Category Archives: General

Bridging the School-Home Gap with Mobile Learning

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How Mobl21 Works

 

Mobl21 extends the learning environment for students via mobile devices, which they are always carrying around like iPhones, iPod Touches, iPads, Androids & Blackberrys.

The Mobl21 system can be used for any subject, at any grade level.

For more information contact sales@mobl21.com

 

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Mobile Learning – Starting small and scaling up

While the discussion on mLearning continues, the fact remains that learners are initiating activities themselves to enhance their personal learning experience. From educational apps to mobile friendly readers, learners are beginning to take advantage of technology to enable their learning.

So what are we waiting for?

The mobile learning marketplace has commercial options that allow many institutions to implement for growth with minimal risk of major capital. While there is validity in adopting and implementing generally accepted technologies and methods, the problem is that while educators wait, the students may already be working, playing, and learning without supervision.

Starting small and scaling up

The call to action is to initiate a mobile learning activity in your classroom in a small way and scale gradually. Using the existing devices, look at making and distributing simple highlight points or flashcards for your lesson. Ask your students to review these over the week whenever free. Based on these simple tasks you’ll get an idea of how mobile learning can and cannot be used in your classroom.

Next you can ask for recommendations from your students themselves on the educational apps they like and already use. Look for mobile learning tools that enable delivery of content so it can be accessed by students once the content has been delivered to the device.

Delivering learning experiences

A perfect example of delivering value through mobile devices is a course in natural science where an assignment required students to take a picture of a specific leaf and post it in an online environment.  Prior to mobile learning the activity required two devices to accomplish, a camera and a computer. The new reality requires a quick picture and potentially instantaneous upload into the system.
Utilizing mobile devices for learning is about delivering learning experiences and about an eco-system of connectedness and engagement. Taking advantage of these opportunities means delivering meaningful one-to-one learning experiences like never before.

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Frog Dissection: AEP 2011 Distinguished Achievement Award Finalist

Emantras’ Frog Dissection iPad App has been named a finalist in the 2011 AEP Awards, the highest standard for quality, professional educational resources and excellence in education marketing. The Association of Educational Publishers’ annual awards program and its seal of excellence are widely recognized by educators, administrators, and parents as a mark of outstanding educational value.

The Frog Dissection App is a finalist in the Distinguished Achievement Awards for Technology category and Mobile Device  Application subcategory. The Distinguished Achievement Awards (DAAs) are judged according to category (Curriculum, Periodicals, Professional Development, and Technology), subject area, and grade level. Entries are evaluated on traits such as efficacy, usability, and overall educational value.

The full list of finalists for this year’s DAAs is posted online at www.AEPweb.org/awards/finalists.htm.

About Emantras Virtual Frog Dissection
An ethical alternative to live animal dissections, the Frog Dissection app helps students learn all about frogs and their biological functions, without messy lab work or harm to living creatures.

Recognized by animal rights advocacy groups and awarded the Mark Twain Ethical Science Award by PETA, the Frog Dissection App will enable more students to learn animal anatomy without needless animal culling.

Read more about the virtual frog app

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TIE NAMED FINALIST IN SIIA CODiE AWARDS 2011

Emantras’ TIE (Totally Immersive Education) learning platform has been named as a 2011 CODiE Award finalist by the Software & Information Industry Association (SIIA).

Shortlisted in the ‘Best Education of Simulation’ category, TIE is a dynamic e-learning platform that delivers learning within an active virtual educational environment. TIE stimulates learning through an interactive object-based model, providing rich 2D and 3D graphics environments for students to explore.

Says Sesh Kumar, CEO of Emantras, “The CODiE Awards shortlist some of industry’s finest products and services, and we are honored and pleased that TIE has been nominated. An interactive and fun-filled learning platform, we believe that solutions like TIE will be the way to keep young learners engaged and interested in education.”

Selected in 26 software categories from nearly 400 nominated solutions, product finalists underwent an intensive review by subject matter experts, analysts, journalists, and others with deep experience in the field.

The detailed list of finalists is available at http://www.siia.net/codies/2011/finalist_detail.asp?id=34

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Important Terms in Mobile Learning

3G: Third-generation mobile telephone technology. The services associated with 3G provide the ability to transfer both voice data (such as making a telephone call) and non-voice data (such as downloading information, exchanging e-mail, and instant messaging).

4G: Fourth-generation mobile telephone technology. When implemented, it will feature high-speed mobile wireless access with a very high data transmission speed, of the same order of magnitude as a local area network connection (10 Mbits/s and up).

Asynchronous Learning: A learning program that does not require the student and instructor to participate at the same time. Typically self-paced, online tutorials.

Audioblog: A blog that mainly publishes audio files (music or podcasting) sometimes with text and keywords for search engine optimization.

Augmented Learning: Augmented learning is a learning technique where the environment adapts to the learner. Instead of focusing on memorization, supplemental information is presented to the learner based on the current context. The augmented content can be dynamically tailored to the learner’s natural environment by displaying text, images, video or even playing audio (music or speech).

Blended Learning: A training curriculum that combines multiple types of media. Typically, blended learning refers to a combination of classroom-based training with self-paced e-learning.

Chunking: The process of separating learning materials into brief sections in order to improve learner comprehension and retention.

Collaborative Learning: Learning through the exchange and sharing of information and opinions among a peer group.

Coursecasting: Coursecasting allows students and the general public to download and listen to audio and video recordings of class lectures to their computers, iPods and other MP3 players

Courseware: Software designed specifically for use in a classroom or other educational setting, containing instructional material, educational software, or audiovisual materials.

Digital Natives: A person for whom digital technologies already existed when they were born, and hence has grown up with digital technology such as computers, the Internet, mobile phones and MP3s.

E-Learning: Broad definition of the field of using technology to deliver learning and training programs. Typically used to describe media such as CD-ROM, Internet, Intranet, wireless and mobile learning. Some include Knowledge Management as a form of e-learning.

Just In Time: Popular term to described the benefit of mobile learning’s accessibility.

Learncasting: Online educational or instructional content, which may be delivered via a podcast or a syndication feed such as RSS and Atom.

Learning Content Management System (LCMS): A web-based administration program that facilitates the creation, storage and delivery of unique learning objects, as well the management of students, rosters, and assessments.

Learning Management System: A program that manages the administration of training. Typically includes functionality for course catalogs, launching courses, registering students, tracking student progress and assessments.

Learning Network: A learning community is a group of people who share common values and beliefs, are actively engaged in learning together from each other.

m-Learning: Stands for “mobile learning” and refers to the usage of training programs on wireless devices like cell phones, PDAs, or other such devices.

Mobile Application: A software application that runs in a handheld device such as a smartphone.

Mobile Blogging or Moblogging: Sending text, images, audio or video from a cellphone or other mobile device to a blog or Web site. The advent of multimedia texting (MMS) and cellphone cameras inspired moblogging.

Mobile Browser: A Web browser designed for the small screens of mobile phones. Smartphones with Web capability come with their own Web browser; however, third-party browsers may be available.

Mobile: Remote, portable, on-the-go. A “mobile” is a cellphone; however, a “mobile device” can refer to any portable device including a PDA, MP3 player or laptop.

Mobilecasting: The automatic delivery of podcasts into a mobile device. “Mobilecasting” is a generic reference to podcasts on a smartphone, whereas “MMS podcasting” refers to using the cellular messaging system to deliver brief podcasts, typically about one minute duration (see MMS). “Palmcasting” refers to Palm-based mobile devices such as the Treo and Centro smartphones.

Pedagogy: The art and science of how children learn. The principles and methods of instruction.

Personal Digital Assistant (PDA): A small, handheld computer currently limited in functionality (e.g., calendar, rolodex, to do list). PDA’s are expanding in their capabilities to include wireless e-mail and Internet access, thus opening opportunities for mobile learning and support

Podagogy: Where podcasting meets teaching & learning, or using portable media players to support learning.

Podcast: A podcast is a series of digital media files (either audio or video) that are released episodically and often downloaded through web syndication.

Smartphone: Any handheld device that integrates personal information management and mobile phone capabilities in the same device. Often, this includes adding phone functions to already capable PDAs or putting “smart” capabilities, such as PDA functions, into a mobile phone. The key feature of a smartphone is that one can install additional applications to the device.

SMS: Short Message Service allowing messages of up to 160 characters to be sent between phones on any network

Synchronous Learning: A learning program in which the student and instructor participate at the same time. For example, an instructor-led chat session is a form of synchronous learning.

Ubiquitous Learning: Ubiquitous learning (or u-learning) is equivalent to some form of simple mobile learning, e.g. that learning environments can be accessed in various contexts and situations. An ubiquitous learning environment is any setting in which students can become totally immersed in the learning process.

Wireless Application Protocol: The technical specifications required to communicate and display content on wireless devices, such as WAP-enabled cell phones. Relevant for m-learning

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Mobl21 named Innovation winner by Learning Without Frontiers

Mobl21 wins yet an other award! Starting the new year with a bang, Mobl21 was named the Innovation winner by Learning Without Frontiers. Winner from three nominees in the “Further and Higher Education” category, Mobl21 outshined Oxford University and Liverpool John Moores University to win this prestigious award.

For more information visit: http://www.learningwithoutfrontiers.com/lwf-awards-winners-2011/

About Mob21
Mobl21 is an award-winning mobile learning application, that allows educators and learners to create material which can be pushed to mobile environments.

Mobl21 provides tools for educators to enable them to measure student material access, and test learning levels. A complete mobile learning system, Mobl21 provides all the flexibility of mobile technology, within an educational framework.

For more information visit: www.mobl21.com

About Learning Without Frontiers
Learning Without Frontiers is a global platform for disruptive thinkers and practitioners from the education, digital media, technology and entertainment sectors who come together to explore how new disruptive technologies can drive radical efficiencies and improvements in learning whilst providing equality of access.

For more information visit: http://www.learningwithoutfrontiers.com/

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Mobile Learning: Why waiting will get you left behind

It’s being widely acknowledged that mobile devices are poised to replace many traditional computing activities. All indications are that access to the Internet through mobile and wireless devices will soon outpace access through desktop devices by 2014 (Morgan Stanley).

Yet we are still seeing a lot of “watching and waiting” from educational institutions and enterprises when it comes to implementing mobile technologies for learning.

While there is an understandable reason in ensuring success of established technologies before adopting, it’s also true that complications arise when the audience begins to use this same technology to work, play, and learn without waiting for a top-down influence.

Mobile technology is a perfect example of this happening; the technology is growing in a rapid manner and we are seeing two main camps:

• Those looking for validity and the “perfect” opportunity
• The “adopters” who are diving in

Last year, there were several well-publicized examples of institutions implementing mobile learning, especially with the arrival of tablets. Along with these developments, the mobile learning marketplace has seen several commercial options which facilitate m-learning implementation with minimal risk of capital.

However when it comes to the majority, the attitude to devices in school and on campus is still largely one of waiting for acceptance.

Learners already on-the-go
On the flip side, students are already doing a lot to create their own personal learning experience either by sharing notes using online tools, collaborating through social media with like-minded learners or most recently, downloading educational apps.

App stores have become a fabulous conduit for non-traditional educational tools to reach learners, and lately, many traditional publishers have also started to participate.

While a lot of these applications and tools are of relevance, (e.g. learning material for test prep), one of the key missing pieces in mobile learning is the absence of validated educational resources that are a part of school or college curriculum. This is happening largely due to the hesitation on the part of institutions to disperse their educational content via mobile devices, forcing students to look to other sources. Besides illegal digitization, this could also result in unmonitored circulation of material which could be incorrect or outdated.

An exception to this rule is the availability of publisher notes for a specific book. Already student usage of these applications when available has been very pervasive and popular.

While many of these tools are being used in an ad hoc manner, the fact that students are driving their learning initiatives provides us with ample evidence of the tremendous opportunity to deliver validated and educator-driven content on to these platforms.

There is no right or wrong in choosing between immediate adoption of mobile learning or waiting for validation. But it is essential to be cognizant that even with the ground beneath our feet still shifting, users are incorporating mobile learning with success.

The call to action should therefore be to start implementing, using the slew of opportunities that have presented themselves over the past 12-18 months. In a future that is obviously more and more mobile device-driven, waiting for things to settle, may be akin to missing the train completely.

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Mobile Learning Weekly Cartoon – 28 Dec 2010

Can I carry your iPad

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3-R’s of mobile learning, Review-Refresh-Reinforce

Mobile Learning In Action

With mobile technology now entering classrooms, today’s students are experiencing a more dynamic, “unstructured” way of absorbing information. Minutes between classes, time alone waiting for friends, or commuting to and from school are all opportunities for enhanced learning.

Mobile learning is ushering in a new age of learning pedagogies, making us examine and question how knowledge is organized and interrelated.

Let’s take a look at some ways in which mobile learning can be used to reinforce existing teaching methods:

Review
By highlighting the key points of your lecture, or making a list of important, places and events, mobile learning can enable students to quickly run through a topic just before a test or exam. The review method works well on a mobile device as students can have quick and constant access to important points, helping them recollect and reiterate later.

Refresh
Flashcards, new definitions, vocabulary and equations, all critical content that need to stay top of mind. By accessing this information time and again, students can refresh their knowledge and keep the important bits, top of mind.

Reinforce
Did you learn your multiplications tables though repetition? So will this generation, but the tables will always be close at hand. Reinforcement is an age-old method of teaching and learning, and this holds true for today’s mobile learners too.

Mobile learning can be effective if used in a supportive manner, ie, by providing bite-sized learning assets to add greater recall value to current teaching methodologies.

Supporting quality learning anywhere, anytime.

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