Showing posts with label top tips. Show all posts
Showing posts with label top tips. Show all posts

Friday, July 5

Core Apps for iPad Teachers

Are you a teacher, using iPads in the classroom? Which tools, or apps do you use?
Many conversations about mobile learning focus too much on the content itself. Starting from the distance learning / e-learning / content publishing end of the spectrum, and trying to find entire chunks of the curriculum that can be delivered via small screens.
To counteract that, have a look at this great summary of "Core Teacher Apps", put together by an Australian Primary School.
They are using iPads, but many of the listed apps are web based. Or are also available for Android. And in almost all cases, the apps themselves are secondary to the use cases implied.
I suggest you print this out, and use the list as a reminder:
  • new to m-learning? Look through these, and think what you might use them for in a classroom
  • an m-learning veteran? Look through this list to find some inspiration. Anything you haven't tried before? Why not?

Tuesday, January 22

Building your own apps? Try these top tips!

Many thousands of people are developing apps. Many of those apps fail dismally to achieve what the original vision holders hoped for. How can you increase the odds that your app will be used by, and useful for many?
Appguru

The answer: learn from the gurus. Listen to those who have done it many times before.

The nice thing about building educational apps is that the financial models for them are different to normal consumer apps. Success is judged by how useful they are, as opposed to the revenue generated by shifting millions of copies. This is shared with in-house enterprise apps, where quite often the employee gets them for free, allowing the developers to focus on making apps as useful as possible, rather than stressing about pay-per-download.

What's the connection with our top tips?

The connection is that Apple have recently released an excellent guide for in house app developers, listing top tips, and advice that - although aimed at iOS developers making in-house apps, are in fact useful to ALL app developers, across ALL platforms.

The guide is divided into the four key stages of app development:

Starting with Planning: make sure you, and your people know what you are building, and all sign up to it.



Then looking at Design: great tips to help you simplify, and prioritise features, as well as interviews from gurus in this area


Next the actual Development: All you need to know to get started. The specifics here are obviously pretty Apple / iOS centric, but the sections on Web Development, and Back Office Integration are great advice whatever your platform 


Finally, Deployment: This section is pretty much 100% Apple. Very helpful if you are new to iOS development, but only of of brief interest to other app developers. 


Learn from the masters. It is a great overview that we recommend to any aspiring app developers.

If you like to print stuff out, go for the PDF version, otherwise dive in and get exploring on the online accelerator site.

Do you have any other tip tips sites you'd care to share?

Thursday, January 10

AR in mobile learning

Are you using Augmented Reality in your mobile learning? Should you?

AR, or Augmented Reality has been high on the hype-charts for several years now, but seems to be on "slow burn" when it comes to m-learning. This post is a quick update on what's happening, where, and what it means for education.

If you are unsure what AR is, here is a great explanation from those nice folks at Common Craft



So pretty much anything that helps you connect the real world around you with the digital, or virtual one classifies as augmented reality. You don't even need to superimpose it on the camera view if you don't want to. Examples like QR-codes, or bar code scanning also connect the real to the virtual, without requiring the real-live-view.

But for now, lets stick with live-view AR. One of the classic (and often quoted) examples of AR in workplace learning is this project from BMW. It isn't really being used, though. It was a demo made over 5 years ago by their R&D people, but if you haven't seen it yet, it tells a great story



Clearly an idea with merit. But what's been happening in the past 5 years? A lot, as it turns out!

Several companies (including my own) have been investing heavily to push this sort of technology out of the labs, and into the mainstream. There seem to be 2 main approaches when it comes to apps:

1: Geographical information, downloadable as layers.

layar screen images from FastCommpany
The two main players here are Layar, and Wikitude.  Both offer a free app in the app stores, and allow you to download many different layers of information that will pop up as you move your camera around.

Bear in mind that this is GPS data, so you need to be outdoors, and positioning is not 100%. But, nonetheless, great fun to play with, and surprisingly easy to make your own layers. Fancy setting up a history trail around your town? You can upload all the data as a new layer, and share with any other app users!

2: Visual (and other) Triggers.

But what about augmenting non-geographic things? This is where "triggers" come in, and the advertising world gets even more excited.
Your phone recognises visual images, and triggers an augmented response. Apps like Blippar do this - you have probably seen their logo on film posters, magazines and product adverts. Once you have downloaded the Blippar app, you can scan any known products / posters / images to triggers some form of media to be superimposed over your camera view.

