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From Blog to Book.

INNOA 2 Z . WORDPRESS . COM


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Contents 1

2013 1.1

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5 October . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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*About InnoOmnia (2013-10-08 14:54) - ptstockley . . . . . . . . . . . . . . . . . .

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2014 2.1

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*Learning On The Go (2014-03-31 08:52) - ptstockley . . . . . . . . . . . . . . . . .

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CONTENTS

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Chapter 1

2013

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5


BlogBook

1.1

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1.1. October

October

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1.1. October

1.1.1

BlogBook

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ANDROID Android is the operating system created by Google for many mobile devices, particularly for brands such as Samsung and HTC. The Android operating system has an architecture very similar to Windows PCs in that there is an underlying file system with folders and files that can be directly manipulated by the user. Most devices have a USB port for allowing external memory to connect to the device in order to transfer data or files. Applications can be installed from various locations including the Google Play store, Amazon store and direct installation via .apk file. This freedom of data transfer and application installation along with a greater ability of customization is, for many, the primary reason to use Android devices. However, this freedom comes at a cost of a greater risk of malware IF the device accesses materials from unreliable sources.

APPLE Apple is the company that produces the hardware and software for Mac desktop and laptop computers and iOS run mobile devices. The Apple iPad, along with other tablets, have become very popular for use in education due to the ability to combine multimedia content absorption, creation, editing and publication on one device. Apple was chosen by InnoOmnia as the platform for our mobile learning program due to factors such as:

• Quality App base • Consistent hardware similarities yet manageable device differences • 1st party Mobile Device Management (MDM) solutions • Higher security levels • Lower cognitive load • Desirability factor

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Apps (short for applications) are a core aspect of a mobile device’s software and are what turn a basic reading or writing tool into a true learning tool. Each platform has a wide range of apps that support teaching and learning on various levels of Bloom’s taxonomy but in our experience, more value is found when the apps support creating materials rather than just absorbing them. Each mobile platform (Android, iOS, Windows Phone 8, Windows RT) have a wide range of apps that are constantly growing. WP8 and WinRT have significantly less applications than Android or iOS but in all platforms, there seem to be equal measure of quality applications and those that are not worth the code they were written with. Another fallacy of the app environment is that some platforms are consistently more expensive than others. In InnoOmnia’s experience, app prices are relative to app quality and higher priced apps are worth paying for when the quality and functionality expectations are met. We have begun creating app comparisons designed for teachers who are looking for app substitutes (free and paid) on the three major platforms. You can find them here.

AWARENESS Awareness can be seen as the first stage of the Technology Learning Cycle, a tool that supports the implementation of any technology in education. Awareness stands for the process of an individual / school / organization becoming aware of the different technologies available globally and in his/her own school. Places for getting the information are i.e. traiditional media, social media, formal and informal networks and students.

AUDIO Audio describes files or materials that can be heard and listened to. Audio files can be music, sound effects or audio recordings and are very effective in movies. In particular the music can have a huge effect on the emotions evoked and therefore the overall message of the movie. Sound effects should be used very sparingly unless the author is creating a deliberate comedy movie.

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1.1. October

1.1.2

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BACKUPS Like with any technology, sometimes things don’t work as planned and mobile technology is no exception. Part of your mobile learning solution should include making regular backups. Backups can also be used as a fast deployment method for short-term device loans.

BLOGS A big part of mobile teaching and learning is being able to quickly and easily publish materials online. Blogs are one of many methods available that support publishing file types such as photos, drawings and text and in some cases audio and video too. Most blog services support multiple authors and varying user rights as well as multiple publishing methods and platforms such as browser-based, email and voice call. This creates a very versatile environment, especially in BYOD learning environments. At InnoOmnia, we have used blogs extensively for group work and discussion, on the job learning reporting and publishing educational materials.

BYOD Bring Your Own Device is a a method of device management where teachers and students should bring and use their own devices in school. This is nothing new in higher education where students have been purchasing their own laptops for years, despite computers being provided on campus. However, with the rapid development of mobile learning, many K-12 schools have been looking for alternatives to the high costs involved and having found that many homes have some type of smartphone or tablet available that could be utilised. Schools should consider the following aspects when planning BYOD projects:

• Device functionalities such as camera, microphone and internet access. • Open wireless internet access. • Knowledge of apps or services available on all platforms. • Are teachers willing to learn from the students too? At InnoOmnia, we have worked with kindergarten and junior schools to help plan BYOD events and in our experience, we have found that school-owned devices are necessary when not every student has a mobile device available.

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BRUGES COMMUNIQUE Bruges Communique defines common objectives for Vocational Education and Training for 2020 and an action plan for the coming years. Future jobs require people with high level qualifications. In the current environment Europe needs to make sure that all its young people acquire the skills that help them enter the job market. What Europe and the world needs today a flexible workforce that can respond to developments in the economy, increased competition and rapid technological change. Twe need education and training systems to respond to the demands of the labour market and learners. Employers look to recruit skilled individuals who are able to make their businesses succeed. At the same time, it enables youth to have successful careers. In a rapidly changing world, lifelong learning has to be a priority – it is the key to employment, economic success and allowing people to participate in society in full.

BLOOMS TAXONOMY Blooms taxonomy is a classification of learning techniques ranging from the lowest level of remembering information, to the highest level of creating materials. It was Bloom’s taxonomy that influenced us to focus on supporting students to learn by creating their own materials rather than just remembering information using mobile devices.

