games technologies for learning
TRANSCRIPT
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Incorporating technology into learning at Hartpury College
An analysis of opportunities
Will Marcombe
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Introduction
Since the start of this decade, the use of technology in all aspects of life has
increased exponentially. An understanding of and confidence in the use of
technology is now important in many aspects of everyday life and employment. In his
book on the Minimum Core for ICT, Alan Clarke identifies a number of reasons as to
why ICT is important:
ICT is now vital to all types of organisation including commercial companies,
parliament, education and government. Many employers have already identified the
need for employees to have higher level skills.(Clarke, A. 2009. p.21)
Mobile learning uses these expanding technologies to enhance learner experiences.
The booklet Games technologies for learning defines mobile learning as:
The exploitation of ubiquitous handheld technologies, together with wireless andmobile phone networks, to facilitate, support, enhance and extend the reach of
teaching and learning.(Attwell, J. et al. 2010).
Examples of these handheld technologies may include platforms such as:
Nintendo DS / DS Lite / DSi
Sony PSP
Smartphones Blackberry, Nokia, Google Nexus, iPhone
iPods
Netbooks Handheld GPS
The Mobile Learning Network (MoLeNET) is a unique collaborative approach to
encouraging, supporting, expanding and promoting mobile learning, primarily in
English post 14 education and training, via supported shared cost mobile learning
projects. Collaboration at national level involves participating institutions and the
Learning and Skills Council (LSC) sharing the cost of projects introducing or
expanding mobile learning and the LSN providing a support and evaluation
programme. The LSC and institutions are investing over 16 million in MoLeNET.
The MoLeNET support and evaluation programme includes technical and pedagogic
advice and support, materials development, continuing professional development,
mentoring, facilitation of peer-to-peer support, networking and resource sharing,
research and evaluation.(Attwell, J. et al. 2010).
http://www.molenet.org.uk/search/resource-27438.aspxhttp://www.molenet.org.uk/search/resource-27445.aspxhttp://www.molenet.org.uk/search/resource-27445.aspxhttp://www.molenet.org.uk/search/resource-27438.aspx -
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The importance of technology in learning at Hartpury College
As a vocational institution, Hartpury College offer significant opportunities to
incorporate mobile learning into cross curricular programme delivery, enhancing the
overall learner experience. Furthermore, the use of mobile devices in unit delivery is
the ideal method of embedding functional ICT skills into teaching.
Identified below are a number of areas where technology aided learning
opportunities are present. All of the opportunities arising from this funding stream
can be used as a bolt-on to enhance cross curricular learning.
Work-based learning programmes
Devices with photographic / video capabilities (PSP, iPhone 3GS etc) can be utilised
as platforms for evidencing work. Such technologies may make portfolio evidencing
more accessible to dyslexic learners etc.
Geocaching
The utilisation of geocaching technologies and applications can be developed in a
number of curricular areas including agriculture, countryside and A-levels.
Geocaching can be used to direct participants to specific areas such as habitats or
designated areas. Technologies could include GPS handsets or iPods / iPhones withgeocaching applications.
Example Learners have been tasked with identifying woodlands of interest in
a specific area. In their theoretical role as Council Officer, they are required to
produce an informative annotated map for local ramblers. The map should
include co-ordinates of points-of-interest.
Example In order to effectively manage the estate woodlands, it is necessary
to find out where each veteran English Oak is located. Using geocaching
technologies, learners are tasked with plotting the co-ordinates of every Oakwith a chest-high girth of over 350cm. Each tree should be plotted on software
loaded onto the netbook. Learners should also create a video log (vlog) on
their PSP, of the process that they followed. This vlog will then be uploaded
onto the relevant section of the College website so that people can see
examples of learner good practice.
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Mapping
Once co-ordinates have been identified using geocaching software, locations can be
mapped in the field using netbooks or tablet style PCs. Furthermore, a number of
curricular areas require maps for specific tasks. Traditionally, these have been drawn
by hand. The use of digital mapping software has increased significantly over the last
ten years and it is the responsibility of educational establishments such as Hartpury
College to ensure that learners are furnished with the skills to be able to utilise such
software. The emergence of easily transportable netbooks means that habitats etc,
can be mapped in the field.
Example Learners undertake Phase 1 and 2 habitat surveys and plot findings
on maps using netbooks and appropriate software.
Web Cameras, Web logs and Video logs
Using technology to track learner progress can be used as an additional method of
checking and assessing learning. In addition to this, the same technologies can be
used to create web logs (blogs) and video logs (vlogs). Netbooks can be used to
create as it happens blogs and video cameras on PSPs, iPods etc can record
video diaries. Once created, these blogs and vlogs can be uploaded to the VLE and
external website and used for a number of purposes Evaluation, assessment and
course promotion.
Web Cameras (webcams) are technologies that are used to stream visual images
over the internet. Such technologies have a vast range of uses in education. The
advantage that webcams have over PSPs etc, is that images can be streamed live
online.
Example Parents are considering sending their daughter to Hartpury College
to study a particular course. They have read the prospectus, but are interested
in finding out about the learner experience. They have now been directed to
the College Life section of the website. In this section, they find a number of
regularly updated blogs and vlogs, identifying everyday learning activities andexperiences.
Example Learners are tasked with creating a feeding station for wild birds.
This feeding station will be used as an educational aid across a number of
courses at the college Schools, A-levels etc. Remote webcams track birds
and nesting and stream images onto the college website. Recorded movies are
also uploaded to YouTube / Facebook by learners A similar project has been
set up at the Lost gardens of Helligan in Cornwall.
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Website support / Applications
Many current technologies require the use of the internet / websites in order for them
to gain their full potential. For example, iPhones are designed to download a wide
variety of applications for specific requirements. The use of these websites should be
promoted alongside the use of the hardware itself. Learners can be supported in to
accessing websites such as itunes to select the best iphone applications to aid
particular learning activities. Not only does this promote a holistic learning
experience, but it also further embeds ICT functional skills into the learning.
Specific iPhone applications such as identification apps, GPG apps etc, can be used
to aid learning
Example Learners are tasked with getting GPS co-ordinates for a mapping
task. In order to do this, their lecturer has directed them to the iTunes
application store, so that they can choose a GPS application for the iPods /iPhones they will be using for the task.
Example Learners are looking to correctly identify the birds at the college
feeding station. Identification applications are downloaded to iPods / iPhones
for learners to utilise in the bird hide.
Others
VGA leads can be used to connect ipods / iphones / PSPs to SmartBoards to view
photographs, video etc. These can then be used in timetabled sessions to support
learning.
Course representatives can film group tutorials to create a learner feedback video
for course representative meetings.
References
Clarke, A. (2009 ) The Minimum Core for Information and Communication
Technology Knowledge, Understanding and Personal Skills. Learning Matters,
Exeter.
Attwell, J. et al. (2010) Games technologies for learning More than just toys. LSN,
London.