the last 20 years of mobile learning: signposts of the past, present and future

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Teemu Leinonen www.teemuleinonen.fi The last 20 years of mobile learning: signposts of the past, present and future

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Teemu Leinonen

www.teemuleinonen.fi

The last 20 years of mobile

learning: signposts of the past,

present and future

Teemu Leinonen

education / learning

science > New Media

> design > design

methodology

Designer and researcher

Media Lab Helsinki

Associate Professor

Learning Environments

research group

www.teemuleinonen.fi

pedagogy statement

learner-centered

collaborative

progressive inquiry

= students behaving

like experts.

Teemu Leinonen

www.teemuleinonen.fi

The last 20 years of mobile

learning: signposts of the past,

present and future

Three Things

1. Grand Challenge in Global Learning

2. Mobile Learning in Context

3. The Future: Pedagogy First

Three Things

1. Grand Challenge in Global Learning

2. Mobile Learning in Context

3. The Future: Pedagogy First

Grand Challenge in

Global Learning

?

Grand Challenge in

Global Learning

1960’s +

Grand Challenge in

Global Learning

1960’s +

Literacy and Numeracy for All.

Education for All (2000+).

World map indicating literacy rate by country in 2015 (2015 CIA World Factbook)

Grey = no data

World illiteracy from 1970 to 2015.

Literacy in the “modern world”.

2017 ?

Grand Challenge in

Global Learning

2017 ?

Scientific, Rational and Critical

Thinking Skills for All

The War of the Worlds radio play by Orson Welles

Halloween episode, October 30, 1938.

2017

Scientific, Rational and Critical

Thinking Skills for All

2017

Scientific, Rational and Critical

Thinking Skills for All

Three Things

1. Grand Challenge in Global Learning

2. Mobile Learning in Context

3. The Future: Pedagogy First

Three Things

1. Grand Challenge in Global Learning

2. Mobile Learning in Context

3. The Future: Pedagogy First

“We tend to overestimate the

effect of a technology

in the short run and

underestimate the effect

in the long run.”

Roy Amara (Amaras Law)

The Institute for the Future / Stanford Research Institute

“We tend to overestimate the

effect of a technology

in the short run and

underestimate the effect

in the long run.”

Effect

Time

What

we think

that will

happen

Effect

Time

What

we think

that will

happen

What really

happens

Effect

Time

short run:

overestimate

long run:

underestimate

What really

happens

What

we think

that will

happen

Examples

1. Future Learning Environment, 1998

2. MobilED: Mobile audio wiki / Wikipedia, 2006

3. Shedlight: Augmented reality with virtual

annotation, 2006

Three examples

1. Future Learning Environment, 1998

What

we think

that will

happen

Effect

Tim Berners-Lee:

World Wide Web

Wikipedia

Facebook

Google

YouTube

Twitter

What really

happens

1991 20082000

Mobile Web

1991

1991

1996

2000

Effect

20061998

Future Learning Environment, 1998

Wikipedia

Facebook

Google

YouTube

Twitter

Tim Berners-Lee:

World Wide Web

1991 20082000

Future Learning Environment / Fle3

Future Learning Environment / Fle3

Future Learning Environment / Fle3

Future Learning Environment / Fle3

Effect

20061998

Future Learning Environment, 1998

Wikipedia

Facebook

Google

YouTube

Twitter

Tim Berners-Lee:

