mobile learning research around the globe paul kim, ph.d. stanford university [email protected]

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  • Slide 1
  • Mobile Learning Research Around the Globe Paul Kim, Ph.D. Stanford University [email protected]
  • Slide 2
  • Migrant indigenous children: Never owned a book, never gone to school Personal real-world wake-up call
  • Slide 3
  • Slide 4
  • Mitigate the digital, education, and economic divide.
  • Slide 5
  • Madaris Migrant Children (Never attended schools) playing Math games 2-hour drive from Rajkot, India. Learned to design mobile learning activity tracking features.
  • Slide 6
  • PocketSchool Rwandan village child playing math game Learned to simply everything
  • Slide 7
  • Qalqilya, Palestine: Educational games Assessing EF skills International aids programs Local capacity development needs
  • Slide 8
  • Palestine UN refugee school students National curriculum issues Critical thinking, creativity, problem solving
  • Slide 9
  • Alberto in a rural village school in Baja California, Mexico I want to study with the mobile computer, too! Conceptualized Mobile Exam and Audio Games for the blind. (Dominican Republic) He inspired me to work for physically challenged children.
  • Slide 10
  • Malaysia: From device recognition to problem solving through collaborations. Response tracking log
  • Slide 11
  • 11 India: Playing critical thinking games
  • Slide 12
  • R EMOTELY O PERATED S CIENCE E XPERIMENT (ROSE) Real science lab via mobile network
  • Slide 13
  • Slide 14
  • People in all ages can make questions on anything and everything. Share, solve, rate, comment, etc. Leverage mobile media. Questions are learning objects, discussion topics, evaluation vector.
  • Slide 15
  • USA Science - Textbook content remixing
  • Slide 16
  • India Students generating questions. (Top Left). Sample student-generated question by remixing own textbook content. (Top right) Student powering the SMILE network server with car battery (Left).
  • Slide 17
  • Argentina Math Extreme seriousness Question quality / Team Competition
  • Slide 18
  • Indonesia Math Multi-age/ multi ability group
  • Slide 19
  • Tanzania Questions in Swahili and English. No textbook. Only the teacher owns textbooks. Learning English by creating questions with photos. (Bottom)
  • Slide 20
  • Reverse innovation
  • Slide 21
  • Findings Simplicity is innovation. Hardware, software, and pedagogy must be all integrated as a cohesive whole for the target ecosystem. Goals must be clear and technology acquisition must accompany detailed implementation, integration, maintenance, and development plans. Most importantly, the pedagogical model must be clear - Mobile learning for personalized learning previewing/reviewing any time/anywhere. Team interactions, multimedia creation & presentation tool
  • Slide 22
  • Dont make mistakes by overlooking: Grand challenge rigid instructionism. Obstacle Social DNA. Not enough sharable pedagogical models integrating mobile technology today. Research must look at ecosystems, not just technology. Implementation must seek value-alignment.
  • Slide 23
  • Conclusion Scalability and sustainability will be realized within the unique clock speed of the local ecosystem. Reiterative & cyclical research what is needed is sustained commitment.
  • Slide 24
  • Paul Kim [email protected]