May 16, 2008

The Case for M-Learning

by Christine Huang

m-learning.jpgAugmented Learning by Eric Klopfer is the latest full-scale argument in support of “m-learning”, or learning via mobile devices and applications rather than PC/desktop. In his study, Klopfer offers a history of education and pedagogical practices, “edutainment”, and mobile games, and also offers recent examples of different ways educational programs have been integrated with mobile technology, and to what effect. The book’s publisher, MIT Press, offers a brief synopsis of Klopfer’s findings regarding educational games:

 These [mobile educational] games–either participatory (which require interaction with other players) or augmented reality (which augment the real world with virtual information)–can be produced at lower cost than PC or full-size console games. They use social dynamics and real-world contexts to enhance game play, can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and can create compelling educational and engaging environments for learners. They are especially well-suited for helping learners at every level develop twenty-first century skills–including the ability to tackle complex problems and acquire information in “just-in-time” fashion. All of this, Klopfer argues, puts mobile learning games in a unique and powerful position within educational technology.

[via SmartMobs]

Article categories: Electronics & Gadgets, Gaming & Virtual Worlds, Telecom, Web & Technology, WiLife, Youth

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