The International Journal of Mobile and Blended Learning (IJMBL) provides a forum for researchers in this field to share their knowledge and experience of combining e-learning and m-learning with other educational resources. Providing researchers, practitioners, and academicians with insight into a wide range of topics such as knowledge sharing, mobile games for learning, collaborative learning, and e-learning, this journal contains useful articles for those seeking to learn, analyze, improve, and apply technologies in mobile and blended learning. The journal spans theoretical, technical, and pedagogical issues in mobile and blended learning. These embrace comprehensive or critical reviews of the current literature, relevant technologies and applications, and important contextual issues such as privacy, security, adaptivity, and resource constraints.
Comprehensive or critical reviews of the current literature
Evaluation of mobile or blended learning in practice
Future of mobile or blended learning
Learner interaction/collaborative learning
Mobile games for learning
Mobile or blended learning applications
Mobile or blended learning applied at different levels of education from pre-school to tertiary and beyond
Pedagogical and/or philosophical underpinnings of mobile or blended learning
Privacy and security issues
Related research in learning, including e-learning and pedagogical approaches
Resource constraints in the delivery of mobile or blended learning
Reviews of the application of mobile or blended learning in multiple contexts
Role of Wikis, blogs, podcasts, messaging, other online tools, and Web 2.0 components in learning delivery
Roles of mobile, pervasive, and immersive technologies in education
Technologies that directly or indirectly support mobile or blended learning systems (devices, networks, tools etc.)
Theoretical approaches to mobile or blended learning solutions
Use of mobile or blended learning in professional environments
The primary mission of the International Journal of Mobile and Blended Learning (IJMBL) is to provide comprehensive coverage and understanding of the role of innovative learning theory and practice in an increasingly mobile and pervasive technological environment. As technology enables a more seamless experience of device supported learning worlds that may integrate mobile, embedded, augmented, and immersive technologies, we may expect to see increasing interest and activity in blended approaches to learning. IJMBL brings together researchers at the forefront of this field, in both technology and pedagogical practice and assists them in the development and dissemination of new approaches to both mobile and blended learning.
The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.
Adaptive games design for Game-Based Learning
Design of educational games for people with disabilities
Educational video games and learning management systems
Game design models and design patterns for Game-Based Learning
Instructional design for Game-Based Learning
Integration and deployment of video games in the classroom
Intelligent tutoring systems and Game-Based Learning
Learning by designing and developing video games
Learning styles, behaviors and personalities in educational video games
Mobile development and augmented reality for Game-Based Learning
Motivation, audio and emotions in educational video games
Role of instructors
Virtual worlds and Game-Based Learning
The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
1. School administrator John Wetter took on an odd assignment over summer break at the request of one of his principals: Track down any PokéStops or gyms lurking on Hopkins school grounds. He asked game developer Niantic Labs to remove it from the game.
So far the game has only been blocked at sites such as the United States Holocaust Memorial Museum in Washington, D.C.
2. Some educators are embracing the interest in “Pokémon Go” as a potential teaching tool. “Any time something becomes a big pop culture sensation, as a teacher I try to just kind of ride the coattails,” At St. Paul’s Washington Technology Magnet School, educator Eric Gunderson made a spinoff of “Pokémon Go” that students can play on their district-issued iPads. He created it using an augmented reality app called Aurasma. He printed pictures of eggs on sheets of paper. Get the printed egg in view of the iPad’s camera, and an animated animal appears onscreen, a knockoff Pokémon.
The Minnesota Department of Education said it hasn’t gotten inquiries from school districts concerned about “Pokémon Go.” A spokesperson for the Osseo Area School District noted that students face many distractions. “Our leaders are very skilled in dealing with whatever the distraction of the day is,” the spokesperson wrote in an email.
Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.
“With a computer or tablet, we always have to look at a screen. … The technology is always in between the people. With HoloLens, the technology very quickly becomes invisible, and we have seen groups of people have very intense interactions around models that are completely digital — they aren’t really there.”
Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.
according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.
In November 2015, the Open University released the latest edition of its ‘Innovating Pedagogy’ report, the fourth rendition of an annual educational technology and teaching techniques forecast. While the timelines and publishing interval may remind you of the Horizon Report, the methodology for gathering the trends is different.
The NMC Horizon Team uses a modified Delphi survey approach with a panel of experts.
10 Innovative Pedagogy Trends from the 2015 Edition:
Crossover Learning: recognition of diverse, informal achievements with badges.