World Wide Web

1991 20082000

10 years

Examples

1. Future Learning Environment, 1998

2. MobilED: Mobile audio wiki / Wikipedia, 2006

3. Shedlight: Augmented reality with virtual

annotation, 2006

Three examples

1. (Mobile) Future Learning Environment, 1998

2. MobilED: Mobile audio wiki / Wikipedia, 2006

3. Shedlight: Augmented reality with virtual

annotation, 2006

What

we think

that will

happen

Effect

Mobile Phones

for All

Wikipedia

Android App

What really

happens

2000 20122006

Wikipedia for All

2003

What

we think

that will

happen

Effect

Mobile phones

for All

Wikipedia

Android App

What really

happens

2000 20122006

MobilED: Mobile audio wiki / Wikipedia, 2006

What

we think

that will

happen

Effect

Mobile Phones

for All

Wikipedia

Android App

What really

happens

2000 20122006

MobilED: Mobile audio wiki / Wikipedia, 2006

6 years

Examples

1. Future Learning Environment, 1998

2. MobilED: Mobile audio wiki / Wikipedia, 2006

3. Shedlight: Augmented reality with virtual

annotation, 2006

Three examples

1. Future Learning Environment, 1998

2. MobilED: Mobile audio wiki / Wikipedia, 2006

3. Shedlight: Augmented reality with virtual

annotation, 2006

Pokémon GO

Effect

Mobile

augmented reality

Pokémon GO

What really

happens

What

we think

that will

happen

1980

Steve Mann:

Wearable

computer

system

20162000

Effect

Pokémon GO

1980 2016

Pokémon GO

20061980

Steve Mann:

Wearable

computer

system

2000

Shedlight: Augmented reality

with virtual annotation

Effect

Pokémon GO

1980 2016

Pokémon GO

20061980

Steve Mann:

Wearable

computer

system

2000

Shedlight: Augmented reality

with virtual annotation

10

years

1990

Three Things

1. Grand Challenge in Global Learning

2. Mobile Learning in Context

3. The Future: Pedagogy First

Three Things

1. Grand Challenge in Global Learning

2. Mobile Learning in Context

3. The Future: Pedagogy First

pedagogy statement

learner-centered

collaborative

progressive inquiry

= students behaving

like experts.

Practices and situations.

Paradigm shift ?

Messy connectivity

Computing power

Automation & robots

The future of work?

internet-based networks

growing computing capacity

automation and robotics

Technology mega-trends

?

2017

Scientific, Rational and Critical

Thinking Skills for All

Learning mega-trends

?formal and informal learning

social environments

analytics, self-regulated

learning (SRL) and reflection

internet-

based

networks

formal and

informal

learning

social

environments

analytics,

SRL and

reflection

growing

computing

capacity ?automation

and

robotics

Leinonen, T., Keune, A., Veermans, M. & Toikkanen, T (2016)

Mobile apps for reflection in learning: A design research in K-12

education. British Journal of Educational Technology.

Põldoja, H., Duval, E., Leinonen, T. (2016) Design and evaluation

of an online tool for open learning with blogs. Australasian

Journal of Educational Technology 32 (2).

Pejoska, J., Bauters, M., Purma, J., Leinonen T. (2016) Social

augmented reality: Enhancing context‐dependent communication

and informal learning at work. British Journal of Educational

Technology.

Durall, E. & Leinonen, T. (2015). Why Do We Want Data for

Learning? Learning Analytics and the Laws of Media. in The Future

of Ubiquitous Learning Learning Designs for Emerging Pedagogies.

Springer International Publishing.

Internet-

based

networks

formal and

informal

learning

social

environments

growing

computing

capacity

automation

and

robotics

Analytics,

SRL and

reflection

Thank you.

!

?Thank you.

Slide 2: By Cary Bass via Wikimedia Commons

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Photo Credits 1/2

Slide 25: By Apurva1980 via Wikimedia Commons

Slide 26: By Acme News Photos via Wikimedia Commons

Slide 27: From The New York Times Source: Archives of The New York Times via Wikipedia

Slide 28: By Frederick Burr Opper via Wikimedia Commons

Slide 29-31: From ITU ICT Facts and Figures 2017

Slide 33 and Slide 87: By John Vachon(w) for the United States Farm Security Administration(w) via Wikimedia Commons

Slide 46: Screenshot taken by User:Ozguy89 via Wikipedia

Slide 47: By Oldmobil via Wikimedia Commons

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Slide 68: Two photos from a work by AngelineStewart via Wikimedia Commons

Slide 81: By Anu Koski

Slide 82: By Anna Keune

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