates of college attendance than schools with a higher ratio of students to computers…but for one-to-one programs to boost student achievement as well, they must be properly implemented.’

Project Red (Revolutionizing Education) June 2010

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how mobile learning might be used to increase engagement, motivation, ICT curriculum integration and effective learning in K-12 schools.

action research questions focused on impact on learning in core curriculum areas, literacy, numeracy, new media, interpersonal development

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iPodagogy 2007 iPods and video podcasting for learning

iPod Touch Project 2008

8 iPod Touches per class for literacy

Global Mobile Learning 2008-09

Two year project – Australia, Singapore and USA

Nintendo DS for Maths 2009

Nintendo DS for student learning in Mathematics

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Up to 50 Primary and secondary schools

1:1technologies and collaborative technologies supporting VELS outcomes

iPod touch, Netbooks, Flip cameras, Blogs, Wikis, GPS & geocaching, Massive Multiplayer Online Gaming, Quizdom etc

Benchmarking, data collection based on rubrics, online survey, reports, interviews

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Mobile learning: Promotes confidence and independence regardless of

year level and age

Promotes peer coaching and developing activities for each other

Important in encouraging ESL learners, reluctant learners (at risk/disengaged)

Improves attendance, more active participation in class

Promotes better preparation and organisation for class

Supports more regular completion of school work and homework

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Mobile learning stimulates enjoyment in learning…‘fun’ activity

Greater interaction (& writing) from boys in particular, in blogs, podcasts and web pages

Stimulates teachers and students to work creatively to improve literacy and numeracy

Student performance data – improves numeracy and literacy, increases skills in teamwork, interpersonal skills and ICT skills

Motivates teachers to rethink their pedagogy around the use of ICT and mobile devices

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ReferencesProject Red (2010) Revolutionizing Education, One to One Institute, US. http://projectred.org/

McFarlane, A. Triggs, P. & Yee, W. (2008). Researching mobile learning - Interim report to Bectahttp://partners.becta.org.uk/uploaddir/downloads/page_documents/research/mobile_learning.pdf

Ng, W. & Nicholas, H. (2009a). Introduction of pocket PC in schools: attitudes and beliefs in the first year. Computers and Education.

Robertson, M. (2009) Innovative Schooling and Responsiveness to ongoing Global Change, La Trobe University, Melbourne

Stead, G. (2006). Mobile technologies: transforming the future of learning, in Emerging Technologies for Learning, BECTA. http://partners.becta.org.uk/upload-dir/downloads/page_documents/research/emerging_technologies.pdf

Metiri Group (2006) Technology in Schools, What the Research Says, Cisco Systems. http://www.cisco.com/web/strategy/docs/education/TechnologyinSchoolsReport.pdf

Dogeby, (2006) Using iPods for Instruction, Principals Partnership, Florida. http://www.principalspartnership.com/iPods.pdf

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Why iPads or Touch tablets?

iPad or Galaxy Tablet (Samsung)

Small handheld devices enable learning anywhere, anytime

Convergence of innovations in mobile technology and social software, Web 2.0

Young people’s social use of technologies

For schools it means 1:1 is achievable

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Discuss in four rotations: (10 mins)

1. How do we develop an Implementation Strategy?

2. Where do I find support, networks and info?

3. How do I find quality educational apps?

4. How do I integrate iPads in the classroom?

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Good practice: AALF 21 steps for implementation

DEECD – 2 resources 1:1 21 steps checklist at DEECD VIC & QLD

Issues: professional learning an issue OHP or data shows for using with iPads Teachers need to be taught hand gestures

with iPads PL to be built into planning

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Look at other schools for good practice Technicians from other schools Talk to Apple

Issues: Proxies- the big end proxy is key in Govt

schools Independent schools more flexible iTunes – bulk purchase for schools; 1 app per

device

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Places to go to look at reviews of apps

Issue: - time for teachers to find good apps

iTunes search processes not intuitive

Flash not working on iPads – Skyfire browser app (prompts users to be >17 y.o)

Personal device issues in schools

Search in iTunes, not on the device

iPub – images or multimedia for assignments

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Integrate with other technologies

Netbooks, ipod touches, ipads etc

Curriculum developed first

Curriculum, not technology should be the driver

Seek out schools demonstrating good practice

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Four phases:◦ PLANNING – research, vision, consult, assess readiness, project

plan, budget

◦ PREPARATION – assess teacher skills, professional learning, spaces, suppliers, applications, costs, policies

◦ IMPLEMENTATION – support services, distribute, use in classrooms

◦ EVALUATION – device use (action research), support services, policies and management

Good Practice Tips

Implementation of Mobile Learning projects http://delphian.com.au/mobile-learning-articles

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http://epotential.education.vic.gov.au/showcase/resource.php?res_id=659&showcase_id=65

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Educational apps Relevant to kids

Use technologies that pervade their lives

Engaging for learning

Inquiry based constructivist content

High quality games prolong engagement

Kids can consolidate knowledge independently

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Australian Curriculum app

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English Apps

Spectronics: Apps for Educationhttp://www.spectronicsinoz.com/blog/uncategorized/2010/09/educational-apps-and-resources-for-the-ipad-and-iphone/

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History Apps

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Maths Apps

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Science Apps

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Use Twitter to follow the leaders:

#slide2learn #mlearning#edapps

Twitter

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Curriculum-driven content, high quality graphics Monitor student progress online

A new model

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Data from apps

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1 2 3 SHEEP is a counting app for young learners with 3 fun activities - flying a helicopter around the farm, herding sheep into pens and guiding the sheepdog into the ute

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MATHSTRONAUT is a maths challenge app for addition and subtraction, designed for Primary and

Middle school students.

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PLINKERTON is a cybersafety mystery game that aims to create awareness for Middle school students

about how to stay safe online.