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1.1. October

1.1.3

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COVERS Covers for mobile devices are an essential part of the peripherals available for mobile devices, especially when the devices are used by younger students or in environments where liquids, cleaning materials and heavy machinery are used as well as when they are used outdoors. Mobile devices, are by their very nature fragile and good protection is heavily recommended. Covers range from simple screen protecting films to heavy-duty waterproof and shockproof cases to keyboard cases to all of the above solutions. Some schools may feel that the cases are an unnecessary extra but there have been cases of schools having to spend huge sums of money in order to replace broken devices.

CREATIVITY Creativity is a skill that can and should be taught to all students. Creativity is a tool that allows students to be more open to new ideas, accepting information, solve problems more easily, become more effective learners and overall be more engaged in their own learning process. There are a number of tools available for teachers that help them spark creativity in students. However, creativity is most needed when learning is executed through 21st century methods and is learner-centered and focused on problem solving.

CONNECTIVITY Learning has historically been viewed more as the transmission of knowledge from one person to another where the learning occurs in the recipient. Nowadays those views have changed. Today learning is seen to happen in networks between people but also in technology. Simply put, learning is seen as a process of connecting various nodes or information sources. Learning exists it contradictory opinions or informal discussions. It happens in reflections and practices, not only in some individual node in itself.

COMICS Comics are a medium that InnoOmnia has found to be a successful visual tool in mobile learning. Due to the ease in which you can gather photos, draw and also write text on mobile devices, comic strips become a natural combination of the three. As well as the content creation, students can easily define the layout and order of the content, defining a process or flow for the information they’re creating. One of the apps in the InnoOmnia Toolbox is Strip Designer, a very flexible app where new users can easily create comic strips using the basic elements of photos, drawing and text boxes and yet provides a very deep set of options for intricate customization and fine-tuning for more experienced users. c 2014 innoa2z.wordpress.com

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COLLABORATIVE WRITING New cloud-based tools offer new, unseen ways for collaborative working. Google Documets are one great tool that enable the simultaneous work of a multitude of people working on one document, all from their own locations. Collaborative learning is a powerful tool available for teachers and students today in building a common understanting, sharing expertise a gathering knowledge on a joint topic together.

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1.1. October

1.1.4

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DEVICE MANAGEMENT A large part of any IT implementation is the management of the devices. Mobile devices are no exception to this but due to the very nature of being mobile, the management environment should be mobile also. Depending on who is in charge of maintaining the devices and how often the devices are actually available to the persons in charge of managing them, a combination of local and remote management tools will be needed. At InnoOmnia, we use local management tools such as iTunes for short-term deployment and rely on user selfmanagement for longer loan periods. In each case, a MDM solution is used to provide functions that local tools cannot. As of writing, Apple and Microsoft are the only 1st party developers of management tools but these only focus on their respective platforms with no, or very little management of other platforms. There are a wide range of 3rd party tools that cater towards one or more platforms with varying levels of functionality and cost.

DRAWING Drawings are one of the 5 file types InnoOmnia includes in its app workflows. Treated as images, these differ from photographs in that they are created in different ways and are not always directly supported in apps that utilise photos. Drawings also include annotations which can be very useful when marking up or defining areas on existing photos. Drawings themselves can be excellent sources of original creativity for visual learning.

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1.1. October

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ENABLE Children love to learn. When a small children start their school path, they are always excited to learn. Somehow, that natural enthusiasm is being smothered over the years. In an ideal learning context, all educators do is enable youth to learn, find information, solve problems and ask questions. When we see the entire world, all discussions, hobbies and pass-time events as places for learning and build the learning bridges together with our youth, we nourish that internal curiosity and eagerness to learn. As a result we have active students, fully engaged in building their own learning paths.

EXPLORATION AND FILTRATION In the second phase of the Technology Learning Cycle, a model that supports in integrating technology to education it is important to examine various technologies and select tools that shows potential for personal and classroom use.

EBOOKS eBooks are a multimedia medium that has had great success in combing a wide range of media types into a single deliverable file. eBooks can contain text, photos, drawings, video and audio. The single deliverable file means that all media types can be accessed and absorbed within a single eBook reader app. Book Creator is an .ePub file creation app in InnoOmnia’s Toolbox that we have begun to make use of. One type of eBook that has generated a lot of interest is Apple’s .iBook format. This format has the ability to contain more interactive elements than the open standard of the .ePub format but at the cost of only working on Apple devices.

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1.1. October

1.1.6

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FUN Education and learning should be fun. Going to school every day should be fun. When students are having fun, they are fully engaged in their learning. Their focus is in keeping up the positive spirit, harness their creative skills, solve problems and build their understanding of things through active questioning and information finding. This results in enhanced, higher learning outcomes. Who says education shouldn’t be fun?

FEEDBACK Constant feedback is an extremely important part of 21st century education. Feedback is a key part of students’ assessment. Giving and receiving feedback is also a lifelong learning skills that students should be accustomed with during their studies. Feedback should come in all its forms:

• in groups • individually • from teacher to student • from student(s) to teacher • from student(s) to student(s) • publically and privately Feedback can be collected and given in different forms, i.e. discussions, questionnaires or joint sessions. In selecting the methods for collecting and/or giving feedback, special attention should be put in deciding the most suitable method for each case. In addition to collecting feedback, the other extremely important part is reacting to feedback. In engaging students to being active learners, it is important that they have a sense of being able to have an affect on their own learning.

FLIPPED CLASSROOM Flipped classroom is a form of blended learning, where what happens in the classroom is being flipped around. Instead of listening to lectures at the school and finishing exercises at home, in the flipped model students will watch videos or go through other learning materials at home before classes and the joint classroom time is used to solving the exercises together, with the teachers help. c 2014 innoa2z.wordpress.com

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The flipped classroom model is seen as one of the 21st century learning approaches that combines technology into education in a practical way and puts the focus of the learning to the students own activity and engagement.

