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Mobile Technology
a
Clemson University
To cite this article: Danielle Herro, Derick Kiger & Carl Owens (2013) Mobile Technology, Journal of Digital Learning in
Teacher Education, 30:1, 30-40, DOI: 10.1080/21532974.2013.10784723
To link to this article: http://dx.doi.org/10.1080/21532974.2013.10784723
Mobile Technology:
Case-Based Suggestions for Classroom Integration and Teacher Educators
Danielle Herro
Derick Kiger
Carl Owens
Clemson University
Tennessee T~chnologicalUniversity
Abstract
30
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learning of letter and sound recognition with simple apps, such as ABC
Flashcard (FunFunSoft, 20 1O), by
tracing thr?letter with their finger,
listening to phonetic pronunciations,
and identifying objects with beginning letter sounds.
First grade classes read interactive
b ~ o k and
s created digital stories using an app relying on images, sound,
and text. In one class, students read
fc~lktales,such as The Three Little Pigs
(Nosy Crow, 201I), already downlcraded on the iPod touches. Next,
they used the StoryKit app (ICDL
F~undation,201 1) to recreate their
o-m folktales. Its interactive template
allowed them to write, audio narrate,
and upload pictures. Projecting the
dsvices or passing them among classmates facilitated easy story sharing.
Second grade classes used the voice
recorder to practice reading fluency while recording, listening, and
re-recording passages. In some cases,
teachers met with small reading
grctups while assigning individual
students to read text into the voice
recorder, listen for accuracy, and rerecord the text if they weren't satisfied.
'They stored, time stamped, and downl c d e d voice recordings to the iTunes
playlist for easy access by teachers.
Third grade students practiced math
F ~ t using
s
games and levels geared
ta individual needs. Teachers used
apps such as Pop Math (AppBlit LLC,
21309), Mcltiplication Genius Lite
(Blueonionsoft Corp., 2009), and
Brain Thaw (Groovy Squared, LLC,
21309) to motivate students to learn
math facts. Students typically increased time spent learning facts and
challenged themselves to complete
levels and improve skills.
Fl~urthgrade students used the builtin accelerometer to test objects in a
science- in-motion unit. The Accelmeter (Breitling, 2009) app allowed
s ~ ~ d e ntot svisually represent and
rrleasure acceleration. They competed
in a derby-style competition after fastening iPod touches to small studentproduced cars or carts to calculate
changes in velocity.
Each iPod touch was given a recognizable "name" such as Mark or Anna,
with color-specific protective cases to
simplify student selection and return to
the syncing cart. Apps were arranged by
grade level and subject area within folders on the device screens for ease in use.
The chart below, maintained by the CRT,
provides an example of the organization
of the initial apps.
Policies. During the first rollout,
district policies prohibited use of staff
or students personal devices in school.
Policies did allow use of district-owned
equipment. To that end, little policy revision was necessary. However, once the
district embarked on BYOD, significant
policy revision was necessary to allow
personally owned devices in schools
without assuming liability and encouraging responsible use. Appendix A (p.
39) includes an excerpt from the current
policy allowing BYOD.
Professional development. After
the initial pilot, it was determined
that teacher professional development
and preparation was key to managing
devices, evaluating apps, and considering appropriate pedagogical approaches
toward content integration. The ITA
and CRT developed onsite professional
development and graduate courses preparing teachers to integrate mobiles.
They used two strategies to encourage
effective deployment and teaching:
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Topic/Discipline
Name of App
Grade Level
I Hear Ewe
Baby Finger HD
Peek-abo Barn Lite
ABC Magic Reading 1, 2 , 3
iTouch Learn Words for Preschoolers
Sentence Reading Magic
See.Touch.Learn.
Animal Sounds
PWelementary
Mathllogic reasoning
3 0 Shape Sorter
Dot-to-Dot Numbers and Letters
Rocket Math
Motion Math - Hungry Fish
Splash Math (grades 1, 2,3)
Multiplying Acorns
Brainpop
PWelementary
Music
PWelementary
Drawing
How to Draw
Paint Sparklers
Toontastic
Doodle Buddy
PWelementary
Games
Sudoku
Tetris 2
Scrabble Free
Stack the Countries
Social media
Twitter
Bitly
Hootsuite
Eucreations Interactive Whiteboard
Edmodo
Productivity
*Special Education
Autism Xpress
Choice Board Creator
Dragon Dictation
Developmental
V o l u m e 30 Number 1 I J o u r n a l of Digital L e a r n i n g i n T e a c h e r E d u c a t i o n I 35
36
PK-20 settings might approach subsidizing mobile learning using (a) BYOD
initiatives, (b) resource re-allocation,
and (c) support from grants or community partnerships. Cloud-based and
open source software offer cost savings
and resource deployment options for
schools (Behrend, ThTiebe,London, &
Johnson, 20 11; Dimaria, 20 12).
Technical challenges. In all cases,
CRT or media center staff supported the
initial device setup. The examples suggest the importance of understanding
logistical considerations to sync, share,
and manage the devices. ?his implies
planning far in advance, including
technicians in educational goals, and
training teachers to appropriately manage devices.
Conclusion
Mobile devices are valuable tools that
enhance learning. Bridging PK- 12 and
higher education teacher practices and
methods that incorporate them may
have an effective impact on instruction. As personalized, mobile learning
progresses as a global trend, logical next
steps in school districts and higher education include embracing pedagogical
shifts, supporting distinct devices and
personal learning, considering BYOD
initiatives, and contextualizing practices with mobiles. Effective leadership,
comprehensive professional development programs, scalable pilots, adequate
resource allocation, and reliable technical support are necessary to make this a
reality. Just as with other technological
innovations, addressing the rapidly
shifting potential of m-learning requires
flexibility that can readily adapt to particular situations (Clarke & Dede, 2009).
Educational institutions would benefit
by working together-and, most important, so would future students.
Author Notes
Dani Herro is an assistant professor of digital
media and learning in the Eugene T Moore School
of Education at Clemson University. She teaches
courses centered on integrating social media, games,
and emerging technologies in classrooms. She is a
recent recipient of the Ednzund W Gordon MacArthur Foundation/ETS Fellowship for 2 l S Century
f
Learning and Assessment. Her research interests
References
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Appendix A:
Current Mobile Device Policy for District
Mobile Devices
The district's goal is to provide st~dentaccess to Internet resources by increasing the number of Internet-ready devices in the classroom.
Students ar2 encouraged to bring personal PC laptops, netbooks, Chrome3ooks, iPads, other tablets, etc., to school for use in the classrooms.
Devices wi I be used for creation 2nd investigation to enhance learning. Al devices are welcome.
District personnel (including faculty and staff) are not liable for the theft, loss, or damage to any student device,
District personnel cannot ssrv ce personal devices under any circumstances.
Updates and upgrades will ro: be performed from the school server.
Although our school server is xotected with filters and firewalls, an aotivirus program is required to prevent any harmful data from damaging
the studen: device.
The district recognizes th2t nct all students can or will bring a personal device to school to access the Internet.
No stucent will be penalized in any way for lack of access to a person~ldevice. If the work assigned requires technology to complete the task,
staff must zrovide access to tech-iology for the student (i.e., access to a pod computer, library computer, etc.).
Appendix B:
Flyer Advertising MlT App lnventor Workshop
What: A 2-day, 12-hour, hands-on workshop focused on the process of App creation.
Purpose: To consider the potential of integrating App development in classrooms or after school clubs.
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