Search results for "Mobile Learning"
showing 10 items of 37 documents
A mobile game as a support tool for children with severe difficulties in reading and spelling
2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …
MINE - Mobile Learning in Higher Education
2018
Mobile technologies are an important part of our daily life and we carry them with us all the time. Mobile learning is already used a lot in informal and non-formal learning, but in the context of formal learning it is not much used, yet. In the area of formal learning at universities, there is a great need for pedagogic scenarios to encourage educatorsto use these new technologies. It is suggested that educators will need to move beyond the didactic approaches still frequently found in higher education. Social constructivist approaches have been advocated, along with the development of communities of practice to support educators. In addition, more emphasis on learners is required, to unde…
Learning Content Development methodology for Mobile Devices
2015
Abstract Mobile devices are becoming increasingly popular; basically mobile devices are reaching all levels of society. Thanks to the popularity of mobile devices, mobile learning has become great tool for delivering educational resources. The continuously increasing demand for mobile technology based learning materials, renders adoption of educational resources for these requirements. Technology by itself does not contribute much to education that is why the aim of this research is to present and evaluate methodology for visualisation and production of electronic materials in mobile environments. Methodology focuses on instructional design and mobile content design and the navigation contr…
EDU-SOCIAL ALGORITHM: A METHODOLOGICAL MODEL FOR USING SMARTPHONES AND INSTAGRAM IN GENERATION ALPHA’S EDUCATION THROUGH A COMMUNITY OF VIRTUAL PRACT…
2023
The Edu-social Algorithm research project aims to construct a micro-pedagogical, experimental, digital research action to create a methodological model using the functions and algorithms found in social media used by Generation Alpha (specifically Instagram). The project is the manifestation of an explorative research path seeking to alter the algorithms that form the basis of all the major platforms in current cyberspace, and in “Big Tech”. This alteration is possible through the development of a community of virtual practice, consisting of students and faculty working within Instagram through an interactive approach, to take pedagogical advantage of their mobile phones and apps. The quali…
Educación Física: aprendizaje en acción integrando Mobile Learning, Tablets y Apps
2016
Los objetivos del trabajo son: conocer las posibilidades y limitaciones de los dispositivos móviles y las Apps en la enseñanza-aprendizaje de la EF; saber qué instrumentos específicos se pueden utilizar, especialmente durante las clases; conocer las aplicaciones didácticas que tienen tabletas, teléfonos inteligentes y Apps específicas. También, establecer criterios y estrategias para integrar eficazmente los dispositivos móviles en la EF y en las ciencias del deporte
LEARNING TOGETHER EVERYWHERE ANYTIME. MOBILE LEARNING IN HIGHER EDUCATION
2015
Today, the use of mobile learning in higher education can be widespread only if teachers and students are able to understand their possibilities and applications in the right way. The present research aims to analyse types of possessed mobile devices, competences in their use and successful applications in higher education courses. A specific questionnaire has been created and divided into four areas: 1) general personal information, 2) possessed and frequently used mobile devices, 3) awareness of the mobile device potential in distance learning, 4) their advantages in free and informal learning environments). The questionnaire, previously validated, was submitted on-line to a large group o…
JamMo - Developmentally designed software for children’s mobile music-making
2009
Mobile learning is one of the most recent branches in educational research. In contrast to traditional classroom learning, mobile learning extends outside the classroom, allowing mobility and flexible interaction between formal and informal learning. Up to this date, only few music based mobile applications have been developed for educational purposes and especially for young children. In the present study, software JamMo will be designed for Nokia N810 Internet tablet. JamMo aims at child-centred, intelligent musical engineering and pedagogical design of stand-alone, ad hoc and networked creative music making. It is targeted to 3–12-year-old children including those with moderate learning …
YouTube and influencers in childhood. Content analysis and educational proposals
2020
RESUMEN: La presencia de las tecnologías móviles e Internet entre los niños y jóvenes está generando nuevos marcos de comprensión, interacción y consumo de medios y contenidos. YouTube se ha convertido en una de las plataformas más utilizadas por estos, lo cual exige investigar las repercusiones ejercidas por estos influencers en los niños. En el presente trabajo se realiza una contextualización teórica sobre el nuevo entorno digital en el que Internet y las redes sociales forman parte indiscutible de la cotidianeidad, para avanzar hacia un marco metodológico y de investigación de los principales YouTubers seguidos por niños/as de Educación Primaria en España. Se ha utilizado una metodologí…
Towards new social dimensions for children's music making - JamMo as a collaborative and communal M-learning environment
2009
Children’s collaborative music making has recently gained a lot of interest in the field of musical development and learning. Mobile learning (M-learning) is a relatively new field of educational research and so far there has been only few studies about children’s musical collaboration with mobile devices. Current knowledge of children’s social development forms a basis for communicational design of the ubiquitous learning environment. In the present study, which is a part of EU FP7 UMSIC research project, a software JamMo (Jamming mobile) will be designed for the Nokia N810 Internet tablet. In this paper, we report on the communal features of JamMo, which are specified to Jammo’s different…
Escenarios tecnológicos con dispositivos móviles para la acción educativa. Tendencias y vínculos con la imagen
2021
Presentamos un acercamiento a los escenarios educativos con TIC en la actualidad, en concreto tecnologías portables y modelos pedagógicos de colaboración complementarios a ellas, propios del constructivismo. La capacidad de aprendizaje que estos pueden llegar a suscitar, en cualquier momento y en cualquier lugar, refleja una realidad tangible en nuestra sociedad móvil. Nos referimos a los PLE Entornos Personales de Aprendizaje, BYOD Bring Your Own Device, la Gamificación, Flipped Classroom y la Realidad Aumentada y la Realidad Virtual. Se realiza una revisión de literatura de propuestas pedagógicas destacables, a través de algunos de los principales actores que las abordan en España. En cad…