FUTURE WORKERS VET schools are training the future workforce. For that reason it is essential to ensure that the students get the knowledge and skills the work life of tomorrow needs from the school they are attending today. That puts pressure in developing learning solutions that are oriented to the future needs of the labor market. InnoOmnia was established to provide solutions on how learning in VET should be executed in a way that supports the growth of life-long learning skills and entrepreneurial thinking in students. To meet that goal, there are currently apr. 85 entrepreneurs working in InnoOmnia together with the staff and students to develop solutions that ensure that youth graduating will be able to lead successful lives and careers.

FILE TYPES There are a vast array of file types or formats and shouldn’t be confused with media types. Each media type has multiple file types. For example photos and drawings can be .jpg, .png, .bmp, .tif, .raw, .svg, .eps and.gif to name a few. Even when these media types are combined into eBooks, mind-maps or comic strips, they can be stored in a variety of file types. We no longer live in a time where it is impossible to open any file type on any device but that doesn’t mean that it is always an easy task. In order to make the process of opening file as easy as possible, it is recommended to use one of the standards for that particular media type. Audio: .mp3 or .m4a Photos and Drawings: .jpg or .png Text: .txt or .pdf Video: .mp4 (video as h.264, audio as .aac)

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1.1. October

1.1.7

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GOOD PRACTICES New learning solutions are developed simultaneously all over the world. Sharing of the good practices gathered in various projects and pilots is a crucial part of the development work done by different professionals to pool all the knowledge together and benefit from others experiences in everybody’s own projects. Similarly, education development is done in networks of actors working together to change education paradigms.

GAMIFICATION Humans are naturally inclined to be engaged in games. Also, game-based learning as an approach encompasses most of the ideologies and concepts that are seen important in 21st century education (problem solving, engagement, fun, being learner-centered, creativity...) In InnoOmnia, we have been involved in two gamification in learning projects and developed two games that have been piloted with students. CUSE (Customer Service in Social Media) is a game intended for 1st year business and administration students. The game is and RPG that focuses on teaching students the basics of customer service with special focus on the use of social media. SWAB- Slightly Wacky Business, was played simultaneously with primary school students, VET students and polytechnic students. In the game, students competed on solving real-life business problems collected from a number of companies. The game was based in social media and the use of new technology was in a strong role in executing the game.

GROUP WORK Group work is a key element of any education programme and can be enhanced with mobile devices by using the devices to remove the need to be in the same location and providing easy access to a collaborative storage service. At InnoOmnia, we have utilised online storage to enable the collation of student materials for further editing before and during group work projects within the school and for BYOD projects.

GOOGLE Google is the developer of the Android operating system and Chrome netbooks. More importantly the provide a wide variety of services available via a web browser or mobile application. These services have been very useful in mobile learning due to the wide range of devices that can access the services as well as the powerful tools available within each service. Some of the most popular Google services c 2014 innoa2z.wordpress.com

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used in InnoOmnia have been:

• gMail for creating email addresses required for various other services. • Google Drive for creating, storing and sharing documents, files and forms. • YouTube for publishing and sharing video materials. • Blogger for creating blogs. • Google Maps for location services. • Google Image Search with CC search enabled.

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1.1. October

1.1.8

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HAVE A GO Rapid technological development, especially the fast growth of mobile technology is forcing education, a very traditional field, to change rapidly. Also it brings to education opportunities that have not existed before. Old views do not apply when implementing education that is both practical and authentic, often taken outside school to real world environments.

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1.1. October

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IT DEPARTMENT Integral to the success of introducing mobile learning into your school, is the support of the IT department. They can offer support and possibly improvements to your existing wifi networks, access to existing internal services such as email and Sharepoint servers as well as support on how to use the devices and apps. Many IT departments can be wary of new technologies on different platforms than Windows which is the most common infrastructure in most schools today. In order to alleviate this, we recommend getting the IT department and the board / management involved by providing them with some devices. Neither group will be able to see the value of mobile devices if they do not get to experience it for themselves. Additionally, it is impossible for any IT department to properly support a new technology unless they have had the opportunity to familiarise themselves with it first.

INVENTORY Once you get your mobile learning program running, and you begin to get more devices and peripherals, more teachers and students will want to reserve them. Management will want to be sure that they are all accounted for because mobility comes with an increased possibility of theft. Therefore, it is imperative that you keep track of where they are by keeping an inventory. Inventory solutions range from Excel sheets to applications similar to library systems to custom made web applications like we use at InnoOmnia. The important part is that those who are responsible for the devices are able to know their whereabouts for any given day now and in the future. A tip for discovering the current location of Apple devices is to utilise the Find My iPhone/iPad service built into the iCloud service. This offers realtime location tracking and remote alarms, locking and wiping if necessary.

INTUITIVE Device intuitivity or how easy it use the device without having to over-think about it can be an important issue when deciding what types of devices to use in your mobile learning program. Pfeiffer consulting released the results of a study comparing mobile devices in terms of cognitive load and user experience. In each case, the iPad mini scored better than the Android Nexus and Kindle. unfortunately, the Windows RT or WinPro tablets were not included. In InnoOmnia’s experience, based on what own devices have been brought in by students and teachers, as well as what decisions schools in Finland have opted to use. The iPad far surpasses other devices. When asked why, most users rated how intuituve the system was as one of the top reasons.

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1.1. October

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IPAD The iPad is Apple’s mobile tablet device and one of the first tablets to break into mainstream use. Because of this, the tablet environment is often personified by the iPad. There are various models of the iPad but they are all very similar. All (except the original iPad) have a front and back-facing camera, a microphone, a speaker, 5 buttons and the screen. The biggest differences between models are: the storage amounts which range from 8, 16, 32, 64 and 128 Gigabytes; 3G/4G access via sim card; the screen resolution with Apple’s standard of "Retina" being the better option for clearer visuals; the camera resolution and image management software; the battery life which improves with almost each new model; and the processing power which also increases with almost each new model.

