Mobile computer-supported collaborative learning: Difference between revisions

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==Current trends==
 
Results from the quarterly 2011 Mobile Intent Index<ref>{{Cite [web |url=http://www.intentindex.com/mobile/ |title=2011 Mobile Intent Index] |access-date=2011-11-03 |archive-url=https://web.archive.org/web/20111103082215/http://www.intentindex.com/mobile/ |archive-date=2011-11-03 |url-status=dead }}</ref> survey indicate that mobile internet users are most likely to use devices as a ''"social connector"''.<ref name="PRNewswire">PRNewswire (2011, Feb). New Study Shows 'Intent' Behind Mobile Internet Use. retrieved 2011, Oct, 10, from PR Newswire Web Site: http://www.prnewswire.com/news-releases/new-study-shows-intent-behind-mobile-internet-use-84016487.html</ref> However, mobile users were less likely than non-mobile internet users to use mobile devices to learn.<ref name= "PRNewswire" /><ref>Finn, Ruder (2011). Mobile Intent Index. retrieved 2011, Oct, 10, from Intent Index Web Site: http://www.intentindex.com/mobile/ {{Webarchive|url=https://web.archive.org/web/20111103082215/http://www.intentindex.com/mobile/ |date=2011-11-03 }}</ref> The following trends identified regarding mobile learning are notable:
 
:* 64% indicated an intent to educate themselves.
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===Location-based collaborative mobile games===
 
[[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]], [https://web.archive.org/web/20111230202533/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.&nbsp;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 {{Webarchive|url=https://web.archive.org/web/20120315122225/http://geoeduc3d.scg.ulaval.ca/index.php?lg=en |date=2012-03-15 }}</ref> by situating collaborative play in outdoor spaces. One way to create ___location-based games is by creating social [[scavenger hunt]]s using the SCVNGR software on [[iOS]] and [[Android (operating system)|Android]] mobile devices.
 
=== Groundwater survivor ===
 
''Groundwater Survivor'',<ref>[{{Cite web |url=http://www.educause.edu/EDUCAUSE |title=Quarterly/EDUCAUSEQuarterlyMagazineVolum/StudentCommunityCollaborationt/236668 Groundwater Survivor] |access-date=2011-11-03 |archive-url=https://web.archive.org/web/20041013022040/http://www.educause.edu/educause |archive-date=2004-10-13 |url-status=dead }}</ref> a game located on the [[University Of Guam|University of Guam]] campus, asks middle school students to collaborate to find fresh water. Students play the role of "shipwreck" survivors who are looking for sources of fresh water. Along the way, they must determine potential water sources, and must decide between contaminated and potable water sources.<ref>Wallace, P. (2011). Student-Community Collaboration to Construct Mobile Learning Games. Educause Quarterly, Vol. 34, No. 3.</ref>
 
* Collaborative play is designed with the Wherigo mobile platform.