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Appropriate Pedagogy and
Learning with Mobile Phones
         Mike Sharples
    Institute of Educational
           Technology
   The Open University, UK
Mobile devices used by Open University
students to access course materials
As mobile technology becomes widespread,
   the emphasis shifts from access to...
... what kind of learning do you want to
   achieve?
Learning by...

Changing behaviour                    Behaviourist

Enhancing skills                      Performative

Acquiring information                 Receptive
Gaining knowledge                     Constructivist

Making sense of the world             Situated

Interpreting reality in a different   Collaborative
way
Behaviourist learning
   • Shaping behaviour
       – Personal health, diet, social behaviour, financial
         behaviour
   • Important but difficult
       – Change attitudes -> modify behaviour -> reinforce
         changed behaviour patterns
       – Mobile technology to reinforce changed behaviour
         in situ
“Expand early childhood care and education: The goal calls for better and
more possibilities to support young children, and their families and
communities, in all the areas where the child is growing – physically,
emotionally, socially and intellectually”
Glo-yo
University of Nottingham

• An interactive toy that teaches children how
  to wash their hands properly.
• Mobile hand washing device shaped like a
  ‘yo-yo’
• Designed in collaboration with young children
• One side contains lotion for washing hands
• Other side has UV light to detect where lotion
  has not been washed off, and images showing
  6 steps to wash
• A one-year trial saw a sustained improvement
  in hand washing.
• Manufacturing agreement with Ravencourt
  Ltd
Performative learning
  • Enhancing skills
      – Science, engineering, sport, music, social
        interaction
  • Developing a combination of skilled activity
    and meta-cognitive awareness
      – How to perform the skills
      – Understanding when to apply the skills
      – Self-evaluation of the outcomes
“Promote learning and life skills for young people and adults: This
goal places the emphasis on the learning needs of young people and adults
in the context of lifelong learning”
Personal Inquiry

• Three year project
• University of Nottingham/ Open University
• Aim:
  – To help children to become scientists, by developing
    their skills of effective science investigation
Inquiry toolkit
                  • Calculator
                  • Timer
                  • Camera
                  • Audio recorder
                  • Accelerometer
                  • Location tracker
                  • Tilt sensor
                  • Communicator
                  • Anemometer
Myself            My Environment        My Community




              Personally meaningful investigations
                          Food packaging       Urban heat islands
                            and decay
Fitness and heartrate




   Healthy eating         Effect of noise
                         pollution on birds     Micro-climates
Record a daily food diary
For each meal – take a photo, describe the
meal. Software computes nutritional content.
Compare to recommended daily intake
Powerful tools to create new inquiries
nQuire online
www.nquire.org.uk
Receptive learning
  • Acquiring information
      – Vocabulary, number, general knowledge
  • Repeated practice
  • ‘Just-in-time’ information



“Increase adult literacy by 50 per cent: This goal calls for a certain level
of improvement in adult literacy by 2015 – it says that it should be 50 per
cent better than it was in 2000.”
Incidental vocabulary learning



E-book       Selected
                         Personal     Game     Mobile
              words                   words
                        vocabulary             game
   Read
 story for                Rehearse
vocabulary                                      Practise
                         vocabulary
                                               sentence
                            list
                                              construction
             Missing
             words
Product launch by Sharp in Autumn
2011
Constructivist learning
• Learning by constructing knowledge
• Integrating new understanding with existing
  knowledge
• Need to ensure that the new knowledge is
  correct and meaningful


“Improve the quality of education: This goal calls for
improvement in the quality of education in all its aspects, aiming for
a situation where people can achieve excellence.”
Mobile Computer Supported Collaborative
Learning (MCSCL): Eduinnova

• MCSCL developed by Pontificia
  Universidad Católica de Chile
• Wireless handheld computers
• Tested in schools, teacher
  training, university students
• Trials in other countries,
  including UK
Situated learning
•   Making sense of the world
•   Learning in locations
•   Learning about locations
•   Learning across locations
•   Context – a central topic of research in mobile
    learning
Learning about locations
• Geology
  – E.g. rock formations,
    glaciation, erosion
• Land use
  – Forestry, farming, wind farms,
    footpaths
• Tourism
  – Local history, landmarks,
    literature
From simple mobile technology ...
... to complex
Collaborative learning
   • Sharing understanding
       – Learning as conversation
   • Re-interpreting reality
       – Inter-subjectivity
       – Perspective taking



