I have read chapter 3 “Using a smartphone to
create digital teaching episodes as resources in adult education” and chapter
13 “Designing principle for mobile learning” for week nine task.
Chapter three provide us detail that how we
as teachers can create digital narratives using smartphones which can be used
as resource in our teaching and training. This task highlights the strengths
and benefits of the technology and the pedagogical approaches involved in using
mobile technology. The educational technology I have chosen also require to
create a digital video episode for students using camtasia which can provide
post learning to students before coming to class. I can use the below questions
which I learn from the article for finding effectiveness of using this
educational technology tool.
- · What were the advantages of creating teaching episode?
- · What were the disadvantages or challenges of using the devices?
- · What were the most difficult aspects of creating a teaching episode?
- · What were the most positive aspects of the task?
- · How useful were digital videos as a tool for teaching?
My personal belief is that in future mobile
learning will play an important role in education. Lot of research is going on
in this field. As mentioned in the article “Designing principle for mobile
learning” there are many reasons for using this as an educational technology
tool. Some of them are: Students can afford it, they know how to use it and it
provides them real word relevance. They can use it anywhere, anytime with
anyone.
Designing principles plays an important role
for laying foundation of any educational tool. Without proper designing
principles it is very difficult to use the technology for learning. I have
chosen following designing principles for implementing my project.
1. Real world relevance : Use learning
in authentic contexts
2. Mobile contexts: Use learning in contexts where learners are
mobile
3. Whenever: Use learning spontaneously
4. Wherever: Use learning in non-
traditional learning spaces
5. Whomsoever: Use learning both individually
and collaboratively
6. Affordances: Exploit the affordances
of technologies