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Mobile Technologies in Educational Organizations最新文献

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Students as Co-Creators of a Mobile App to Enhance Learning and Teaching in HE 学生共同开发流动应用程式,提升高等教育的学与教
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH006
J. Prescott, P. Iliff, Daniel J. T. Edmondson, Duncan Cross
This chapter considers how technology can enhance teaching and learning through technology within the higher education setting. The chapter considers findings and draws conclusions from a recent project conducted by the authors involved in this technologically innovative project. In particular this chapter aims to consider how mobile apps can be beneficial for learning and education purposes, consider the pedagogic value of technology use within higher education (HE), look at how students can be co-creators in their own learning, and provide an overview of the mobile app and the research findings that it was developed from. The chapter will also take into consideration the challenges associated with developing and implementing a technological intervention in HE.
本章考虑了技术如何在高等教育环境中通过技术提高教与学。本章从参与这一技术创新项目的作者最近进行的一个项目中考虑调查结果并得出结论。特别地,本章旨在考虑移动应用程序如何有利于学习和教育目的,考虑高等教育(HE)中技术使用的教学价值,看看学生如何在自己的学习中成为共同创造者,并提供移动应用程序的概述和研究结果,它是从。本章还将考虑在高等教育中开发和实施技术干预所面临的挑战。
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引用次数: 2
Mobile Technologies for Making Meaning in Education 移动技术为教育创造意义
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH004
Teresa L. Coffman, Mary Beth Klinger
This chapter examines the use of mobile technologies to integrate technology into the classroom environment so that students can experience real-world learning. The use of augmented reality is emphasized to enhance the learning process and provide engaging and authentic student-centered experiences. Using augmented reality, personalized learning is possible that encourages a constructivist approach and where the learning process is the main focus. Students are able to construct knowledge through augmented experiences that support the curricular content and then share this newfound knowledge with others. The use of augmented reality as a cognitive tool can connect learning and allow students to work collaboratively with deeper and higher-level meaning as a result.
本章探讨了移动技术的使用,将技术整合到课堂环境中,使学生能够体验到现实世界的学习。强调使用增强现实来增强学习过程,并提供引人入胜和真实的以学生为中心的体验。使用增强现实,个性化的学习是可能的,这鼓励了一种建构主义的方法,学习过程是主要的焦点。学生能够通过支持课程内容的增强体验来构建知识,然后与他人分享这些新发现的知识。使用增强现实作为一种认知工具,可以连接学习,并允许学生以更深层次和更高层次的意义协同工作。
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引用次数: 2
Enhance Active Learning in Higher Education by Using Mobile Learning 利用移动学习加强高等教育中的主动学习
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH002
Noa Ragonis, Osnat Dagan
The quality of teaching in higher education is central for preparing students for their future academic and work demands. This includes the integration of information and communication technologies, since it has the potential to enhance teaching and learning processes and is thought improve both the understanding of content knowledge and the acquisition of relevant 21st-century skills. In particular, the use of mobile devices enables active learning at anytime and anywhere. This chapter describes a project of faculty development for integrating mobile learning (ML) into academic studies to accomplish pedagogical goals, as implemented at Beit Berl College, Israel. The chapter presents fundamental guidelines and principles of integrating ML into academic practices; Nine ML workshops that were developed and implemented; A detailed description of one workshop including the learning materials used; and Evaluation of the implementation. A summary of lessons learned from the implementation experience and further recommendations are presented.
高等教育的教学质量对于学生为未来的学术和工作需求做好准备至关重要。这包括信息和通信技术的整合,因为它有可能加强教学和学习过程,并被认为可以提高对内容知识的理解和获得相关的21世纪技能。特别是,移动设备的使用使随时随地主动学习成为可能。本章描述了一个将移动学习(ML)整合到学术研究中以实现教学目标的教师发展项目,该项目在以色列贝特伯尔学院实施。本章介绍了将ML整合到学术实践中的基本指导方针和原则;开发和实施了9个机器学习研讨会;一个工作坊的详细描述,包括所使用的学习材料;实施情况的评价。提出了从执行经验中吸取的教训和进一步建议的摘要。
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引用次数: 0
The Use of Mobile Technologies by Immigrant Adolescents in Coping With the New Language and With Their Formal Studies 移民青少年在应对新语言和正式学习中使用移动技术
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH010
G. Zilka
In light of the extensive use of mobile technologies by adolescents, the chapter examined the usability of mobile technologies for new immigrant adolescents in supporting their absorption process in the new country, acquiring the new language, and coping with their studies. The study also sought to determine what the adolescents' most meaningful experiences were that mobile technologies made possible in the course of their absorption in the new country. Participating in the study were 125 new immigrant adolescents, who have resided in Israel between 6 and 12 months. This is a qualitative study. The study included (1) interviews before completing an open questionnaire, (2) completion of an open-question questionnaire, and (3) personal interviews that took place after the questionnaire was completed. Participants reported that thanks to mobile technologies they were able to integrate into the daily life of their new environment. Translation software, databases, various applications, and social network groups have helped satisfy their needs, assisted in real time with difficulties they encountered, and helped create a sense of social connection and belonging.
