Mobile learning

learning theory

Cognitivism

mind as an information processor

transfer of knowledge

students remember rules,patterns and stratrgies

Behavorism

stimulus

IT environment

response

feedback

Constructivism

Social Constructivism

Knowledge Construction

Mostly use Presentation, group work, feedback to create knowledge rather than receiving and processing knowledge

Agreement and discussion between student's ideas
on ICT tool, such as facebook

Pre-reading materials are mostly read and absorted
as knowledge processing

Presentation: the pointed group would
make the knowledge construction and opitions, give the
problems to other groups.

Feedback between teacher and student via,
for example feedback form and blog

Subtopic

affordance

9 types of intellence

taxmony

Properity: describing how attributes of online technologies interact with the other elements of a learning context, including learners, teachers and the physical environment.

key affordance of wikis is the collaborative construction of knowledge

Addition to the properties of the technologies, she has considered the characteristics of the learners and a host of other factors that can act to enhance or constrain the impact of the technologies on affordances for learning.

there must be other factors present in the learning context that are interfering with the actualisation of the affordance by the other students

To express the relationship between this set of mechanisms and classroom activities, we borrow the term affordance

software design

Individual Task

developing an Education Mobile App:
MOOC classroom app

Design Plan

1,purpose and learning outcomes:
learn MOOC course with mobile app

targeted learners

structure template : ID and technology

evaluation of learning and teaching

2,USE CASE and Interface design

1,vote
2,video
3,e-book
4,rating and ranking
5,peer to peer assessment
.........

3 affordance of ICT??

MOOC elements

more reading

make a app

4, function of the product

5, progress of the product

Group work

design activities and scene:

Software Toolkit for flipped classroom assisting MOOC, 2000 words

case study:
A few design perspectives
on one-on-one digital classroom environment

educational activities:

teacher-directed instruction

small group learning

individual learning

digital classroom components

Student devices:

Communication network

Classroom-shared display

Teacher’s device

Classroom servers

Device management system

Communication affordance ~~ Examples of educational applications