Based upon our experiences and subsequent brainstorming conversations at the ECTEL2013 Conference where @ATZ119 (Laurent Antonczak) and I (@thomcochrane) participated in the Mobile Learning Creativity Workshop and presented a paper was born the Tack, skål, IKEA challenge. We were challenged by the Swedish delegation (@larsnorqvist, @Isaja, @AndreasOlsson7) to share a non-PowerPoint presentation that illustrated our approach to using communities of practice and social media for lecturer professional development – getting lecturers to “think differently” about teaching and learning. Basically we give lecturers an experience of being a learner themselves within an authentic context where we model the educational use of mobile social media – hoping that they will then use this practice with their own students. One of the keys is rethinking assessment strategies and integrating the use of mobile social media in their courses.
Lars Norqvist (@larsnorqvist) sent us the challenge to participate virtually in the “Learning in Focus” Conference in Umea, Sweden, 12-13 November 2013: “I write to you because of the brilliant idea of a tack,skål, IKEA-session. The session has somewhat developed an idea here at a conference in Northern part of Sweden. Below you can see two videos. One presents the general idea about our research and one presents a challenge to you for the conference.
I would be really glad if you can present your work about teaching, learning, recognition of students learning as a kind of modelling technology – if possible.”
Here are links to Lars’ video intro and challenge:
And here is our attempt at creating a mobile social media video playlist in response:
The final contribution to the “Learning in Focus” Conference can be found at http://larandeifokus.se/modelling-technology/
Hopefully the first of many collaborations with the Swedes and the Kiwis🙂
We are hosting a week-long workshop during 25-29th November that will explore augmenting mobile movie production. If you are interested in participating please rsvp to firstname.lastname@example.org or via Twitter to @thomcochrane or @ATZ119
This workshop aims to give participants the skills to create innovative mash-ups of three of the unique affordances of today’s smartphones, tablets and phablets:
- Augmented Reality (locating)
Using geotagging via smartphones in-built GPS mobile movies can be located within a geographical context, linked to collaborative Google Maps and viewed in Google Earth. This adds a rich layer of contextual information to mobile movies, effectively augmenting a mobile movie with geographical data.
- Mobile Media Production (creating)
Adding new mobile video applications such as Vyclone, Vine, and the YouTube online Editor to your collaboration can enhance the creation of mobile movies and add a unique perspective.
- Mobile Social Media (sharing).
Mobile social media provides a way to publish and share your creative output with a global audience, using tools such as Twitter, Google Plus, and Wikitude.
This workshop will explore scenarios for innovative and collaborative team projects using these tools. It will leverage the expertise of two academic advisors (Cochrane & Narayan) with specialty in Mobile Social Media, and pair this with the expertise of two international mobile film making specialists: Antonczak (NZ & France) and Keegan (UK).
The four key objectives of the workshop are that:
- Participants will experience creating an augmented mobile movie in a collaborative team
- Participants will brainstorm how they can design augmented mobile movie projects within their discipline context
- Participants will discuss and critique examples of collaborative mobile movie production and mobile augmented reality
- Participants will be introduced to the body of literature surrounding mobile learning, mobile movie production, and mobile augmented reality in higher education
The Augmenting Mobile Movie Production Workshop will focus upon participants forming production teams (4 people) to create an authentic augmented mobile movie project using a mashup of YouTube/Vimeo/Vyclone/Vine and Google Maps, and create a Wikitude World from this content. These projects will then be presented and critiqued to/by the entire workshop participants, and shared for feedback from global experts.
Participants will need to bring:
- An iOS or Android smmartphone or table device (iPad 2+, iPad mini, Galaxy Tab 10.1, Galaxy Note2)
- A laptop
- An iTunes Store or Google Play Store account ID
Here is a short introduction to 6 critical success factors for mobile learning via the Adventures Of Tin Man. Based upon a BJET paper available at: http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8535.2012.01384.x/abstract, and an RLT paper “Secrets of Mlearning Failures” http://www.researchinlearningtechnology.net/index.php/rlt/article/view/19186.
The Tin Man comic series is available at: https://www.facebook.com/TheAdventuresOfTinMan
‘Maximizing Mobile’ Report Highlights Development Potential of Mobile Communications
This report analyzes the growth and evolution of applications for mobile phones, focusing on their use in agriculture, health and financial services, as well as their impact on employment and government. It also explores the consequences for development of the emerging “app economy”, summarizing current thinking and seeking to inform the debate on the use of mobile phones for development. It’s no longer about the phone itself, but about how it is used, and the content and applications that mobile phones open. Read More
The report notes that there will soon be more mobile phones in use on the planet than people!
New Zealand Mobile Statistics
Infographic from the report:
As part of the icollab12 international project, students in each participating country were required to move beyond the ‘classroom’ and use their skills in digital communications and social media content production to become transmedia reporters/citizen journalists. They were to work in groups to develop a series of reports for (and in collaboration with) an international audience. The main focus of the project was to produce rich media reports on Social Media in a) their local community, and b) their chosen industry (e.g. web, computing, creative, gigs). Their reports were then presented to students in Germany, Spain and New Zealand – in turn, their fellow #iCollab12 students overseas produced parallel content. At the end of the project, students in each country were asked to vote for the best “Social Media in ______” project, and the winners will receive an iTunes voucher.
Here’s some example student reports:
The YouTube playlist for the project will be updated as reports come in: http://www.youtube.com/playlist?list=PL4C72B10F1B2AC723