鉴于青少年广泛使用移动技术,本章研究了移动技术对新移民青少年的可用性,以支持他们在新国家的吸收过程,获得新语言,并应对他们的学习。这项研究还试图确定,在青少年融入新国家的过程中,移动技术使他们最有意义的经历是什么。参与这项研究的是125名新移民青少年,他们在以色列居住了6到12个月。这是一项定性研究。本研究包括(1)开放式问卷前的访谈,(2)开放式问卷的填写,以及(3)问卷填写后的个人访谈。与会者报告说,由于移动技术,他们能够融入新环境的日常生活。翻译软件、数据库、各种应用程序和社交网络团体帮助他们满足需求,实时帮助他们解决遇到的困难,并帮助他们建立社会联系和归属感。
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引用次数: 17
Contextualized MALL in Target and Non-Target Countries 目标国和非目标国的情境化购物中心
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH009
Anat Cohen, Orit Ezra
Mobile-assisted language learning (MALL) is known to be conducive to contextualized language learning. However, the literature lacks an understanding of context. Nor is there a quantitative evaluation tool. The chapter's dependent contextualized variables were the following: real-world context level (one's place), real-life context level (one's life), and device mobility (place diversity). The independent variables were target/non-target country (Taiwan/Israel) and language learning orientation (dedicated/generic). In the target country, the spoken language is the studied language. Dedicated/generic language learning orientation represents the existence/non-existence of pedagogy within activities. Fifty-three Chinese L2 students involved in 296 activities and 519 events were interviewed. Using device mobility and an evaluation index developed to measure real-world/real-life context levels, MALL was found more contextualized in Taiwan only in generic activities. The findings refine our understanding of the benefits of studying in the target country. The index can be used in future studies.
众所周知,移动辅助语言学习(MALL)有助于语境化语言学习。然而,文献缺乏对语境的理解。也没有定量的评估工具。本章的相关语境变量如下:现实世界的语境水平(一个人的地方)、现实生活的语境水平(一个人的生活)和设备移动性(地点多样性)。自变量为目标/非目标国家(台湾/以色列)和语言学习方向(专用/通用)。在目标国家,口语是学习的语言。专门的/通用的语言学习取向代表了活动中教育学的存在/不存在。53名中国第二语言学生参与了296项活动和519项活动。使用设备移动性和评估指标来衡量现实世界/现实生活情境水平,发现台湾的MALL仅在一般活动中更具情境化。这些发现加深了我们对在目标国家学习的好处的理解。该指标可用于今后的研究。
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引用次数: 1
Strategies for Developing Mobile Location-Based Learning Activities by Teachers 教师开展基于移动位置的学习活动的策略
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH005
Hagit Meishar Tal
This chapter analyses the educational activities created by teachers on an online game generator, Treasure-HIT. The analysis focused on two main components that exist in every game: (1) the location clue, which leads the players to the different stations of the game, and (2) the station task, which the players have to perform when they reach the right station. This qualitative research was based on content analysis of the activities accumulated on the system's server. A total of 112 games were analyzed, including 1272 clues, 1005 stations and 1862 station tasks. Five types of location-dependent tasks were identified: identifying information found on site, camera documentation, receiving an answer from someone on site, physical activities dependent on the location, measurements using a mobile phone, and leaving a personal mark.
本章分析了教师在网络游戏生成器《宝藏- hit》上开展的教育活动。分析集中在每款游戏中存在的两个主要组成部分:(1)位置线索,它将玩家引导到游戏的不同站点;(2)站点任务,玩家到达正确的站点时必须执行的任务。这项定性研究是基于对系统服务器上积累的活动的内容分析。总共分析了112个游戏,包括1272条线索,1005个站点和1862个站点任务。确定了五种与位置相关的任务:识别在现场找到的信息、相机记录、从现场某人那里接收答案、与位置相关的身体活动、使用移动电话进行测量以及留下个人标记。
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引用次数: 1
Leveraging Mobile Technologies to Support Active Learning for All Students 利用移动技术支持所有学生的主动学习
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH015
Jennifer L. Gallup, Beverly B. Ray, Cory A. Bennett
This chapter explores the use of smartphones, a category of mobile learning, as learning devices that align well with tenets of universal design for learning (UDL). The theoretical foundation for this use is explored along with pertinent research. The chapter continues with an exploration of specific apps that reflect the tenets of UDL even as they promote learning, specifically executive function, collaboration, and knowledge acquisition and expression. Guidelines for select and successfully using apps as learning tools are provided along with a discussion of barriers to use. Recommendations for use, including actionable ideas for integration, are provided.
