Last
summer I spent some time, as I am now, in front of my lap top typing away, or
seated somewhere reasonably comfortable reading about how I can develop my teaching
practices; we were doing the 6174 class at the time. Although the fact that my friends and family
were often down at the beach while I was attending to my school work irked me
from time to time, I was nevertheless thankful for the technology that allowed
me work just about anywhere there was electricity and (wireless) internet. In this week’s discussion we talked about the
benefits of using mobile technology in education. Specifically, we focused on learning on-the-go.
Certainly, portable technology allows students to take
care of their studies in multiple locations.
At the same time, it allows teachers to come up with creative learning
activities that allow students to apply what they have learned. In fact, Park (2011) talks about how mobile
learning (m-learning) can be used to design activities that incorporate PBL (problem
based learning): The teacher sends “loosely structured instruction … [and the
students] … work together in a group as they solve the given problem and try to
achieve a common goal” (p. 93). Here we
have what looks to me like a very effective combination of m-learning and learning
that incorporates problem solving. Indeed,
lauding the virtues of PBL, Nilson (2010) tells us that solving problems gets
learners to practice several higher-order skills such as organizing, prioritizing
discussing, recording, negotiating, decision making, and several others. Therefore, when coming up with activities for
learners, we need to create engaging activities that get students off of their
butts and out there doing something.
In addition to getting students to do more in order to learn, using mobile technology allows teachers
to design tasks that are authentic. Ginsberg and Wlodkowski (2009) tell us that an
authentic task “directly meets the human need to use what has been learned for
more effective daily living” (p. 279).
When students realize that a task is catered to help them learn
something that is important for their lives, as opposed to something that they
have to repeat on a test, they will be more motivated to perform well on it. All the while, they would be using technological
hardware that is more than familiar to them.
In fact, these days, it is reasonably safe to say that smartphones and tablets
are extensions of our younger students.
As such, activities that incorporate these devices will no doubt attract
students’ interests. For example, the
video about the school in Wolverhampton (Learning2Go, n.d.) seemed to indicate
that the students were more engaged in and out of class due to the use of
technology in almost every aspect of school life.
As a language teacher, I am interested in getting my
students to produce spoken and written language, and to be able to comprehend
what they read, listen to, or watch in the target language; English, in this
case. In past discussions and blog
posts, I mentioned applications such as stumbleupon.com, which exposes students
to web pages, in English, that include content that the students are interested
in. These web pages usually contain
articles, but occasionally, learners can stumble across sites with video or
audio. Either way, what if I want
learners to produce language? We know
about blogs and how they allow students to share class work and ideas through
writing. Well, the ComicBook! app (see link
below) is a tool that lets the user do anything with photographs. This can make class presentations much more
fun than the usual PowerPoint. I would
especially use this app with low level / beginner learners. Too often, the applications and technologies
I have been researching over the last four weeks catered more to higher level
learners, but this app is perfect for simple presentations. For example, describing people is a staple of
any beginner language course. Learners
have to describe physical appearances and personalities. Often, students are asked to bring photos of whomever
they are describing, usually a family member.
With ComicBook! these presentations can be a lot more fun, as students
creatively play around with the photographs they have chosen, turning the
people in the pictures into heroes and villains.
Having said that, with the latest devices and ComicBook!,
this activity can be a lot more fun.
First, students take photos of each other using their devices, then they
manipulate these pictures, and finally, they use the funny pictures while
describing the people in them. The only
down side about this app is that it is not free. Also, it does not seem to work well with
devices other than iPhones and iPads.
Another app that is designed for users of Apple products
is popplet, which can be found at www.popplet.com. This app is useful for organizing ideas into mind
maps. Mind maps are especially helpful
for language learners in terms of helping them to learn vocabulary. With popplet, they can create word-webs,
which are mind maps of words that are similar or synonymously identical. Not only that, learners can also make mind
maps of grammar tenses, either by focusing on how some tenses are similar, or
how they are completely different. Here,
I am opting to use popplet as studying and reviewing tool. We talk a lot about alternative methods of assessment,
but for the time being, a lot of schools are sticking with traditional pen and
paper testing. Popplet can help learners
organize their notes. Also, students can
use their mind maps to study vocabulary and tenses wherever they are.
References
Ginsberg, M. B., &
Wlodkowski, R. J. (2009). Diversity &
motivation: Culturally responsive teaching
in college (2nd ed.). San Francisco, CA: Jossey-Bass.
Learning2Go.
(n.d.). Retrieved May 30, 2012, from https://www.wolverhampton-engage.net/sites/anonymous/Learning2Go/Pages/default.aspx
Nilson,
L. B. (2010). Teaching at its best: A research-based resource for
college instructors (3rd ed.). San Francisco, CA: Jossey-Bass.
Park,
Y. (2011). A pedagogical framework for mobile learning: Categorizing
educational applications of mobile technologies into four types. International
Review of Research in Open and Distance Learning, 12(2), 78–102.
Retrieved from the Walden Library databases.
Retrieved from the Walden Library databases.