Mobile computer-supported collaborative learning: Difference between revisions

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{{New unreviewed article|source=ArticleWizardnolead|date=November 2011}}
 
'''Mobile Computer Supported Collaborative Learning''' is
 
= =Definition ==
 
Mobile Computer Supported Collaborative Learning (mCSCL) may have different meanings depending on the context in which it is applied. Mobile CSCL includes any in-class and out-of-class use of handheld mobile devices such as [http://en.wikipedia.org/wiki/Cell_phone cell phones], [http://en.wikipedia.org/wiki/Smart_phone smart phones], and Personal Digital Assistants ([http://en.wikipedia.org/wiki/Personal_digital_assistant PDAs]) to enable [http://en.wikipedia.org/wiki/Collaborative_learning collaborative learning].
 
= =Overview ==
 
The adoption of mobile devices as tools for teaching and learning is referred to as [http://en.wikipedia.org/wiki/M-learning M-Learning]. M-Learning is a rapidly emerging educational technology trend. The [http://en.wikipedia.org/wiki/New_Media_Consortium New Media Consortium] has listed adoption of mobiles for teaching and learning on a [http://www.nmc.org/horizon-project "One Year or Less" Adoption Horizon]<sup>[1]</sup>. M-Learning research comprises a range of mobile devices and teaching and learning applications. However, the research available for collaborative applications that involve mobile devices is limited. Examples of collaborative mobile learning applications can be found in examples from early adoption of [http://en.wikipedia.org/wiki/PDA PDA] technology, and in recent examples of ___location-based, mobile collaborative games.
 
= =History ==
 
Wireless-enabled handheld devices have been used as early as 2004 to facilitate collaborative learning. Devices such as PDA's and [http://en.wikipedia.org/wiki/Pocketpc PocketPC's ] traditionally lack cellular connectivity, but are capable of wireless connectivity. This connectivity enables collaborative learning through software-based, decision-making tools and shared display of learning material.
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Several research projects have been conducted on handheld devices for applications in [http://edutechwiki.unige.ch/en/Museum_learning museum learning]. Musex is an application in which elementary school students can enhance their understanding of exhibits by collaboratively (in pair) answering related questions via PDA in museums. Musex enables students to monitor each others' status and allows them to move around different exhibits in museums at their own pace. Musex not only promotes the interaction between the students and the exhibits with low interactivity, but also facilitates the mutual communication between students themselves.<sup>[6]</sup>
 
= =Current Trends ==
 
Results from the quarterly [http://www.intentindex.com/mobile/ 2011 Mobile Intent Index] survey indicate that mobile internet users are most likely to use devices as a [http://www.prnewswire.com/news-releases/new-study-shows-intent-behind-mobile-internet-use-84016487.html ''"social connector"'']<sup>[7]</sup>. However, mobile users were less likely than non-mobile internet users to use mobile devices to learn.<sup>[7],[8]</sup> The following trends identified regarding mobile learning are notable:
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In 2010, [http://www.tomorrow.org/index.html Project Tomorrow] conducted the the [http://www.tomorrow.org/speakup/index.html Speak Up 2010 national survey], and invited participation from students, parents, teachers, librarians, administrators and technologists from private and public education sectors. Respondents identified mobile device usage as a [http://www.tomorrow.org/speakup/pdfs/SU10_3EofEducation_Educators.pdf key teaching and learning trend]. Sixty-four percent of those surveyed indicated its importance to facilitate communicate in support of learning.<sup>[9]</sup> In the [http://www.eschoolnews.com/wp-content/blogs.dir/2/files/2011/09/mobile_star.pdf eSchool Media ][http://www.eschoolnews.com/wp-content/blogs.dir/2/files/2011/09/mobile_star.pdf STAR (School Technology Action) Report] analysis of the survey, ''"[http://www.eschoolnews.com/wp-content/blogs.dir/2/files/2011/09/mobile_star.pdf 48 percent of high school students and 34 percent of middle school students"] ''used social networks such Facebook to collaborate with other students on class projects.<sup>[10]</sup>'' <br />''
 
== =Location-based Collaborative Mobile Games ===
 
[http://en.wikipedia.org/wiki/Location-based_game Location-based mobile games] mediate play through the use of mobile devices at specified locations. Use of collaborative ___location-based games rely on the availability of [http://en.wikipedia.org/wiki/Wireless wireless] or [http://en.wikipedia.org/wiki/Gps GPS] connections to enable players to receive and share game information. Rooted in the discipline of [http://en.wikipedia.org/wiki/Geomatics geomatics], [http://geoeduc3d.scg.ulaval.ca/index.php?lg=en&id=1 geospatial games] prompt students to tackle environmental issues such as climate change and sustainable development<sup>[11],[12]</sup> by situating collaborative play in outdoor spaces. One way to create ___location-based games is by creating social [http://en.wikipedia.org/wiki/Scavenger_hunt scavenger hunts] using the [http://scvngr.com/ SCVNGR software] on [http://en.wikipedia.org/wiki/IOS iOS] and [http://en.wikipedia.org/wiki/Android Android ] mobile devices.
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<!--- Categories --->
 
 
 
{{Uncategorized|date=November 2011}}
 
[[Category:Articles created via the Article Wizard]]
[[Category:Learning]]
[[Category:Mobile computers]]