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“
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learning across multiple contexts, through social and content interactions, using personal electronic devices
Crompton (2013)
M = mobileM = movement
Technology-based
Computer-managed
Computer-aided
Collaborative
Learning Mgnt. System
Contextualized
Mobile
Location Specific
Location independent
Microlearning
Ubiquitous
Explorative
Core Principles
COLLABORATIVE
SITUATED
ACTIVE MOBILE
CSAM Framewor
k
The aim of CSAM is to provide a foundation for, and reflective practice when making decisions about when and how to use mobile Reusable Learning Objects to facilitate or enhance collaborative learning. Rather than focusing on mobile technology, CSAM places the focus on pedagogical decision making.
Rob Power EdD (2013, 2015)
COLLABORATIVE
Providing opportunities for learners to work together towards common learning goals.
Facilitates sharing of ideas and building of conceptual comprehension.
Stimulates interpersonal skills and social development.
SITUATED
Learning is places in a realistic or real-world context.
Theory or concepts are placed into practice or applied in real situations.
Learning takes from, and relates to, what is around your learner at the moment of learning.
ACTIVE
Learners are able to do something with the content they encounter.
Learner is more physically engaged in the learning process.
Engaged learning is more effective and fun!
Content or context allows or facilitates creation of artifacts from the learning process (output)
MOBILE
Frees learners (and learning!) from confines of traditional spaces and texts.
Break from routines stimulates learning and comprehension.
Connects learners to content, resources, and each other and not necessarily by taking them out of the classroom.
Theoretically?THEORY PHENOMENON
Behaviorist Theory Promote learning as a change in observable behavior or action
Constructivist Theory Learners actively construct new ideas or concepts based on previous or current knowledge
Situated Learning Learning within an authentic context or culture
Collaborative Learning Promote learning through social interaction
Informal & Lifelong Learning
Promote learning outside a dedicated learning environment or formal curriculum
Learner-Centered Learning
Learners have different strategies, approaches and capabilities to achieve learning
Self-Check(or Self-Challenge!)
Exploring Investigating Discussing Recording, capturing data Building, making,
modelling Sharing Testing Adapting Reflecting
Can you think of teaching moments in your current online or offline content that could be enhanced with any of these learning activities?
Self-Check(or Self-Challenge!)
Exploring – real physical environments linked to digital guides;
Investigating – real physical environments linked to digital guides;
Discussing – with peers, synchronously or asynchronously, audio or text;
Recording, capturing data – sounds, images, videos, text, locations;
Building, making, modelling – using captured data and digital tools;
What ideas from this list can be used in your own teaching?
Self-Check(or Self-Challenge!)
Sharing – captured data, digital products of building and modelling;
Testing – the products built, against others’ products, others’ comments, or real physical environments;
Adapting – the products developed, in light of feedback from tests or comments; and
Reflecting – guided by digital collaborative software, using shared products, test results, and comments
What ideas from this list can be used in your own teaching?
Activities to get you going Treasure Hunts Online Discussions Share-a-Link or Share-a-Resource Digital Stories and Photo Essays Voice Thread Conversations
(voicethread.com) Video Instructionals PodCasts Quizzes and polls
Tools to get you started Social Media – Facebook, Instagram, Twitter Productivity Apps – word processors, graphic
organizers, mind mappers Capture Devices – camera, sound recorder, video
editing, slideshow creators, photo layout apps Journaling Tools – notepads, Evernote, Notability Collaborative Spaces – Asana, Google Drive, BaiBoard,
whiteboard and collaboration apps Presentation Tools – PowerPoint, Keynote, Prezi,
ShowMe Reusable Learning Objects – Popplet, Quizlet, QR
Codes, Winksite, YouTube, SlideShare
Good Luck!
References
Bartolleti, R., Kilgore, W., Power R. Instructional Design for Mobile Learning Courseware. #ID4ML Online Course. 2015.
Crompton, H. (2013). A historical overview of mobile learning: Toward learner-centered education. In Z. L. Berge & L. Y. Muilenburg (Eds.), Handbook of mobile learning (pp. 3–14). Florence, KY: Routledge.
"The Learner-Centered Psychological Principles." The Learner-Centered Psychological Principles. Web. 27 July 2015.