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On the go:
                           Mobile Technologies
                             and Literacy

                               dawn m. armfield || doctoral student
                                     University of Minnesota




Thursday, March 19, 2009
Mobile
                  Technologies
                    Cellular / Mobile Phones
                                   Smartphones
                                           iPhone
                                     iPod Touch



 image: o’reilly digital media http://blogs.oreilly.com/digitalmedia/2008/07/ipod-touch-backward-lesson-fro.html

Thursday, March 19, 2009
obstacles


                  cost

                  pedagogical uses

                  student acceptance

                  questions of literacy



     image: impact mobile http://www.impactmobile.com/company-careers.php


Thursday, March 19, 2009
Mobile Phones in College Classrooms
                                                                    Scott W. Campbell


 “Despite sentiments against mobile phone use in the classroom, research shows
 that it is not an uncommon occurrence. For example, one study found that a
 third of university students in the U.S. play video games on their mobile phones
 and laptops during class (Gilroy, 2004). Other studies from Korea, Norway, and
 the U.S. indicate that various forms of mobile phone use take place in classrooms
 all over the world (Katz, 2005). In addition to using the technology as a form of
 diversion and social connection, some students have found ways to use it for
 cheating by accessing information online during an exam, taking and distributing
 photos of exams, and text-messaging answers to exam questions (Katz, 2005).”




 Scott W. Campbell Perceptions of Mobile Phones in College Classrooms: Ringing, Cheating, and Classroom Policies. Communication Education. Vol. 55, No.3, July 2006, pp.280-294
Thursday, March 19, 2009
cost

                  base cost ranges

                  monthly fees

                  free applications

                  free documents

                  most books under $15

     image: atlantic international university http://www.aiu.edu/online/AIUFILES/Cost%20Accounting/Cost%20Accounting%20Intro.html


Thursday, March 19, 2009
Cell Phones Make Headway in Education
                                                                         Olga Kharif



 “A well-equipped cell phone with a foldout keyboard could even supplant a
 laptop in classrooms, says Bill Davidson, senior vice-president for global marketing
 a Qualcomm (QCOM), which makes cell-phone software and chips. ‘From a cost
 standpoint, they cost much less,’ he points out. Davidson represents one of the
 largest makers of mobile-phone equipment, so his bias is obvious. But his view is
 shared in academic circles. Phones may be better at facillitating teacher-student
 interaction, says ACU’s [Aberdeen Christian University] Rankin.”




 Olga Kharif Cell Phones Make Headway in Education. Business Week Online. 29 August 2008, p. 26
Thursday, March 19, 2009
pedagogical uses


                  lecture

                  engagement

                  meaning-making




     image: Critical pedagogy: Notes from the real world, 2005, 3/e, pp. 178-180.


Thursday, March 19, 2009
Does the Medium Make a Difference?
                                                                      Christina Haas

 “The primary focus of studies of text editing within the field of English education,
 however, has been pedagogical: That is, researchers in this area, because of their
 interest in language teaching and learning, have looked to computer technology as
 a potential tool for helping students of all ages write -- and learn to write --
 better. Drawing on cognitive process theories of writing (Bereiter & Scardamalia,
 1987; Flower & Hayes, 1981; Hayes & Flower, 1980), some researchers in writing
 have hypothesized that by removing mechanical constraints computer
 technological [sic] will encourage longer and more fully developed text and will
 improve students’ attitudes toward and motivation for writing (Balestri, 1988;
 Collier, 1983; Daiute, 1986).”




 Christina Haas Does the Medium Make a Difference? Two Studies of Writing with Pen and Paper and With Computers. Human Computer Interaction. Vol. 4, 1989, pp.149-169
Thursday, March 19, 2009
Activities of Digital Kids
                                                                               Sherry Hsi



 “Digital kids take ownership of media creations and online expression. Here,
 ownership has blurry boundaries because of the distributed nature of how
 electronic media is easily created and exchanged via the Internet. Digital kids
 often embrace remix culture to produce meaning through the creation of
 objects, messages, representations, and other online expressions based on the re-
 use of other electronic expressions.”




