Mobile Learning and Cloud Computing

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What is the main factor driving the development of ubiquitous learning?

Emergence of robust connectivity infrastructure and cheaper computers

What is the primary benefit of educational games, according to the Horizon Report?

Improved social interaction and civic engagement

What is the primary goal of personalized learning in education systems?

To tailor teaching to individual student needs and learning styles

What is the expected outcome of redefining learning spaces in schools?

<p>Fostered collaborative, cross-disciplinary, student-centered learning</p> Signup and view all the answers

What is the potential impact of teacher-generated open content on traditional textbooks?

<p>It may supplant the textbook as the primary learning source</p> Signup and view all the answers

What is the predicted outcome of the trend in mobile devices with internet access and computing capabilities?

<p>They will replace personal computers as the primary tool for learning.</p> Signup and view all the answers

What is the primary benefit of cloud computing for education systems?

<p>It provides more affordable information appliances that do not require powerful processing.</p> Signup and view all the answers

What is the trend in classrooms around the world regarding information appliances?

<p>To provide an information appliance to every learner, regardless of the type of device.</p> Signup and view all the answers

What is the main challenge posed by the trend of cloud computing?

<p>Providing ubiquitous connectivity to access information in the cloud.</p> Signup and view all the answers

What is an example of a one-to-one computing initiative?

<p>One laptop per child (OLPC).</p> Signup and view all the answers

Study Notes

Ubiquitous Learning

  • With advances in connectivity infrastructure and cheaper computers, schools are developing the ability to provide learning opportunities anywhere, anytime.
  • This requires rethinking traditional 40-minute lessons and providing virtual mentors, teachers, and opportunities for peer-to-peer and self-paced learning.

Gaming

  • A Pew Internet and American Life Project survey found that massively multiplayer and online gaming is extremely common among young people.
  • Games offer opportunities for increased social interaction and civic engagement among youth.
  • Educational games could attract learners' interest and attention more effectively than current methods.

Personalized Learning

  • Education systems are using technology to understand students' knowledge bases and tailor teaching to individual needs and learning styles.
  • This approach transforms classrooms from teaching to the middle to adjusting content and pedagogy based on individual student needs.

Redefinition of Learning Spaces

  • Traditional classrooms may become outdated as schools rethink learning environments to foster collaborative, cross-disciplinary, student-centered learning.
  • Concepts like greater use of light, colors, circular tables, and individual spaces for students and teachers are being emphasized.

Teacher-Generated Open Content

  • OECD school systems are empowering teachers to create and customize learning resources tailored to their classroom needs.
  • Online texts allow teachers to edit, add to, or customize material for their own purposes.

Smart Portfolio Assessment

  • No information available in the provided text.

Mobile Learning

  • Advances in hardware and software are making mobile "smart phones" indispensable tools in education.
  • Mobile devices with internet access and computing capabilities may soon overtake personal computers as the primary learning tool.

Cloud Computing

  • Applications are moving from standalone desktop computers to server farms accessible through the Internet.
  • This trend could make cheaper information appliances available, but ubiquitous connectivity is a challenge.

One-To-One Computing

  • The trend is to provide an information appliance to every learner, assuming universal access to technology.
  • Classrooms should prepare for the universal availability of personal learning devices, such as laptops, net computers, smart phones, or tablets.

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