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1.1. October

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JOY One of they key goals in mobile learning at InnoOmnia was to ensure to that the students’ experiences were good ones and that as well as enriching the students’ work, the device would also bring joy. This might seem like a tall order to some but for most students, this was the first time they were able to use a tablet and in a few cases, this was enough to make them happy and motivated to work harder. For others, they needed more than just the device and through our careful selection of apps, our toolbox, they found joy in collaborating and creating materials and then, in many cases, publishing them, feeling proud of what they accomplished. The teachers too, found the experiences to be an enjoyable one through the availability of face-to-face support, training sessions and the general lack of need to focus on the device during teaching session, allowing them to focus on the subject being taught.

JAILBREAKING Jailbreaking is a term for Apple iOS devices with the term rooting being used for a similar procedure on Android devices. Basically the procedure is replacing the official operating system with an unofficial one. The benefits of this can be allowing for more advanced customisation of the device, often at the cost of user experience and app compatibility. By changing the operating system, the device may not be able to use all the features or applications available to users of the official operating system or official apps. This creates segmentation in the users as well as increases the risk of malware and bricking whereby the device can be rendered useless. In many cases, it is possible to return the device to it’s original operating system but not always. InnoOmnia so not allow jailbreaking of their own devices in any form so as to ensure device security and similarity of devices, which in turn make administration and support much simpler. If students want to jailbreak their own devices, then InnoOmnia has no right to say otherwise but students should be aware that support may not be available for those devices.

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1.1. October

1.1.11

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K-12 K-12 refers to the first 12 years of education. In most countries, K-12 refers to pre-university education. The Finnish education system is composed of:

• pre-primary education (1 year) • basic education / comprehensive school (9 years) • upper secondary education, comprising general education and vocational education and training (3 years) • higher education, provided by universities and polytechnics From the Finnish Ministry of education website:

In Finland, pre-primary education, basic education and upper secondary education and training, complemented by early childhood education and before- and after-school activities, form a coherent learning pathway that supports children’s growth, development and well-being. The Finnish education system has no dead-ends. Learners can always continue their studies on an upper level of education, whatever choices they make in between. The practice of recognition of prior learning has been developed in order to avoid unnecessary overlapping of studies. Students’ opportunities to progress from one level of education to the next is safeguarded by legislation. Both general and vocational upper secondary certificates provide eligibility for further studies. The success of Finnish education build on the following factors:

• Equal opportunities • Comprehensiveness of education • Competent teachers • Student counselling and special needs education • Encouraging assessment and evaluation • Significance of education in society • A flexible system based on empowerment • Co-operation • A student-oriented, active conception of learning The Finnish National Board of Education is the body that develops pre-primary, basic, general upper secondary, vocational upper secondary and adult education. For more information visit http://www.oph.fi/english

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LIFE LONG LEARNING Life long learning is the concept that teachers often find applies to them more than they realise. It is the understanding that even for a teacher, learning is constant and necessary in an evolving world where Pluto is no longer a planet, new species are constantly being discovered in the ocean depths and new technologies make us question why do things the way we do. Mobile learning is no exception to this and many teachers who have succeeded in this area, have benefitted from accepting that when it comes to mobile technologies, very often students know more than them. This change to the traditional paradigm of teacher and learner and perhaps also to perceived authority in the class can be difficult for some but doing so allows the students to prove their knowledge in this field and frees up the teacher to focus on their subject matter. Just as desktops and laptops changed the way we use technology in the classroom, so too will mobile devices, only this time, far more students are more capable with them before many teachers are.

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1.1. October

1.1.13

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MOBILE LIFESTYLE A mobile lifestyle is one where it is much less, or no longer necessary to be in a specific location to perform an action or task. Perhaps even more important is that it is no longer necessary to be still to perform these actions but to be mobile. A phrase that often gets used when discussing mobile learning is "Wherever, whenever" and this sums up the mobile lifestyle very well in our opinion. The "wherever" aspect is already apparent but often forgotten is the "whenever" aspect. Students at InnoOmnia have commented that there are moments when they want to look up some information or get a great idea for their comic strip or movie. Before they had mobile devices, they would forget their ideas or what information they wanted to look up. Mobile devices allowed them to work on their ideas when they wanted to, even in their own time.

MIND MAPS Mind maps are a multimedia medium that InnoOmnia uses to a provide information in a visual way. Both teachers and students can create mind maps quickly and easily on mobile devices using apps such as Popplet. Mind maps allow users to indicate the relationship between different items or concepts and group or separate these items accordingly. Processes and workflows can also be created very quickly using mind mapping tools as well as storytelling to some extent. A simple mind map app like Popplet allows users to include photos, drawings, and text but many others can also include video and audio.

MOBILE DEVICE MANAGEMENT A key area of mobile learning is the deployment and management of the devices. Management falls into two categories, local and remote and there are various aspects that should be considered for both. Local administration includes device settings, restrictions and additional settings such as setting up email profiles, installation profiles as well as application installation. It should be defined who is responsible for managing the device. In most long-term cases (> 6 months), the user will want to manage the device themself with minimal assistance from the IT department. In short-term cases, any management should be prepared by the IT department or responsible person(s) before the device is given. These settings usually require the device to be present in order to be changed. Remote settings can be managed without the device being present and can include some of the local settings depending on the MDM service provided. These remote settings can include passcode resetting, providing wifi network passwords, selective or full device erasure, locating the device when lost, app installation were possible (Apple Volume Purchase Program is one example of this), setting restrictions, defining webclips and many other settings. Another benefit of remote management is scalability. The setting can defined once and c 2014 innoa2z.wordpress.com

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applied to a large range of selected devices. If the setting is changed, then it will be changed for all selected devices. This list contains a large selection of the available options. At InnoOmnia, we have used Cisco’s free service, Meraki. Thought the service is lacking some features found in paid versions, we have found the webclips and network settings to be very useful.

