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Public libraries, mobile learning and the creative citizen

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Title: Public libraries, mobile learning and the creative citizen


1
Public libraries, mobile learning and the
creative citizen
  • Geoff Butters Margaret Markland, CERLIM
  • Rob Davies, MDR Partners
  • and the eMapps project

2
Learners in the digital era
  • Todays learners as digitally literate
  • always on, mobile, experimental and community
    oriented
  • Those born after 1982 are digital natives
  • grew up with exposure to the internet and mobile
    devices
  • stays in contact through SMS, mobile phones,
    chatrooms and email
  • simultaneously plays computer games, listens to
    music and watches television
  • Older than 25 are digital immigrants
  • numbers are huge in all age groups

3
Kids are different today
  • Operate at twitch speed rather than
    conventional speed
  • Parallel processors rather than linear processors
  • Choose graphics and animation over text
  • Random accessors of information
  • Prefer connected to stand-alone
  • Active not passive
  • Expect reward for effort
  • See play as work and work as play
  • Expect fantasy and reality in equal measure
  • View technology as life, not a separate activity
  • (Marc Prensky, 2001)

4
Kids are different today (2)
  • Young children spend twice as much on screen
    time as playing outside and as they do reading
  • Work with multiple sources of information at the
    same time
  • (chat, TV, Internet and music)
  • 75 use chat and email to keep in touch, conduct
    multiple conversations
  • Use computer technology almost as much as
    television

5
Games and mobile technology in learning
  • Lifelong learning
  • Constructivist concepts (vs instructivist)
  • learners actively construct their own
    understanding of the world
  • People learn best when they are motivated and
    entertained
  • games provide a flow experience
  • playful experimentation to develop understanding
    of the physical world and our place within it.
  • Can use location to trigger events - GPS
  • Draw on contextual content
  • Personal mobile technology
  • equip learners with powerful tools for creation
    and use of content

6
Gaming characteristics
  • Motivation, challenge, fantasy, curiosity
  • Player able to affect outcome of the game
  • An overriding goal/challenge sub-goals
  • Positive and negative outcomes based on player
    actions
  • Require mental and/or physical skill
  • Outcome uncertain at the outset
  • Player required to develop strategies in order to
    succeed
  • Offer multiple paths to success
  • Players can ultimately overcome most obstacles

7
Mobile learning characteristics
  • Ubiquitous
  • March 2006, 100 penetration rate for Western
    Europe a mobile phone for every person in the
    population.
  • Bite sized
  • in short segments, simple, structured, use media
    carefully, easy access, often task-based
  • On demand
  • time shift flexibility provided to the learner
    to access learning in best time and place
  • audio, video, collaborative learning
  • Typically blended
  • used as part of a wider set of learning
    interventions
  • NOT e-learning on a phone
  • Can be location dependent (but doesnt have to
    be)

8
Mobile devices and games
  • Mobile devices well suited to structured quizzes
    and games
  • delivered as SMS messages asking the user to
    choose an option and respond, e.g with a deadline
  • can be delivered with a push to WAP-enabled
    phones,
  • Java-based quizzes/games provide increased
    potential
  • can be an effective part of an overall blended
    approach
  • Feedback can come from a teacher
  • using PC to SMS or chat applications for groups
  • Care needed with costs for the learner
  • download or connection charge
  • provide alternative format e.g. download to PC
    then sideload to mobile

9
Gaming in libraries
  • Public, school and academic libraries
  • proactively, creatively, and affordably integrate
    gaming into services and programs
  • case studies show gaming very popular with users
  • cognitive workouts enhance development of
    learning and literacy skills
  • USA is ahead - see
  • Gaming and Libraries Intersection of Services by
    Jenny Levine (Library Technology Reports,
    Sept/Oct.2006, vol 42 no.5. https//publications.
    techsource.ala.org/products/archive.pl?article258
    5)
  • EC projects such as AITMES and Il Greco
  • Potential for museums, too.

10
Challenges for libraries
  • Building a learning culture into their policies
  • Recognition as a key player in lifelong learning
  • advocacy
  • Accepting their new role and the use of
    technology
  • Workforce competence of library staff
  • to support and mentor learners
  • develop and provide digital services
  • Partnerships or competition in learning
    provision?
  • Structured or accredited learning?
  • Evidence evaluation and impact measurement

11
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12
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13
eMapps.com
  • Using computer games and mobile technologies in
    teaching and learning.


14
eMapps.com
  • Research project
  • Part of the European Unions Information Society
    Technologies RD Programme
  • Working with schools in the New Member States
    (NMS) of the EUEstonia, Latvia, Lithuania,
    Poland, Slovakia, Czech Republic, Hungary
    Slovenia

15
eMapps is about . . Capturing digital objects
. . . .
16
. . . and running mobile applications
17
A map-based game
  • Before the game is played
  • Digital map with a route, marked with stopping
    points, and tasks or challenges
  • When the game is played
  • Team of 6-8 players, in one of two places
  • 2 back at base working the game platform
  • 4-6 out in the field navigating around the map
  • Solving clues / challenges
  • Uploading evidence and information about the
    tasks including GPS position
  • Use chat to communicate

18
The map that was the background to the last slide
19
Summer School, Nida, Lithuania, 2006
  • Primary School Teachers from the eight NMS
    learning to create online games to be played
    outdoors, based on navigating around a map,
    answering clues, solving puzzles and completing
    challenges

20
After the gamea montage of some of the objects
they found
21
Handheld mobile devices in the field
Pocket PC/Smartphone with still and video
camera audio recording runs pocket PC
software with web browser possibly WiFi wireless
connection uploading capabilities communication
capability GPS device for checking location
coordinates
22
Children playing the game
23
Desktop / game platform back at base 1
24
Desktop / game platform back at base 2
25
  • eMapps . . .
  • Is a game pupils play
  • exploring the concept of games in LT
  • Teachers are the game designers
  • with technical help
  • Live mobile uploading to the desktop
  • with GPS coordinates to a position on map
  • Some players out in the field, some back at base
  • Teacher controller at base
  • Incorporates a chat system
  • for communication between field and base
  • Takes place in the New Member States
  • ie. East European countries

26
Where to find out more
  • http//www.emapps.com/index2.html
  • http//www.cerlim.ac.uk/projects/emapps/index.php

The acronym expansion ? Motivating Active
Participation of Primary Schoolchildren in
Digital Online Technologies for Creative
Opportunities through Multimedia eMapps.com

27
Where to find out more
  • http//www.emapps.com/index2.html
  • http//www.cerlim.ac.uk/projects/emapps/index.php

The acronym expansion ? Motivating Active
Participation of Primary Schoolchildren in
Digital Online Technologies for Creative
Opportunities through Multimedia eMapps.com
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