 Sherry Hsi Conceptualizing Learning from the Everday Activities of Digital Kids. International Journal of Science Education. Vol. 29, No. 12,8 October 2007, pp.1509-1529
Thursday, March 19, 2009
student acceptance


                  traditional documents

                  new media

                  multiple uses




     image: jisc infonet http://www.flickr.com/photos/jiscinfonet/291380048


Thursday, March 19, 2009
Activities of Digital Kids
                                                                               Sherry Hsi


 “Digital kids are co-constructing a social reality and establishing norms for
 participation. Digital kids are concurrently developing online practises of multi-
 tasking, judging online information based on social reputation, comparing multiple
 online information sources, and trying out new online identities (Dede, 2005).
 ...
 Digital kids work on complex problems that require distributed teams to solve.”




 Sherry Hsi Conceptualizing Learning from the Everday Activities of Digital Kids. International Journal of Science Education. Vol. 29, No. 12,8 October 2007, pp.1509-1529
Thursday, March 19, 2009
questions of literacy
                  Gee’s 36 Learning Principles (sample)

                       Active, Critical Learning Principle

                       Identity Principle

                       Self-Knowledge Principle

                       Multiple Routes Principle

                       Insider Principle
     image: pvcc puma press http://www.pvc.maricopa.edu/puma/nov06/teenslang.html


Thursday, March 19, 2009
Learning and Literacy
                                                                     James Paul Gee


 “When people learn to play video games, they are learning a new literacy. Of
 course, this is not the way the word “literacy” is normally used. Traditionally,
 people think of literacy as the ability to read and write.
 ...
 Today images, symbols, graphs, diagrams, artifacts, and many other visual symbols
 are particularly significant. Thus, the idea of different types of “visual literacy”
 would seem to be an important one. For example, being able to “read” the
 images in advertising is one type of visual literacy.”




 James Paul Gee What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan 2003
Thursday, March 19, 2009
Learning and Literacy
                                                                     James Paul Gee

 Active Learning Principle
 All aspects of the learning environment (including the ways in which the semiotic
 domain is designed and presented) are set up to encourage active and critical, not
 passive, learning.
 Identity Principle
 Learning involves taking on and playing with identities in such a way that the
 learner has real choices (in developing the virtual identity) and ample opportunity
 to meditate on the relationship between new identities and old ones. There is a
 tripartite play of identities as learners relate, and reflect on, their multiple real-
 world identities, a virtual identity, and a projective identity.




 James Paul Gee What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan 2003
Thursday, March 19, 2009
Learning and Literacy
                                                                     James Paul Gee
 Self-Knowledge Principle
 The virtual world is constructed in such a way that learners learn not only about
 the domain but about themselves and their current and potential capacities.
 Multiple Routes Principle
 There are multiple ways to make progress or move ahead. This allows learners to
 make choices, rely on their own strengths and styles of learning and problem
 solving, while also exploring alternative styles.
 Insider Principle
 The learner is an “insider,” “teacher,” and “producer” (not just a “consumer”) able
 to customize the learning experience and domain/game from the beginning and
 throughout the experience.



 James Paul Gee What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan 2003
Thursday, March 19, 2009
txtng: the gr8 db8
                                                                  David Crystal


 “The popular belief is that texting has evolved as a twenty-first-century
 phenomenon -- as a highly distinctive graphic style, full of abbreviations and
 deviant uses of language, used by a young generation that doesn’t care about
 standards.
 ...
 Texting may be using a new technology, but its linguistic processes are centuries
 old.”




 David Crystal txtng: the gr8 db8. Oxford University Press 2008
Thursday, March 19, 2009
Kindle


             Kindle, among other book
             readers, is now available,
             with over 200,000 titles,
             for the iPhone and iPod
             Touch.


