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==Overview==
The adoption of mobile devices as tools for teaching and learning is referred to as [[M-learning|M-Learning]]. M-Learning is a rapidly emerging educational technology trend. The [[New Media Consortium]] has listed adoption of mobiles for teaching and learning on a "One Year or Less" Adoption Horizon.<ref>[http://www.nmc.org/horizon-project "One Year or Less" Adoption Horizon]
==History==
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Wireless-enabled handheld devices have been used as early as 2004 to facilitate collaborative learning. Devices such as PDAs and [[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.
=== Elementary
[[Personal digital assistant|Wireless interconnected handhelds]] have been used to foster collaborative construction of words among elementary school students. Students in a
=== Middle
''
=== High
Networked handhelds can be used to mediate collaborate group decision-making for science problems. Students in a
The software was further developed to mediate the interaction of students in small-groups facilitating their collaboration in activities related to different subject areas. In these activities the groups of students share a set of questions that includes multiple responses that they have to analyze and decide the answer they want to submit as a group. This requires shared commitment and individual responsibility in order to make collective decisions and reach consensus. The methodology uses technology-supported face-to-face collaborative learning as a tool for the assessment of learning
=== Museum learners ===
Several research projects have been conducted on handheld devices for applications in museum learning.<ref>[http://edutechwiki.unige.ch/en/Museum_learning museum learning]
==Current
Results from the quarterly 2011 Mobile Intent Index<ref> [http://www.intentindex.com/mobile/ 2011 Mobile Intent Index]</ref> survey indicate that mobile internet users are most likely to use devices as a
:* 64% indicated an intent to educate themselves.
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:* 95% indicated an intent to keep informed.
In 2010, [http://www.tomorrow.org/index.html Project Tomorrow] conducted 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
===Location-based
[[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 [[wireless]] or [[GPS]] connections to enable players to receive and share game information. Rooted in the discipline of [[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<ref>Barma, S. & Daniel, S. (2011). Mind your game, game your mind! Mobile gaming for co-constructing knowledge. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (pp. 324–334). Chesapeake, VA: AACE.</ref><ref>Daniel, S. (2011). Geomatics for gaming and learning. retrieved Oct 10, 2011, from GeoEduc3D Web Site: http://geoeduc3d.scg.ulaval.ca/index.php?lg=en</ref> by situating collaborative play in outdoor spaces. One way to create ___location-based games is by creating social [[scavenger hunt]]s using the [http://scvngr.com/ SCVNGR software] on [[iOS]] and [[Android (operating system)|Android]] mobile devices.
=== Groundwater
''Groundwater Survivor'',<ref>[http://www.educause.edu/EDUCAUSE Quarterly/EDUCAUSEQuarterlyMagazineVolum/StudentCommunityCollaborationt/236668 Groundwater Survivor]
* Collaborative play is designed with the [http://www.wherigo.com/ Wherigo] mobile platform.
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=== Mentira ===
Designed as an iOS application,
=== Foreign Language learners ===
A mobile-device-supported peer-assisted learning<ref>[https://web.archive.org/web/20130708114245/http://www.innovateonline.info/extra/definition2109.htm Definition of "peer-assisted learning"]</ref> (MPAL) system runs on [[tablet computer]]s and is used to facilitate collaborative reading activities of elementary [[English as a foreign or second language|English as a foreign language]] (EFL) learners. An MPAL system consists of a phonological-skills training module and a [[Self- and Peer-Assessment|peer-assessment]] module. Online helpers (typically more advanced students) can assist their peers in the peer-assessment module via Skype. While evaluating their peers' oral reading, online helpers identify mispronounced words by marking the words with a stylus. The MPAL system is then used to assess the readers' performance as a "fail" or "pass" based on the accuracy ratio provided. MPAL successfully promotes EFL learners' motivation to improve reading skills, and makes them engaged in reading activities; thereby ensuring that learners have timely online assistance anytime and anywhere.<ref>Yu-Ju Lan, Yao-Ting Sung, and Kuo-En Chang (2007) A mobile-device-supported peer-assisted learning system for collaborative early EFL reading. Language Learning & Technology, Vol. 11, p. 130 – 151</ref>
== Collaborating in
[
See also [[Mobile blogging|Mobile Blogging]].▼
== Mobile blogging and collaborative learning ==
[[Blogging]] encourages collaboration in a variety of learning settings. Mobile blogging enables students to publish, view, and respond to comments anytime and anywhere. The mobility offered through mobile blogging greatly enhances communication and interaction in several ways. Mobile blogging augments physical space through information exchange, coherently aggregates the efforts made by all students, and archives student work for future reference.<ref>Roschelle, J., & Pea, R. (2002). A walk on the WILD side: How wireless handhelds may change computer-supported collaborative learning. International Journal of Cognition and Technology, 1(1), 145-168.</ref><ref name="Huang">Huang, Y.-M., Jeng, Y.-L., & Huang, T.-C. (2009). An Educational Mobile Blogging System for Supporting Collaborative Learning. Educational Technology & Society, 12 (2), 163–175.</ref> Collaborative learning through mobile blogging provides a positive emotional experience for students, and makes it easier for them to learn cooperative skills, even when they do not meet face-to-face.<ref name= "Huang" />
== In-class
An [[Audience response#Audience response systems|Audience Response System]] (ARS) is a system in which learners are able to provide instantaneous feedback via a mobile device to questions posed by an instructor. After students submit feedback (typically to multiple choice or true-false questions), the instructor can display the submitted feedback anonymously in diagram form. Applications of ARS include administrative uses (i.e. taking attendance), [[Formative assessment#Definition|formative assessment]] (i.e. what is the answer to this question?), and collaborative questions.<ref>MacArthur, J. R., & Jones, L. L. (2008). A review of literature reports of clickers applicable to college chemistry classrooms. Chem. Educ. Res. Pract., 9(3), 187-195.</ref> Given the potential of enhancing learning through the use of an ARS, many instructors have shown a keen interest in the collaborative application of the technology. One notable collaborative application of an ARS is a method called [[Peer Instruction]] (PI).
Developed by the [[Eric mazur|Eric Mazur]] and his group, PI emphasizes the interaction between students as a key component to the learning process. In a typical scenario, an instructor first provides new content in a short lecture. Students individually provide a response to the instructor's questions, then, afterwards, collaboratively discuss their answers in a small group before submitting group answers to the questions. Students' feedback is provided by a mobile device linked to an ARS. PI prescribes that the student interaction involves student defending their chosen answer so as to arrive eventually at a consensus for the group's response to the question.<ref>Crouch, C. H., & Mazur, E. (2001). Peer Instruction: Ten Years of Experience and Results. American Journal of Physics, 69(9), 970-77.</ref> One other notable collaborative application of an ARS is the method
A2L takes a slightly different approach from PI with regard to learner collaboration. Instead of having learners debate each other for a group answer, the A2L method has learners working on a problem related to the question presented to the learners during a lecture. Once each group of learners has determined a method of solving the problem, they provide their response via the ARS. Afterwards, the instructor displays all group responses and facilitates a class discussion in which each group elaborates upon and defends their method to the other groups.<ref>Dufresne, R. J., & Gerace, W. J. (2004). Assessing-To-Learn: Formative Assessment in Physics Instruction. The Physics Teacher, 42, 428. {{doi|10.1119/1.1804662}}</ref>
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