Mobile Devices Education

Preview:

Citation preview

Mobile Devices in Education:An Alternative Approach

Ruben R. Puentedura, Ph.D.

Context: the Horizon Report

Mobile Computing

Open Content

SimpleAugmented Reality

Electronic Books

Gesture-BasedComputing

VisualData Analysis

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2010 Horizon Report

Mobiles

CloudComputing

Geo-Everything

The PersonalWeb

Semantic-AwareApplications

Smart Objects

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2009 Horizon Report

GrassrootsVideo

CollaborationWebs

MobileBroadband

Data Mashups

CollectiveIntelligence

Social OperatingSystems

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2008 Horizon Report

User-CreatedContent

SocialNetworking

MobilePhones

Virtual Worlds

The NewScholarship &

Emerging Formsof Publication

Massively Multiplayer Educational

Gaming

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2007 Horizon Report

SocialComputing

PersonalBroadcasting

The PhonesIn Their Pockets

EducationalGaming

AugmentedReality

&Enhanced

Visualization

Context-AwareEnvironments

&Devices

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2006 Horizon Report

Cloud Computing

Collaborative Environments

Mobiles

Game-Based Learning

Augmented Reality

Flexible Displays

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2010 Horizon Report – K-12 Edition

Online Communication

Tools

Collaborative Environments

Mobiles

Cloud Computing

The Personal Web

Smart Objects

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2009 Horizon Report – K-12 Edition

Horizon Report Metatrends2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015

Communication between humans and machines

Multimodal Interfaces (2004)

Context Aware Computing (2004) X

Context Aware Computing (2005) X

Context Aware Environments & Devices (2006) X

Collective sharing & generation of knowledge

Learning Objects (2004) …

Intelligent Searching(2005)

Knowledge Webs (2004)

Knowledge Webs (2005)

Scholarly Mashups (Geotagging) (2008)

New Scholarship and Forms of Publication (2007)

Collective Intelligence & Open Resources/Data (2008)

Games as Pedagogical Platforms

Educational Gaming (2005)

Educational Gaming (2006) X?

Virtual Worlds (2007) X?

Massively Multiplayer Educational Gaming (2007)

Connecting people through the network

Ubuiquitous Wireless (2005) X

Extended Learning (2005) X

Social Computing (2006) X

Social Networking (2007) X

Social Networks (2005) X

Seamless Virtual Collaboration (2008) X?

Social operating Systems (2008)

Computing inhree dimensions

SVG/Flash/PDF (2004) X

Rapid Prototyping (2004)

Virtual Worlds (2007) X?

Augmented Reality(2005)Augmented Reality & Enhanced Visualization (2006)

Shifting content production to users

Learning Objects (2004) …

Personal Broadcasting (2006) X

User-Created content (2007) X

Ubiquitous Video (2008) X?

Evolution of a ubiquitous platform

Mobile Phones (2006) multimedia capture

Mobile Phones (2007) personal digital repository X?

Mobile Phones (2008) applications/web

X's represent the moment the tipping point was/will be likely reached …

X?

X?

X

X

X?

Now

X

X?

X

X

X?

X?

X?

X?

Metatrends(Since 2004)

Evolution of a ubiquitous platform

Computing in three

dimensions

Connecting people through

the network

Communication between

humans and machines

Collective sharing &

generation of knowledge

Games as pedagogical

platforms

Shifting content production to

users

Creative Devices In the World

The Lively Sketchbook

•Ubiquity

•Intimacy

•Embeddedness

The Curiosity Amplifier

• General Search

• Media Search and Identification

• Lifestyle Search

• Social Network Participation

• News

• Augmented Reality

• Books

Time to Create: HTML 5

Sources

• The Horizon Report and The Horizon Report: K-12 Edition. (2004-2010) Online at: http://www.nmc.org/horizon

• Ernest Hemingway, A Moveable Feast. New York: Scribners. (1964)

• Henri Cartier-Bresson, The Decisive Moment. New York: Simon & Schuster. (1952)

• Garry Kasparov, “The Chess Master and the Computer”. The New York Review of Books. February 11, 2010. Online at:http://www.nybooks.com/articles/archives/2010/feb/11/the-chess-master-and-the-computer/

• Ruben R. Puentedura, “The Lively Sketchbook”. (2010) Online at:http://www.hippasus.com/rrpweblog/archives/000043.html

• John Seely Brown. “A New Culture of Learning”. NMC Summer Conference, Closing Keynote. (2010) Online at:http://www.nmc.org/2010-summer-conference/jsb-keynote-video

• Apple Computer, iOS SDK 4.0.1. (2010) Online at:http://developer.apple.com/iphone/index.action

Recommended