Learning through Argumentation: To fully understand scientific ideas and effectively participate in public debates students should practice the kinds of inquiry and communication processes that scientists use, and pursue questions without known answers, rather than reproducing facts.
Incidental Learning: A subset of informal learning, incidental learning occurs through unstructured exploration, play and discovery. Mobile technologies can support incidental learning. An example is the app and website Ispot Nature.
Context-based Learning:Mobile applications and augmented reality can enrich the learners’ context. An example is the open source mobile game platform ARIS.
Computational Thinking: The skills that programmers apply to analyze and solve problems are seen as an emerging trend . An example is the programming environment SCRATCH.
Learning by Doing Science with Remote Labs: A collection of accessible labs is ilab
Embodied learning:involving the body is essential for some forms of learning, how physical activities can influence cognitive processes.
Adaptive Teaching:intelligent tutoring systems – computer applications that analyse data from learning activities to provide learners with relevant content and sequence learning activities based on prior knowledge.
Analytics of Emotions: As techniques for tracking eye movements, emotions and engagement have matured over the past decade, the trend prognoses opportunities for emotionally adaptive learning environments.
Stealth Assessment: In computer games the player’s progress gradually changes the game world, setting increasingly difficult problems through unobtrusive, continuous assessment.
6 Themes of Pedagogical Innovation
Based upon a review of previous editions, the report tries to categorize pedagogical innovation into six overarching themes:
“What started as a small set of basic teaching methods (instruction, discovery, inquiry) has been extended to become a profusion of pedagogies and their interactions. So, to try to restore some order, we have examined the previous reports and identified six overarching themes: scale, connectivity, reflection, extension, embodiment, and personalisation.”
Delivering education at massive scale.
Connecting learners from different nations, cultures and perspectives.
Fostering reflection and contemplation.
Extending traditional teaching methods and settings.
Recognizing embodied learning (explore, create, craft, and construct).
Creating a personalized path through educational content.
Follow these links to blog posts and EdITLib resources to further explore selected trends:
Interested in the Innovating Pedagogy report? Read our review of the 2014 edition, and reflect which trends are closer to becoming common practice.
The bigger problem, however, is our mental limitations in both teaching and thinking visually. Most classes that “teach” PowerPoint gloss over the narrative changes that it imposes on us through its transition from a linear textual narrative to a nonlinear visual one. They also fail to examine the information transfer capacities of various media. PowerPoint is software that complements a performance and often fails as a container for information. It needs to be augmented by more persistent visual and textual media. I’ve worked around this by creating websites as a mechanism to gloss my presentation; provide background linkages; and to create a persistent, living complement to what happens live. Slideshare fails to do this because it only gives you half of the presentation, the visual part, which may or may not stand on its own. Part of visual literacy is understanding how visual media complements other media, such as audio and text.
Finally, we need to start embedding design thinking into our processes. Design thinking is, by its very nature, closely tied to the visual.
– the first goal of this technology instruction is to figure out the current state of technology in K12 settings.
* split in groups * using each group member’s information and experience about technology in general and technology in school settings, use the flow chart above and identify any known technology, which can improve the process of each step in the flow chart.
* reconvene and compare results among groups. Find similarities and discrepancies and agree on a pool of applicable technology tools and concepts, which can improve the process reflected in the flow chart.
Example how to meet the requirements for the first goal: 1. based on your technological proficiency, how can you aid your study using system thinking/systems approach? the work ahead of you is collaborative. What collaborative tools do you know, which can help the team work across time and space? Skype, Google Hangouts for audio/video/desktopsharing. Google Drive/Docs for working on policies and similar text-based documents.
Work on the following assignment:
Trends in technology cannot be taken separately from other issues and are closely intertwined with other “big” trends :
keeping in mind this interdependence / balance, please work in groups on the following questions. Using the available links above and the literature they lead to, as well as your own findings, please provide your best opinion to these questions:
when planning for a new building and determining learning spaces, what is the percentage of importance, which we place on technology, in relation to furniture, for example?
how much do teachers have a say in the planning of the building, considering that they had worked and prefer “their type” of learning space?
who decides what technology and how? how one rationalizes the equation technology = learning spaces = available finances?
how much outsourcing (consulting) on any of the components of the equation above one can afford / consider? How much weight the strategic planning puts on the consulting (outsourcing) versus the internal opinion (staff and administrators)?
how “far in the future” your strategic plan is willing / able to look at, in terms of technology – learning spaces?
How to stay current with the technology developments: