Mobile Learning: Making Education Fun

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It was not too long ago when talk of mobile devices as learning tools was considered as a future venture. However, this complete and sudden paradigm shift in the education system has surprised many. Tablets and mobiles are now considered essential, as had happened with the PC. However, unlike the PC, mobiles are replacing rather than complementing the education system in its entirety.

Several educational institutes had already adopted the use of tablets. Of these included University of Oregon's journalism department. About two years ago, they created a complete magazine using iPad technology which could publish articles of their choice on the platform. Today, mobiles are being used in all fields of study, including physical education (PE). With numerous financial restraints being faced by public schools in the United States, they have had to cut back on several activities, which also saw a decline in PE programs. Eastlake Middle School in Chula Vista in California decided to use iPad as a learning tool to create awareness of the importance of physical activity in academic institutes. For instance, comparing BMI at the national level helped counter weight related issues in the school. The initiative saw a great deal of success and became implemented in the school's curricula. Consequently, the school was provided sufficient funding to purchase over 40 iPads.

Another significant point that moved mlearning forward was gamification. Adding fun to education had never experienced such success as it did been through mlearning. Subjects with gaming as their central theme promote a willingness to learn. The idea of instant reward points is a strong incentive for students to use game applications for learning. They are interactive and information is easily absorbed and retained. North Carolina State University (NCSU) adopted library gamification in their libraries by introducing educational games through mobile applications such as Scavenger Hunt with Friends. While some freemium applications did not prove affordable, they next considered the use of cloud based applications to involve student in mlearning through games.

Many universities have used similar methods. Mobile application development is now given considerable thought by educational institutes as to what makes for an ideal educational application. According to the University of Derby's Learning Technology blog, the seven requisites for mobile applications should be:

1. Cost, preferably free rather than freemium
2. Cloud based technology for easy file sharing
3. Clear cut design
4. Access to device and compatibility across platforms
5. Devoid of bugs which can be an obstacle during usage
6. Built for a specific purpose rather than for diverse use
7. Based on positive reviews

Mlearning provides freedom, creativity, space and most of all, the interactive element missing during the PC era. Shy students and those afraid to speak up can now easily ask questions. While the development process of mlearning is evolving, it will be interesting to observe the changes and how institutes adapt technology in different ways, thus making education a far more enriching experience than ever.
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