MEDIA TYPES When planning workflows for using apps, it helps to define what media types are available to use in that app. This makes it easier to define the editing and publishing options available as these are often restricted based on the media types being used. Each media type can be used individually or combined to make another medium such as a comic strip, mind map, ebook or movie. At InnoOmnia, we have defined these media types as: Audio Drawing Photo Text Video

MOVIES Movies are a multimedia medium used to a great extent at InnoOmnia, primarily due to the motivation that students respond with when asked which type of medium they want to create. This motivation, supported by the 1st party application provided by Apple, iMovie, has made it very easy for beginning and advanced students to create simple and elaborate movies respectively. Most movie creating apps support audio in music, sound effect and voice recording forms, still photos, text and of course videos as well as direct publishing to video hosting services such as YouTube, Vimeo and often Facebook. Otherwise the video can be published to the device’s Camera Roll or Videos folder for sharing or publishing to other services. The use of themes, transition effects, background music and pre-created templates help to convert the basic media types into movies that convey emotions and tell a story, which for many visual learners can help a great deal to absorb information as well as help them get their point across in a manner that is more flexible and fun to create.

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NO TURNING BACK FROM MOBILITY

Educators everywhere are facing a question of How to integrate technology into learning. The technological development in our society has been rapid and many teachers struggle in facing the challenges it brings to them in changing they do their work. There are also a number of teachers in all countries who resist the change that is happening in education and refuse to see the need for change imposed especially by the introduction of mobile devices in classrooms. A lot of investments have been made in many countries in mobile devices and other learning technology. However, if not enough empshasis is put on the "How", those investments might not bring the desired results. The key questions to ask include:

• "How do we use mobile tools in learning in a pedagogically sound way?" • "How do we design education in a way that makes use of mobile tools?" • "How do we make students’ own devices part of their learning process?" • "How do we manage the tools and applications?" In InnoOmnia, we train over 200 teachers nationally on how they can enrich their learning through mobile devices. The Finnish National Board of Education who develops K-12 education has selected InnoOmnia to be a partner in providing professional development for teachers.

NOW The pace of change in technology is becoming increasingly fast. Mobility is seen as a key solution in making education more accessible in i.e. Sub Saharan Africa. In Finland it is also seen as an important element in making learning practical and authentic and giving possibilities to develop work-based learning methodologies.

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ONLINE STORAGE Also known as cloud storage, services like Dropbox, Google Drive, Box, SkyDrive and Copy provide online storage of files for simplified transfer between mobile devices, laptops and desktops. Each service offers a different amount of storage between 2GB to 15GB for free, with more storage available at an additional cost. This ease of transfer is very beneficial to users of Apple phones and tablets due to the lack a USB port and accessible file system. All services offer a mobile application for access via mobile device and many online services are accessible via web browser so they make great solutions for file collection and sharing in BYOD environments. These storage services can often be found built in to many applications for direct access, particularly Dropbox which in InnoOmnia’s experience, is built into more mobile applications than other services.

ONLINE SERVICES A huge aspect of educational technology is the use of online services. In mobile learning, many of these services can offer valuable services, a very small selection including:

• Information storage and publishing (Wordpress, Wikispaces) • Video storage and publishing (YouTube, Vimeo) • Data storage and sharing (Dropbox, Google Drive) • Document creation and collaboration (Google Drive, Padlet) • Image hosting and publishing (Flickr, Picassa) • Image • Social media services (FaceBook, Twitter) Many of these services offer mobile applications that enable simplified access to the service, usually due to the difficulties derived from trying to access the service via a mobile web browser. The capabilities of a desktop/laptop browser and a mobile browser can be very different, making a mobile application a very desired commodity from online services. Good examples of this are the google services which work fantastically in desktop/laptop browsers but perform very badly in a mobile browser. Before you integrate an online service into your workflow, make sure that it supports most, if not all mobile devices in the device browser or via mobile app. At InnoOmnia, we utilise a wide range of online services, particularly online storage, blogs, wikis and Google’s Drive, mail, maps, services.

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PEER TO PEER SUPPORT Peer to peer support seems to naturally occur whenever technology is introduced into a classroom, especially with students and trendy, cutting edge mobile technologies. At InnoOmnia, we have observed it occur so much between students that only a little guidance from the teachers is needed. Teachers on the other hand, appear to learn on a peer level less than students unless actively encouraged to do so via informal group training sessions or a designated channel such as facebook group.

PERIPHERALS In order to get more value out of mobile devices, a range of peripherals or additional devices can be used to provide device protection, integration with existing technologies and enable easier use of the device. In particular, protective covers are very highly recommended to ensure the device survives little knocks and drops. Styluses and keyboards are great tools for making the device easier to use. For many, the touch keyboard or virtual buttons are too small and these tools make typing much faster or drawing feel much more natural. Integrating mobile devices with existing technologies such as projectors can be done with HDMI or VGA cables or even additional devices such as Apple TV.

PARENTS When students suddenly become more mobile and bring a new device home, parents, especially of younger children, can be concerned about an unknown device being brought into the household. They can be concerned of what the device has access to online and whether the student is spending too much time with it. It is important to keep the parents involved and aware of the device capabilities, how it can be used by their child and perhaps most importantly, that at home they still have authority over internet and device use. For younger students, it may be necessary to gain the parents’ permissions for students to be involved in mobile learning programs, particularly in relation to entering into agreements with online services, creating accounts and appearing in digital images and other materials.