本章探讨了智能手机的使用,这是移动学习的一个类别,作为与学习通用设计(UDL)原则相一致的学习设备。结合相关研究,探讨了这种应用的理论基础。本章继续探索反映UDL原则的特定应用程序,即使它们促进学习,特别是执行功能,协作以及知识获取和表达。本文提供了选择和成功使用应用程序作为学习工具的指导方针,并讨论了使用障碍。提供了使用建议,包括可操作的集成想法。
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引用次数: 4
Time for a Change 是时候改变了
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH011
Rotem Israel Fishelson
In recent years, the use of smartphones by people with intellectual disabilities (ID) has increased, leading to the development of applications designed to ease and improve their lives and independence, and help them integrate into society. Designing applications tailored to the needs of these users is complex, particularly in terms of accessibility and usability. This chapter presents a case study of the design and development process of a dedicated application aimed at helping people with mild ID in handling cash transactions. The chapter explores the design principles of mobile interfaces for people with ID. It introduces the use of the design thinking methodology, which focuses on user-centered design and helps gain an in-depth knowledge of the end users and their needs. Based on the performed user research, recommendations for the design of such applications are highlighted.
近年来,智障人士(ID)使用智能手机的人数有所增加,这导致了旨在缓解和改善他们的生活和独立性的应用程序的开发,并帮助他们融入社会。设计适合这些用户需求的应用程序是复杂的,特别是在可访问性和可用性方面。本章介绍了一个专门应用程序的设计和开发过程的案例研究,旨在帮助具有轻度身份证件的人处理现金交易。本章探讨了具有ID的人的移动界面的设计原则。它介绍了设计思维方法的使用,该方法侧重于以用户为中心的设计,并有助于深入了解最终用户及其需求。根据所进行的用户研究,重点介绍了对此类应用程序设计的建议。
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引用次数: 0
Design and Development of a Mobile Writing Application for Students With Dysgraphia 针对书写困难学生的移动书写应用程序的设计与开发
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH012
Sinan Hopcan, S. Tokel, N. Karasu, Ç. Aykut
Writing plays a vital role in both daily life and academic life. Students begin learning to write in the first years in school and then they use writing skills their whole life. However, some students, such as students with dysgraphia, experience difficulties in writing. The purpose of the chapter is to develop a mobile writing application for students with dysgraphia and to reveal ideas of special education experts, educational technology experts, and classroom education experts, and a teacher about application. A pilot study was conducted with three students with dysgraphia firstly, and necessary revisions were made. After revisions, experts' views were taken. The results indicated that experts reflected positive ideas about mobile writing application for students with dysgraphia. However, the experts suggested some minor revisions for improving the mobile writing application. To sum up, final improvements were made, and a mobile writing application was developed.
写作在日常生活和学术生活中都起着至关重要的作用。学生在学校的第一年开始学习写作,然后他们一生都在使用写作技巧。然而,一些学生,如有书写困难的学生,在写作方面遇到困难。本章的目的是为书写困难的学生开发一个移动写作应用程序,并揭示特殊教育专家、教育技术专家、课堂教育专家和教师关于应用程序的想法。首先对三名有书写困难的学生进行了初步研究,并进行了必要的修改。经修订后,采纳了专家的意见。结果表明,专家们对书写困难学生的移动书写应用持积极态度。然而,专家们建议进行一些小的修改,以改善移动书写应用程序。综上所述,最后进行了改进,开发了一个移动写作应用程序。
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引用次数: 2
Social Innovation in Public Schools 公立学校的社会创新
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-8106-2.CH001
I. Silva, Karmel Cristina Nardi da Silva, Karen Schmidt Lotthammer, S. Bilessimo, Juarez Bento da Silva
The project “Promoting Digital Inclusion in Public Schools Through Integration of Innovative Low-Cost Technologies in the Teaching of STEM Subjects” has been carried out by the Remote Experimentation Laboratory (RExLab), Federal University of Santa Catarina, since 2008. This project has trained 363 teachers from 6 schools, since it is an initiative of technology integration in the basic education of the Brazilian public-school system. The present study focuses on the benefits of the project in relation to the teachers involved in its scope. The positive results acquired by the project over the years demonstrate that the integration of technologies in education by teachers in the public network is a practice to be encouraged.
自2008年以来,圣卡塔琳娜联邦大学远程实验实验室(RExLab)开展了“通过将创新的低成本技术融入STEM学科教学来促进公立学校的数字包容”项目。该项目培训了来自6所学校的363名教师,因为它是巴西公立学校系统基础教育技术整合的一项倡议。本研究的重点是该项目对参与其范围的教师的益处。该项目多年来取得的积极成果表明,教师在公共网络中整合教育技术是一种值得鼓励的做法。
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引用次数: 0
期刊
Mobile Technologies in Educational Organizations
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