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REPORT 11:
LITERATURE REVIEW IN MOBILE TECHNOLOGIES AND LEARNING

Laura Naismith, Peter Lonsdale, Giasemi Vavoula, Mike Sharples
University of Birmingham
 


       

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research intro

literature reviews




a technology-
supported
system afforded
all the students
the opportunity
to present a
viewpoint
     
Classtalk helped to clarify the students’ conceptual understanding of the material by allowing them to articulate and elaborate their ideas, reflect on both their own ideas and the ideas of others, and evaluate the usefulness of having a number of different perspectives. The key benefit of a technology-supported system was that it afforded all the students the opportunity to present a viewpoint, whether or not they were comfortable presenting their ideas to the entire class. In addition to engaging students in active learning during the lectures, Classtalk also enhanced the overall communication within the classroom. A more recent example of a classroom response system implementation is the Northern Ireland e-Learning ‘Assessment for Learning’ project, which evaluated the Qwizdom Classroom Response System (2003) with 114 students and four teachers at three schools.


3.2 CONSTRUCTIVIST LEARNING

As introduced in the previous section, participatory simulations are games where learners play an active role in the simulation of a dynamic system or process. The key challenge is to make sure the technology is unobtrusive, so that it facilitates rather than hinders interactions between the learners.


3.2.1 The virus game

Collella (2000) describes a study where learners took part in a participatory simulation about the spread of a virus. Students were asked to simulate and observe the spread of a virus in a population by moving around the classroom meeting each other face to face. Each student wore a custom-built ‘thinking tag’ that showed whether or not they were infected by means of coloured lights. These tags were worn like badges, and would communicate with other tags whenever they were in range; in this way, meetings between learners were tracked by the tags, and the virus, which started in just one person, could spread to other people as they met and their tags communicated. The students were able to take part in a simulation without worrying about underlying rules of that simulation – their tags did all the thinking about rules for them, and the students could concentrate on the important questions: “Where did the disease start?” “How does it get spread?” “Who can catch it?”

Key findings include:


• students readily engaged with the simulation, and found it to be a rewarding and stimulating experience

• students successfully collaborated to answer the relevant questions about the simulation

• the technology facilitated, rather than hindered, normal interactions between the students – the devices augmented rather than replaced normal channels of communication, and hence provided unobtrusive technology support

• students were able to test out experimental hypotheses within the simulation after observing specific behaviours.


This simulation has been re-created for the PalmOS PDA, and is freely available from http://education.mit.edu/pda/
games.htm
.


3.2.2 Savannah

Savannah (Facer et al in preparation) was a collaboration between NESTA
  Futurelab, BBC NHU, the Mixed Reality Lab (Nottingham University) and Mobile Bristol (Hewlett-Packard and University of Bristol). This pilot study explored the use of mobile devices to enable a rich, interactive learning experience where students got to play the role of, and hence learn about, lions.

The Savannah study builds on Colella’s work by taking the simulation out of the classroom and situating it in an appropriate environment for the topic. Students in Savannah got to play the role of lions roaming in the wild in an area 100m x 50m. Each student carried a PDA that gave them a window into the gameworld, displaying content and actions that were appropriate to their current location and what was going on in the rest of the game. Each PDA could be tracked using GPS, and allowed the students to ‘see’, ‘hear’, and ‘smell’ the virtual savannah they were exploring. The PDA screen displayed visual content and indications of scents, and the children wore headphones for an auditory experience. The PDAs also displayed informative and instructional messages such as “You’re hungry”, “You’re too hot”, “Return to the den”. They also had a den area, to which they could retreat for more reflective learning after being out in the field.

As in Colella’s virus game, the children were more than willing to suspend their disbelief, and reported that they felt they had really experienced what it was like to be a lion on the savannah. During the game, they often talked as if they were directly experiencing the simulation (ie “I’m hungry”, “I’m too hot”). They had the opportunity to explore multiple aspects of lion behaviour, and reported that the game had increased their understanding.

Several findings are important to note:

• This study highlights the changing role of teachers and facilitators in the mobile learning experience. While in the den, children were encouraged to reflect on the success of their activities, but this was mainly teacher-led. When this reflection was led by the children themselves, they were highly engaged and motivated. When the teacher took control, the students became more passive and resistant to engagement. To be successful as a learning experience, the game needs to allow the students to control their own learning.

• Students occupied multiple roles - including the role of the lion itself, the role of the child acting as a lion, and the role of a child reflecting on his or her actions and the rules of the game in order to play better - and needed support in transitioning between these roles.

• Despite suspending their disbelief, children had high expectations of the system; they were disappointed that they didn’t have access to more lion-like powers, and expected a more rich and interactive experience than current technology can provide.



3.2.3 Environmental Detectives

The MIT Games-to-Teach project seeks to further explore the development of ‘augmented reality educational gaming’(Klopfer and Squire in preparation). Augmented reality educational gaming builds on recent developments in handheld gaming, where context-sensitive data and social interactions are used to supplement real world interactions.

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