724 research outputs found

    Designed and user-generated activity in the mobile age

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    The paper addresses the question of how to design for learning taking place on mobile and wireless devices. The authors argue that learning activity designers need to consider the characteristics of mobile learning; at the same time, it is vital to realise that learners are already creating mobile learning experiences for themselves. Profound changes in computer usage brought about by social networking and user-generated content are challenging the idea that educators are in charge of designing learning. The authors make a distinction between designed activity, carefully crafted in advance, and user-generated activity arising from learners’ own spontaneous requirements. The paper illustrates what each approach has to offer and it draws out what they have in common, the opportunities and constraints they represent. The paper concludes that user-generated mobile activity will not replace designed activity but it will influence the ways in which designed activity develops

    Going with the grain: mobile devices in practice

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    Fifty-seven alumni of a global Masters program participated in research into their use of mobile devices. Drawing on questionnaire and interview data,the paper examines how far the devices were embedded in the personal and professional lives of these alumni, most of whom were aged 35-54. All had experience of online and distance education, and most worked in education or training. The study revealed some innovative uses of mobile devices, a selection of which is reported in this paper. The paper links the findings to wider debates about the changing relationship between learners and educational institutions, and the role of mobile devices in enabling individuals to engage in learning conversations. Data are provided on which devices were used by the alumni and for what purposes, and the paper explores the implications of these findings for educators

    Technology that enhances without inhibiting learning

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    Technology supported information sharing could be argued to both enhance and inhibit learning. However, social and affective issues that motivate learners' technology interactions are often overlooked. Are learners avoiding valuable learning applications because of privacy fears and trust issues? Will inaccurate technology assumptions and awareness inhibit information sharing? Do learners need control over technology enhanced safe creative spaces or can they be motivated to overcome badly designed systems because sharing is 'valuable' or 'fun'. This presentation details a model of privacy and trust issues that can be used to enhance elearning. Several OU case-studies of multimedia, mobile and elearning applications (conducted within IET, KMI and the Open CETL) are evaluated using this model. The model helps to identify trade-offs that learners make for technology enhanced or inhibited learning. Theories of control, identity, information sensitivity and re-use are discussed within the context of these elearning examples
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