“Achieve gender parity by 2005, gender equality by 2015: This goal calls
for an equal number of girls and boys to be enrolled in primary and secondary
school by 2005 – this is what gender parity means.”
Sharing perspectives with
basic mobile phones
Anupama Roy, PhD

SMS text game
for peer           You are in the
                   drop-in centre.

education of       There are
                   boxes of
                   condoms and

male sex           posters for fly-
                   posting. What
                   do you do?


workers in
India
Participatory design in
Kolkata, India with peer
educators in the ‘males
having sex with males’
community
You are at DIC.    Keywords:
  There are some
 SINGARA (snack)
   on plates. Eat    GO
 SINGARA. To eat,    FIND
 PICKUP Singara,
then USE Singara.    SAY
 Your mission will   PICKUP
then be successful
                     USE
                     HELP
You are at the
   Park now. It’s   To accomplish, the
time for CONDOM     player has to GO to
  demonstration.    the DIC (drop-in
 Distribute some    centre), PICKUP
    CONDOMS.        the CONDOMS,
                    then GO to a
                    location where
                    there are clients,
                    and USE the
                    CONDOMS
Process and outcomes of project
• Design workshops with 16 peer educators in
  Kolkata, and at Nottingham
• Trialled with 16 peer educators in Kolkata
  (some who were developers)
• Usable, relevant, entertaining
• Built a community amongst marginalised
  individuals.
• Most continued to use SMS – 13 were in
  contact three months later
“   When there’s a problem in the field like
       from the police... I SMS the crisis
management team or those I have come
to know from playing the game. This game
has helped a lot in this crisis management     ”
The 3C’s of effective learning
Construction
  relating experience to knowledge, creating new
  ideas
Conversation
  with teachers, with learners, with ourselves, and
  with the world
Control
  actively pursuing knowledge
Mobile learning challenges

Enable effective 1 to 1 learning in the
classroom
Connect learning inside and outside the
classroom
Manage children bringing their own powerful
personal technologies into school
Support learning through construction,
conversation and control

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Pedagogy and Learning with Mobile Phones, UNESCO 2011

  • 1. Appropriate Pedagogy and Learning with Mobile Phones Mike Sharples Institute of Educational Technology The Open University, UK
  • 2. Mobile devices used by Open University students to access course materials
  • 3. As mobile technology becomes widespread, the emphasis shifts from access to... ... what kind of learning do you want to achieve?
  • 4. Learning by... Changing behaviour Behaviourist Enhancing skills Performative Acquiring information Receptive Gaining knowledge Constructivist Making sense of the world Situated Interpreting reality in a different Collaborative way
  • 5. Behaviourist learning • Shaping behaviour – Personal health, diet, social behaviour, financial behaviour • Important but difficult – Change attitudes -> modify behaviour -> reinforce changed behaviour patterns – Mobile technology to reinforce changed behaviour in situ “Expand early childhood care and education: The goal calls for better and more possibilities to support young children, and their families and communities, in all the areas where the child is growing – physically, emotionally, socially and intellectually”
  • 6. Glo-yo University of Nottingham • An interactive toy that teaches children how to wash their hands properly. • Mobile hand washing device shaped like a ‘yo-yo’ • Designed in collaboration with young children • One side contains lotion for washing hands • Other side has UV light to detect where lotion has not been washed off, and images showing 6 steps to wash • A one-year trial saw a sustained improvement in hand washing. • Manufacturing agreement with Ravencourt Ltd
  • 7. Performative learning • Enhancing skills – Science, engineering, sport, music, social interaction • Developing a combination of skilled activity and meta-cognitive awareness – How to perform the skills – Understanding when to apply the skills – Self-evaluation of the outcomes “Promote learning and life skills for young people and adults: This goal places the emphasis on the learning needs of young people and adults in the context of lifelong learning”
  • 8. Personal Inquiry • Three year project • University of Nottingham/ Open University • Aim: – To help children to become scientists, by developing their skills of effective science investigation
  • 9. Inquiry toolkit • Calculator • Timer • Camera • Audio recorder • Accelerometer • Location tracker • Tilt sensor • Communicator • Anemometer
  • 10. Myself My Environment My Community Personally meaningful investigations Food packaging Urban heat islands and decay Fitness and heartrate Healthy eating Effect of noise pollution on birds Micro-climates
  • 11. Record a daily food diary
  • 12. For each meal – take a photo, describe the meal. Software computes nutritional content.
  • 13. Compare to recommended daily intake
  • 14. Powerful tools to create new inquiries
  • 16. Receptive learning • Acquiring information – Vocabulary, number, general knowledge • Repeated practice • ‘Just-in-time’ information “Increase adult literacy by 50 per cent: This goal calls for a certain level of improvement in adult literacy by 2015 – it says that it should be 50 per cent better than it was in 2000.”
  • 17. Incidental vocabulary learning E-book Selected Personal Game Mobile words words vocabulary game Read story for Rehearse vocabulary Practise vocabulary sentence list construction Missing words
  • 18.
  • 19.
  • 20.
  • 21. Product launch by Sharp in Autumn 2011
  • 22. Constructivist learning • Learning by constructing knowledge • Integrating new understanding with existing knowledge • Need to ensure that the new knowledge is correct and meaningful “Improve the quality of education: This goal calls for improvement in the quality of education in all its aspects, aiming for a situation where people can achieve excellence.”
  • 23. Mobile Computer Supported Collaborative Learning (MCSCL): Eduinnova • MCSCL developed by Pontificia Universidad Católica de Chile • Wireless handheld computers • Tested in schools, teacher training, university students • Trials in other countries, including UK
  • 24.
  • 25. Situated learning • Making sense of the world • Learning in locations • Learning about locations • Learning across locations • Context – a central topic of research in mobile learning
  • 26. Learning about locations • Geology – E.g. rock formations, glaciation, erosion • Land use – Forestry, farming, wind farms, footpaths • Tourism – Local history, landmarks, literature
  • 27. From simple mobile technology ...
  • 29. Collaborative learning • Sharing understanding – Learning as conversation • Re-interpreting reality – Inter-subjectivity – Perspective taking “Achieve gender parity by 2005, gender equality by 2015: This goal calls for an equal number of girls and boys to be enrolled in primary and secondary school by 2005 – this is what gender parity means.”
  • 30. Sharing perspectives with basic mobile phones Anupama Roy, PhD SMS text game for peer You are in the drop-in centre. education of There are boxes of condoms and male sex posters for fly- posting. What do you do? workers in India
  • 31. Participatory design in Kolkata, India with peer educators in the ‘males having sex with males’ community
  • 32. You are at DIC. Keywords: There are some SINGARA (snack) on plates. Eat GO SINGARA. To eat, FIND PICKUP Singara, then USE Singara. SAY Your mission will PICKUP then be successful USE HELP
  • 33. You are at the Park now. It’s To accomplish, the time for CONDOM player has to GO to demonstration. the DIC (drop-in Distribute some centre), PICKUP CONDOMS. the CONDOMS, then GO to a location where there are clients, and USE the CONDOMS
  • 34. Process and outcomes of project • Design workshops with 16 peer educators in Kolkata, and at Nottingham • Trialled with 16 peer educators in Kolkata (some who were developers) • Usable, relevant, entertaining • Built a community amongst marginalised individuals. • Most continued to use SMS – 13 were in contact three months later
  • 35. When there’s a problem in the field like from the police... I SMS the crisis management team or those I have come to know from playing the game. This game has helped a lot in this crisis management ”
  • 36. The 3C’s of effective learning Construction relating experience to knowledge, creating new ideas Conversation with teachers, with learners, with ourselves, and with the world Control actively pursuing knowledge
  • 37. Mobile learning challenges Enable effective 1 to 1 learning in the classroom Connect learning inside and outside the classroom Manage children bringing their own powerful personal technologies into school Support learning through construction, conversation and control