Thursday, March 19, 2009
Twitter
                                 Poetry
                            Social Activism
                           Service-Oriented
                               Narrative
                           Rhetorical Analysis




Thursday, March 19, 2009
txtng: the gr8 db8
                                                                  David Crystal

 “The requirement was to write a poem within the 160-character constraint of
 mobile phone screens.
 Sheffield
 Sun on maisonette windows
 sends speed-camera flashes tinting through tram cables
 startling drivers
 dragging rain-waterfalls in their wheels
 I drive on”
 Steve Kilgallon




 David Crystal txtng: the gr8 db8. Oxford University Press 2008
Thursday, March 19, 2009
Documents


             .doc / .xdoc
             .pdf
             Google Docs
             podcasts

Thursday, March 19, 2009
Polls

             http://www.polleverywhere.com/multiple_choice_polls/
             LTE3MDAzNjM2MDU




Thursday, March 19, 2009
Questions


                           questions and hands-on demonstrations after all presentations




Thursday, March 19, 2009

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On the Go: Mobile Technologies and Literacy

  • 1. On the go: Mobile Technologies and Literacy dawn m. armfield || doctoral student University of Minnesota Thursday, March 19, 2009
  • 2. Mobile Technologies Cellular / Mobile Phones Smartphones iPhone iPod Touch image: o’reilly digital media http://blogs.oreilly.com/digitalmedia/2008/07/ipod-touch-backward-lesson-fro.html Thursday, March 19, 2009
  • 3. obstacles cost pedagogical uses student acceptance questions of literacy image: impact mobile http://www.impactmobile.com/company-careers.php Thursday, March 19, 2009
  • 4. Mobile Phones in College Classrooms Scott W. Campbell “Despite sentiments against mobile phone use in the classroom, research shows that it is not an uncommon occurrence. For example, one study found that a third of university students in the U.S. play video games on their mobile phones and laptops during class (Gilroy, 2004). Other studies from Korea, Norway, and the U.S. indicate that various forms of mobile phone use take place in classrooms all over the world (Katz, 2005). In addition to using the technology as a form of diversion and social connection, some students have found ways to use it for cheating by accessing information online during an exam, taking and distributing photos of exams, and text-messaging answers to exam questions (Katz, 2005).” Scott W. Campbell Perceptions of Mobile Phones in College Classrooms: Ringing, Cheating, and Classroom Policies. Communication Education. Vol. 55, No.3, July 2006, pp.280-294 Thursday, March 19, 2009
  • 5. cost base cost ranges monthly fees free applications free documents most books under $15 image: atlantic international university http://www.aiu.edu/online/AIUFILES/Cost%20Accounting/Cost%20Accounting%20Intro.html Thursday, March 19, 2009
  • 6. Cell Phones Make Headway in Education Olga Kharif “A well-equipped cell phone with a foldout keyboard could even supplant a laptop in classrooms, says Bill Davidson, senior vice-president for global marketing a Qualcomm (QCOM), which makes cell-phone software and chips. ‘From a cost standpoint, they cost much less,’ he points out. Davidson represents one of the largest makers of mobile-phone equipment, so his bias is obvious. But his view is shared in academic circles. Phones may be better at facillitating teacher-student interaction, says ACU’s [Aberdeen Christian University] Rankin.” Olga Kharif Cell Phones Make Headway in Education. Business Week Online. 29 August 2008, p. 26 Thursday, March 19, 2009
  • 7. pedagogical uses lecture engagement meaning-making image: Critical pedagogy: Notes from the real world, 2005, 3/e, pp. 178-180. Thursday, March 19, 2009
  • 8. Does the Medium Make a Difference? Christina Haas “The primary focus of studies of text editing within the field of English education, however, has been pedagogical: That is, researchers in this area, because of their interest in language teaching and learning, have looked to computer technology as a potential tool for helping students of all ages write -- and learn to write -- better. Drawing on cognitive process theories of writing (Bereiter & Scardamalia, 1987; Flower & Hayes, 1981; Hayes & Flower, 1980), some researchers in writing have hypothesized that by removing mechanical constraints computer technological [sic] will encourage longer and more fully developed text and will improve students’ attitudes toward and motivation for writing (Balestri, 1988; Collier, 1983; Daiute, 1986).” Christina Haas Does the Medium Make a Difference? Two Studies of Writing with Pen and Paper and With Computers. Human Computer Interaction. Vol. 4, 1989, pp.149-169 Thursday, March 19, 2009