PHOTOS Photos are one of the core media types used at InnoOmnia in mobile learning. Photos, like drawings can c 2014 innoa2z.wordpress.com

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easily be saved in standardised formats such as .png and .jpg. Photos are easily created and saved to a central location on the mobile device such as "Photos" folder or the "Camera Roll" to be accessed by other apps. At InnoOmnia, we use photos in comic strips, mind maps, eBooks and movies as well as just using the photo itself in blogs and wikis.

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QUESTIONING Thinking is driven by questions. Not answers. Questions help us define tasks, categorize information and express issues. Through questioning, we gain deeper understanding of topics. Learning has traditionally been very one-way oriented, with teachers pushing information towards the students, asking questions and looking for answers. Today, when education is seen as learner-centered, the role of the teacher is changing. A 21st century educator is a person who supports the students in finding the information they need in finding answers to their questions and solving their problems. The direction of the flow of teaching in classrooms is changing from teacher providing information to students actively looking for it from the teacher among other sources.

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RETURNING WORK After completing work on a mobile device, the student will very liley need to return it to the teacher. There should be a clear channel for this and where possible, as few channels as possible. Understandably, there may be more than 1 due to restrictions in what file types are supported in each channel as well as other restrictions such as video length. There should be consideration between wether the channel is an internaly hosted one such as Moodle and Fronter or a public service such as a blogs and wikis. If a public service is chosen, you should prepare to allow returned work to be listed as public or private. Some of the services that have been used for returning student work in InnoOmnia are:

• YouTube for video based media. Most videos are marked as Unlisted. • Wordpress for image, drawing and text based media. • SoundCloud for audio based media.

RESEARCH Researching education should always be a core part in all education development. In Vocational Education and Training in Finland, more and more focus is being put into measuring i.e. the impact professional development of teachers has had on how teaching is being executed in the classrooms. Research should not be seen as an academic tool used to train teachers for their profession, instead it should be seen as a key element of that profession. Teachers have social responsibility to train youth to become active citizens. That work should be supported through practical research and professional development.

REFLECTION Reflection is an extremely important part of assessment in 21st century education. It has been seen, that assessment should be learning tool during the course of studies, not an element of studies that measures the students’ performance only at the very end part of his/her learning path. Similarly, in assessing the students’ learning, teaching students in actively reflecting on their own work and look at it from an outsider point of view is crucial. Students should also reflect on the work done by their peers and support their learning in peer-to-peer assessment during their studies, not at the end.

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Education is facing a shift in paradigms globally. Education developers everywhere are rethinking education, to learn new solutions for carrying out education that is practical, learner-centered, attractive and motivating. Today, the EU average youth unemployment rate is 26 %. We need to rethink education to ensure that all youth accross Europe and the world are brought up to be active citizens who have all they need to fulfill their needs.

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SOCIAL MEDIA Social media services such as Facebook and Twitter can be transformed from places to status updates into fantastic learning and sharing tools. Almost every student will have an account in one or more social media service and their familiarity with the service already bring us a step closer. Every social media service has a mobile service and inevitably a mobile app for each platform which enables easier access to its services. This, coupled with the wide variety of supported media types and easy linking to other hosting and publishing services makes it easy for groups to share materials and keep each member up to date on the group’s progress. At InnoOmnia, we used a facebook group as a location for sharing tasks related to business students’ problem-solving projects called SWAM: Slight WAcky Business (Finnish Only). Real-life businesses would offer a task to the students and the student groups would create and market their solutions in Facebook. The teachers and businesses would judge the solutions and a prize would be won by the best team.

STUDENT-CENTERED Student-centered learning removes the focus from the teacher controlling the classroom and provides the students with more freedom to learn and discover by themselves with inly some initial guidance. This is well supported by mobile learning with it support to learn anywhere and anytime. Is assistance is required, then the mobile device can also provide the communication tools necessary. This freedom can help motivate students due to the increase in self-learning control and responsibility. Another benefit of this is having more time for the teacher to focus on students who may require additional guidance or possibly developing their mobile learning workflows.

SUPPORT Support is a large success factor when planning mobile learning projects. For many teachers and, to a lesser extent, students too, there are three key areas of what they must learn to be effective mobile teachers and learners.

• They must learn how to use the device. • They must learn how to use the applications. • They must learn how to use these effectively. 34

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This can be overwhelming for many, especially when coupled with complicated tasks. It will be very beneficial for teachers and students if they are able to request support in these areas when it suits them best. Different support methods include:

• Face to face support. • Email or text-based support such as ticketing systems. • Online sources with text and video materials. • Peer support groups. • Training sessions.

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TOOLBOX A mobile learning toolbox is a selection of apps that meet the needs of the mobile teachers and learners. Ideally, these tools will have been chosen by all parties invloved that use mobile devices at an institution. The tools can include productivity tools as well creativity, research, sharing and web services tools. The current toolbox at InnoOmnia can be found here: innoomnia.fi/iPad

TABLETS Tablets are the name given to mobile computing devices that are generally larger than most smartphones and contain a touch-enabled screen, battery, usually a camera, microphone and speaker all built into a single device. The most well known example is the Apple iPad but there are a wide range of tablet manufacturers including Google and Microsoft. Tablets can be found in sizes anywhere between 6 and 10 inches (diagonally) and usually offer more app options than smartphones. This makes them more idea mobile learning options than tablets.

