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identity, ownership &
mobility
presented by graham brown-martin
founder, handheld learning
graham@handheldlearning.co.uk
who?
formed in 2004
schools & higher education sector
run a large annual conference (800+ delegates)
run active online community
ideas incubation lab in cambridge
owned by a group of consumer electronics
veterans and education specialists
personal background in education and
entertainment technology
mission
 vision - every child with a personal computing
 and communication device within 5 years


 mission - to make learning personal and
 universally accessible


 we believe that this mission is achievable using
 low cost consumer technologies and innovative
 web programming*
                                           *plus a little pixie dust
serious games in schools
 general outlook poor
 learners often have better technology at home
 that is banned at school
 educational software developers rarely make
 good games
 current pedagogy doesn’t embrace the learning
 gained using entertainment technologies
 outbreaks of research projects using mobile,
 game console and ipod technologies
 visit http://ltsblogs.org.uk/consolarium/
“today’s students are no longer the people our
  educational system was designed to teach”

               marc prensky
identity
identity
 cyber-bullying, stalking and other harassment is
 prevalent on the Internet and mobile devices.
 over 2 million cases in the UK
 difïŹcult to police, especially cross-border
 access via conïŹrmed identity, supported by ISP’s
 may create a safer internet
 sites and users not conïŹrmed drop into a cyber-
 ghetto
 far fetched?
identity
 conïŹrmed online identity is evolving out of:
   social networking systems
   online collaborative gaming systems
   single sign-on technologies
   auto-biographical history
   protective environments for the young
   savvy users
ownership
ownership

who owns your learning?


who owns the evidence of your learning?


what is the status of digital work?
why is it important?
 ownership is the principle that learners should own
 what they produce
 ownership is at the heart of constructivism* where
 the learner is at the centre of their learning
 experience
 ownership gives learners a sense of responsibility and
 control leading to an increase in motivation
 ownership of evidence builds an autobiography of self
 as learner, establishing identity and value
 There can be little doubt that a learners digital work
 should hold as much value than any other.
                                             *jean piaget et al
games and constructivism


      “video games teach children what computers are
    beginning to teach adults, that some forms of learning
    are fast paced, immensely compelling and rewarding”

                      Seymour Papert
mobility
mobility
 ownership implies rights of access and mobility
 current digital learning systems present
 challenges to the mobility of learners work
 there are few methods for learners to take their
 digitally evidenced learning experiences with
 them, e.g. if they change/leave school
 the mobile learning community has been
 focussed on devices and improved access to
 learning but not owned learning in a full sense
bits rather atoms*
 mobile learning is not about gadgets
   learning while mobile, 24/7, anywhere, anything
 it’s about the digital bits that enable and evidence
 learning while providing a sustainable
 autobiographical memory
 unless the bits are mobile and interoperable their
 currency is diminished
 importantly, if they can’t keep them so will their
 value to the learner
                                       *Nicholas Negroponte
thank you

graham brown-martin

graham@handheldlearning.co.uk

www.handheldlearning.co.uk

www.handheldlearning2008.com

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Identity, Ownership & Mobility - Graham Brown-Martin

  • 1. identity, ownership & mobility presented by graham brown-martin founder, handheld learning graham@handheldlearning.co.uk
  • 2. who? formed in 2004 schools & higher education sector run a large annual conference (800+ delegates) run active online community ideas incubation lab in cambridge owned by a group of consumer electronics veterans and education specialists personal background in education and entertainment technology
  • 3. mission vision - every child with a personal computing and communication device within 5 years mission - to make learning personal and universally accessible we believe that this mission is achievable using low cost consumer technologies and innovative web programming* *plus a little pixie dust
  • 4. serious games in schools general outlook poor learners often have better technology at home that is banned at school educational software developers rarely make good games current pedagogy doesn’t embrace the learning gained using entertainment technologies outbreaks of research projects using mobile, game console and ipod technologies visit http://ltsblogs.org.uk/consolarium/
  • 5. “today’s students are no longer the people our educational system was designed to teach” marc prensky
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  • 11. identity cyber-bullying, stalking and other harassment is prevalent on the Internet and mobile devices. over 2 million cases in the UK difïŹcult to police, especially cross-border access via conïŹrmed identity, supported by ISP’s may create a safer internet sites and users not conïŹrmed drop into a cyber- ghetto far fetched?
  • 12. identity conïŹrmed online identity is evolving out of: social networking systems online collaborative gaming systems single sign-on technologies auto-biographical history protective environments for the young savvy users
  • 14. ownership who owns your learning? who owns the evidence of your learning? what is the status of digital work?
  • 15. why is it important? ownership is the principle that learners should own what they produce ownership is at the heart of constructivism* where the learner is at the centre of their learning experience ownership gives learners a sense of responsibility and control leading to an increase in motivation ownership of evidence builds an autobiography of self as learner, establishing identity and value There can be little doubt that a learners digital work should hold as much value than any other. *jean piaget et al
  • 16. games and constructivism “video games teach children what computers are beginning to teach adults, that some forms of learning are fast paced, immensely compelling and rewarding” Seymour Papert
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  • 19. mobility ownership implies rights of access and mobility current digital learning systems present challenges to the mobility of learners work there are few methods for learners to take their digitally evidenced learning experiences with them, e.g. if they change/leave school the mobile learning community has been focussed on devices and improved access to learning but not owned learning in a full sense
  • 20. bits rather atoms* mobile learning is not about gadgets learning while mobile, 24/7, anywhere, anything it’s about the digital bits that enable and evidence learning while providing a sustainable autobiographical memory unless the bits are mobile and interoperable their currency is diminished importantly, if they can’t keep them so will their value to the learner *Nicholas Negroponte