  • 9. Activities of Digital Kids Sherry Hsi “Digital kids take ownership of media creations and online expression. Here, ownership has blurry boundaries because of the distributed nature of how electronic media is easily created and exchanged via the Internet. Digital kids often embrace remix culture to produce meaning through the creation of objects, messages, representations, and other online expressions based on the re- use of other electronic expressions.” Sherry Hsi Conceptualizing Learning from the Everday Activities of Digital Kids. International Journal of Science Education. Vol. 29, No. 12,8 October 2007, pp.1509-1529 Thursday, March 19, 2009
  • 10. student acceptance traditional documents new media multiple uses image: jisc infonet http://www.flickr.com/photos/jiscinfonet/291380048 Thursday, March 19, 2009
  • 11. Activities of Digital Kids Sherry Hsi “Digital kids are co-constructing a social reality and establishing norms for participation. Digital kids are concurrently developing online practises of multi- tasking, judging online information based on social reputation, comparing multiple online information sources, and trying out new online identities (Dede, 2005). ... Digital kids work on complex problems that require distributed teams to solve.” Sherry Hsi Conceptualizing Learning from the Everday Activities of Digital Kids. International Journal of Science Education. Vol. 29, No. 12,8 October 2007, pp.1509-1529 Thursday, March 19, 2009
  • 12. questions of literacy Gee’s 36 Learning Principles (sample) Active, Critical Learning Principle Identity Principle Self-Knowledge Principle Multiple Routes Principle Insider Principle image: pvcc puma press http://www.pvc.maricopa.edu/puma/nov06/teenslang.html Thursday, March 19, 2009
  • 13. Learning and Literacy James Paul Gee “When people learn to play video games, they are learning a new literacy. Of course, this is not the way the word “literacy” is normally used. Traditionally, people think of literacy as the ability to read and write. ... Today images, symbols, graphs, diagrams, artifacts, and many other visual symbols are particularly significant. Thus, the idea of different types of “visual literacy” would seem to be an important one. For example, being able to “read” the images in advertising is one type of visual literacy.” James Paul Gee What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan 2003 Thursday, March 19, 2009
  • 14. Learning and Literacy James Paul Gee Active Learning Principle All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning. Identity Principle Learning involves taking on and playing with identities in such a way that the learner has real choices (in developing the virtual identity) and ample opportunity to meditate on the relationship between new identities and old ones. There is a tripartite play of identities as learners relate, and reflect on, their multiple real- world identities, a virtual identity, and a projective identity. James Paul Gee What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan 2003 Thursday, March 19, 2009
  • 15. Learning and Literacy James Paul Gee Self-Knowledge Principle The virtual world is constructed in such a way that learners learn not only about the domain but about themselves and their current and potential capacities. Multiple Routes Principle There are multiple ways to make progress or move ahead. This allows learners to make choices, rely on their own strengths and styles of learning and problem solving, while also exploring alternative styles. Insider Principle The learner is an “insider,” “teacher,” and “producer” (not just a “consumer”) able to customize the learning experience and domain/game from the beginning and throughout the experience. James Paul Gee What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan 2003 Thursday, March 19, 2009
  • 16. txtng: the gr8 db8 David Crystal “The popular belief is that texting has evolved as a twenty-first-century phenomenon -- as a highly distinctive graphic style, full of abbreviations and deviant uses of language, used by a young generation that doesn’t care about standards. ... Texting may be using a new technology, but its linguistic processes are centuries old.” David Crystal txtng: the gr8 db8. Oxford University Press 2008 Thursday, March 19, 2009
  • 17. Kindle Kindle, among other book readers, is now available, with over 200,000 titles, for the iPhone and iPod Touch. Thursday, March 19, 2009
  • 18. Twitter Poetry Social Activism Service-Oriented Narrative Rhetorical Analysis Thursday, March 19, 2009
  • 19. txtng: the gr8 db8 David Crystal “The requirement was to write a poem within the 160-character constraint of mobile phone screens. Sheffield Sun on maisonette windows sends speed-camera flashes tinting through tram cables startling drivers dragging rain-waterfalls in their wheels I drive on” Steve Kilgallon David Crystal txtng: the gr8 db8. Oxford University Press 2008 Thursday, March 19, 2009
  • 20. Documents .doc / .xdoc .pdf Google Docs podcasts Thursday, March 19, 2009
  • 21. Polls http://www.polleverywhere.com/multiple_choice_polls/ LTE3MDAzNjM2MDU Thursday, March 19, 2009
  • 22. Questions questions and hands-on demonstrations after all presentations Thursday, March 19, 2009

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