TRAINING One of the support methods available to help teachers and students become more efficient mobile users. Training sessions usually focus on one of the three key support areas:

• How to use the device. • How to use the applications. • How to use these effectively. but can also combine two or more of these areas by focusing on a specific app. InnoOmnia offers a wide range of training options for a large selection of apps and web services for all user skill levels. For more information, please contact us directly or via this form. Ms. Satu Järvinen Expert, Education Partnerships satu.jarvinen@omnia.fi 36

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TECHNOLOGY LEARNING CYCLE Technology learning cycle is a model that can be used in the integration of any technology in to learning. At InnoOmnia, the model acts as a basis for us in the design of all of our mobile learning projects. The Technology Learning Cycle consists of 5 different phases:

• Awareness • Exploration and filtration • Learning • Application • Sharing and Reflection More information on the model can be found i.e. at the Nspire website.

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UPLOADING A key area of mobile learning, or specifically returning work is uploading files to an internal or public web service. There a couple of issues to be aware of when asking a class full of students to upload their materials. Upload speeds are much lower than download speeds which means that it will normally take longer to upload a video than to download and watch. WiFi upload speeds are normally faster than 3G/4G networks. The larger the file, the longer it will take to upload. Try to keep videos to a length of around 5 minutes or keep the video or image resolution to 720p and 1280px x 720px respectively. Audio files are generally smaller so any quality up to 32.000 kHz should be fine. The more people uploading through the same network will cause the upload speed to significantly decrease per person. Try to organise your class that students can upload in groups and not very soon to end of class.

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VIDEOS Videos are one of the core file types used a lot in mobile learning due to the ease of creating them. Standard file types are .mp4, .avi and .mov with the .mp4 bein the most common used. Most video files are actually envelopes containing a video file and an audio file. In fact .mov and .mp4 usually have the same contents. If you cannot play .mov files on your tablet or computer. Rename the file so the file extension is .mp4 and should play just fine. Videos are easily created and saved to a central location on the mobile device such as “Videos” folder or the “Camera Roll” to be accessed by other apps. At InnoOmnia, we use videos mostly when making movies in apps such as iMovie.

VIRTUAL LEARNING ENVIRONMENTS There are hundreds of different VLEs such as Moodle, Fronter and Blackboard which allow teachers to store content and interactive learning tools such as quizzes as internal school services. This is contrary to online services that allow you to store your file externally from the school services. There are many benefits to having student store their files internally:

• No additional accounts are required to be created, therefore students do not need to enter into agreements with these online services. • The amount of space available is usually a lot more than what online services offer for free. But there are also some drawbacks too:

• The files may not be available outside of school • The files may not be easily sharable to the public • The files may be lost after the student graduates. • The internal service may not be easily accessible via a mobile device. Consider carefully whether your internally available service or external online service offers you and your students more value before including them into your workflows.

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WIFI NETWORKS WiFi networks are a key area of the mobile learning infrastructure. By definition mobile devices cannot utilise wired connections and must rely solely on wireless connections such as WiFi, 3G/4G and bluetooth to access other devices, networks and the internet. Areas where your school’s WiFi should focus on providing include:

• Coverage. Are there any areas of the school that do not have a good wireless signal? • Bandwidth. How much data can be simultaneously downloaded / uploaded at the same time? For the whole school and per router. • Speed. How fast can this data be downloaded / uploaded? For the whole school and per router. • Security. Could we have a second, open network just for mobile devices and only provide internet access and some internal services. • Network type. Can we support n and ac type networks for more modern devices? • Load balancing. If there are too many device connected to a single router, can the router tell the device to connect to the next nearest one? • Network overlapping. Can we spread the networks over a range of channels to avoid network noise? Feel free to ask your school’s IT administration about the existence of these features. The more you have, the better experience mobile device users will have.

WORKFLOWS Workflows are a very useful too when planning how to utilise mobile devices in your own curriculum and courses. They can help identify each step the process necessary to create, modify, publish and share materials on a mobile device. Here is an example of an iMovie workflow process that shows what media types can be included and whether they should be collected via a different app or within iMovie and what service we can use to publish and then later share it with others. There are lots of different variations available and there is no one, single correct workflow. The purpose is only to explore the different options and help teachers plan what accounts and services need to be created before or after the main app is used. This can also help the teacher to identify whether the app is actually going to support their pedagogical goals before starting to use the app.

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Wikis are online resources, usually in the form of web pages where multiple collaborators can all contribute to create a resource of information. This collaboration aspect makes them a very good tool for use in education as an online location for students to complete group work. Some example of how InnoOmnia has utilised wikis include:

• mobiilioppija wiki (mobile learner wiki - English section at the bottom of the menu). • kasvimobiiliwiki (plant mobile wiki - Finnish only - A wiki where students created pages based on different plant types. These plants were then marked on a map and a trail was created. Other students could then follow the trail. Each trail location has two QR codes. The first is a link to the wiki page for that plant, the second is a link to a set of questions about that plant). One negative aspect of wikis is editing them on a mobile device browser. This can be tricky without a mouse but there is a solution in the form of browser apps that perform in the same way as desktop browsers such as Puffin or Dolphin.

WINDOWS Windows is the famous operating system created and developed by Microsoft over many years. There are two versions of windows for tablets; Windows 8 Pro and Windows RT. Windows 8 Pro is the full Windows experience and runs all Windows RT apps as well as all traditional apps. Many schools have used this platform as there is very little change from their existing IT infrastructure and app licences are very likely already purchased. One negative issue is that these apps are rarely designed for mobile use, assuming the user has a keyboard and mouse. This can make using an app very difficult. Windows RT is a simplified version of Windows 8 Pro that has less features including only allowing apps to be installed via the Windows Store. This means the apps have been designed for the purpose of tablet use and the device is less likely to be susceptible to malware. Unfortunately the amount of apps available for Windows RT is very low compared to Apple’s iOS or Google’s Android.

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eXPLAIN Mobile learning provides a wider variety of methods for students to explain their reasoning in projects and reports. For many students, communicating via images, videos and other media types offers more freedom than the traditional form of writing report.

eXPLORE When you get your mobile learning environment up and running, it is essential that you continue to explore this environment for further areas that can be improved on. This can be achieved by developing more complicated workflow processes, updating your toolbox or improving the IT infrastructure such as wifi networks. In mobile learning, we are all life-long learners and should continue to explore new pedagogy techniques to continually create better learning environments.

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YOUTUBE Youtube is a service that allows you to post your videos online. Within the service you have the option to either

• keep your videos private when they can only be viewed by you when you are logged in to the service • make the videos accessible through the direct link but not appear in a any listings • make the videos public Youtube is one convenient service to use when sharing videos made on i.e. mobile devices. Other similar services exist and often allow similar viewing options. With youth, youtube is often the most commonly known video sharing service and hence a natural choice.

YOUTH In InnoOmnia, we work for the youth, with youth. Developing education is a valid cause, it enables us to, from our end, ensure that the youth graduating from out establishment have all the knowledge and skills necessary for them to have successful lives and careers.

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ZEAL A synonym for enthusiasm (and it was a struggle to come up with Z words for this blog - please tell us if you have some!), zeal is the desire to participate or complete a task. Many students show enthusiasm towards mobile learning for reasons including:

• The opportunity to use and become skilled mobile device users. • The opportunity to create their own movie, comic strip, mind map and eBook materials, sometimes in lieu of traditional report writing. • Being offered an additional level of responsibility. • Receiving more engaging, interactive teaching. • Freedom from the "where" aspect of traditional classroom learning. • Freedom from the "when" aspect of traditional learning occurring during the week daytime.

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*About InnoOmnia (2013-10-08 14:54) - ptstockley

Welcome to the InnoOmnia A-Z guide to Mobile learning!! InnoOmnia has been recognized as an innovative learning environment and a champion for entrepreneurship on an international level. InnoOmnia is an active member of the European Training Foundation’s good practices in entrepreneurship group and is featuring as an exemplary case of combining learning and working in the 2012 WISE book “Learning a Living”. On a regional basis the program has had a major impact with its clear focus on supporting vocational and service sector entrepreneurship, something that has not been done before. http://www.youtube.com/watch?v=CPb2RlX1C34 The InnoOmnia Learning Solutions team crafts the future of learning today. Our task is to build bridges and break new ground in the changing landscape of teaching and learning. We strive to create solutions that make learning more interesting, more motivating, more fun and more today. Technology has changed the way people seek and share information. Mobile devices place media-rich content in the palm of our hands. However, in reality teaching often relies on the knowledge present in classrooms. We need to use technology to empower teachers and learners and encourage them to collaborate with the world at their fingertips. InnoOmnia Learning Solutions offers teacher training, curriculum development and learning environment consultation. Our areas of speciality are:

• Pedagogical paths and learning environments for the 21st century knowledge society • Social networking and collaboration tools for better learning • Social media policy and guidelines for schools • Virtual worlds as learning environments • Designing and implementing mobile learning with iPods and iPads • Mobile devices in vocational competence testing • Pedagogy and devices supporting on-the-job learning COME JOIN OUR LEARNING QUEST! For more information, please contact us directly or via this form. Ms. Satu Järvinen Expert, Education Partnerships c 2014 innoa2z.wordpress.com

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satu.jarvinen@omnia.fi +358 40 1264936

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Chapter 2

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Welcome to our Learning On The Go event page! Here you can find links to the presentations and materials from our Oppi Festival event as well as the material created during our sessions. Learning Solutions Team Contact Information

- iPad administration in a nutshell, Pete Stockley To ensure time is spent learning subject matter, and not troubleshooting iPads, there are a set of areas that can be analysed and prepared beforehand. Knowing these can streamline the deployment phase and allow as much remote administration and freedom for teachers and students to utilise as possible. Haiku Slideshow iPad Deployment Guide Requested materials by the participants: App Workflow cards (Popplet) Link to MDM comparisons Link to Pfeiffer Report on Tabler user experiences (includes cognitive load)

- Mobile storytelling, Pauliina Venho What are memorable stories made of and who owns the voice behind them? Why should we use stories in learning and how can we benefit by creating them on mobile devices? Let’s share our ideas about the present and the future of mobile storytelling. Some characteristics and examples of mobile storytelling

- The creative side of tablets, Satu Järvinen How can we use tablets in re-imagining education? Are tablets just a handy way of cutting down weight of school bags by using digital books... or do they allow an entirely new approach to learning? In this interactive session we work together in mapping the opportunities tablets give us in terms of creating content, sparking creativity, and c 2014 innoa2z.wordpress.com

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embracing the paradigm shift towards 21st century learning.

- Bring your own device - the answer or just more questions, Esko Lius

- Mobile peer learning, Leena Vainio Long-term work in staff training and networking has made us see the significance of peer learning among colleagues. Peer work supports us in learning new things as well as in applying our learning to practice and increases positive interaction among people and helps them learn from one another. Today social media tools make it easy for us to make our learning visible and they also make it possible for us to exchange thoughts with one another irrespective of time and place. Mobile Peer Learning .pptx

- Learning outcomes made visible, Mervi Jansson How can mobile devices be used to make learning outcomes visible? How do we define learning outcomes and is it the end result or the process that should be assessed? In Finnish vocational education and training assessment is based on skills demonstrations. What does this mean in practice and could the same principle be applied in all learning? Learning Outcomes Go Mobile

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