Here is a super-stylish example promoting the new Hobbit movie.


Clearly the result of some slick media work, but the great news is that this sort of magic is no longer in the realm of impossibly expensive. In fact, all the software required to make the AR, and image recognition work for this sort of thing is available for FREE.
That's right, free.

You still need a developer to build it into your app, and some media skills to create something worth showing, but the heavy technical lifting has already been done, and all of a sudden AR becomes a lot more affordable.

The question is no longer "is this possible", but rather "how could I use it for learning"

Blippar use the "one app for all our AR" idea, much like Wikitude and Layar. But increasingly you also find apps dedicated to one specific theme, embedding the same AR capability within them.

Here is a great example that has the added benefit of NOT being about product placement.
The Science Museum in London have an awesome AR trail. As you walk around the museum, you can scan different exhibits to have a real-life 3D version of James May popping up on your screen to talk to you about it. (the app itself isn't free, but you can get a good flavour of it in this video)



Think about this for learning. You don't need a talking person to pop up. You could as easily launch animated diagrams of machines, or straight video clips

Vuforia
The free developer kit I mentioned before is called Vuforia. It is the engine underpinning most of the AR you will see
in the mainstream media today. Right now the majority of the use cases still seem to be in the advertising space, but I'm looking forward to see more educators playing around with AR.

Have you tried AR yet for learning? What did you do?

UPDATE: A few days after this blog post, there was a public preview of Big Bird's Words, a new app for kids that uses some of the very latest Vuforia features to help (surprisingly young) kids find specific words in the world around them. This is even-smart AR, including live character recognition. Super cool!

Tuesday, October 2

Top tips for mlearning: wisdom of the crowd

Last week I ran a session at MobiMOOC2012 with educators and learning technologists from across the world, exploring different pedagogies, and learning theory often associated with mobile learning. Our aim was to explore the gap between the theory, and practice. The week started with a presentation from me, culminating in an open question:
What advice could the attendees (and other MobiMOOCers) offer to others interested in getting started with mobile learning?
Discussions raged on for the rest of the week, with some great suggestions, and observations. The list, below, were our TOP TIPS:

  mind the gap - top tips for mlearning

 Our collective MobiMOOC top tips were:
  • One size does not fit all: choose the tools to fit the need and context
  • Let learning design inform the technology (not the other way round)
  • ACTIVE Learning: use mobile tools to do stuff - in the classroom, in the world
  • Empowerment: allow the learners lead
  • Use social media to collaborate and share
  • Keep learning strategies AGILE: allow time, and space to iterate
  • Start from the CONTEXT of use, involve learners and be creative
  • Small, reusable content is more flexible for mobile use
This is what the MobiMOOC class of 2012 came up with. What do you think?

Some additional quotes from attendees that help back this up are:
  • Forget what you think the tech can do - what do you want to do?
  • Information is everywhere, learners are mobile, m-devices are the bridge between them (Involve real-life tasks into educational activities)
  • Let learners do things their way -- congratulate yourself if they do not proceed exactly like you had planned.
  • While with technologies there is access to an abundance of information, this does not necessarily imply learning. It is what learners do with this information that leads to learning
  • Small-size devices, straightforward activities (Reduce complicated learning procedures).

Friday, August 31

Mobile Learning Guidelines - essential reading for learning leaders

Those nice folks at UNESCO continue to champion mobile learning.Unesco logo Earlier this year we praised their grass-roots style Mobile Learning Series, and now they have taken that one step further by developing a set of guidelines for policy makers and learning leaders to help them benefit from m-learning. As they say in their report:
This year the number of connected mobile devices, the vast majority of which are mobile phones, will surpass the world’s population for the first time in history. Yet despite their ubiquity and the unique types of learning they support, these technologies are often prohibited or ignored in formal systems of education. This represents a missed opportunity. The learning potentials of mobile devices are impressive and, in many instances, well-established: they can help address a number of pressing educational needs in new and cost effective ways. In a world that is increasingly reliant on connectivity and access to information, these devices are not a passing fad. As mobile technologies continue to grow in power and functionality, their utility as educational tools is likely to expand and, with it, their centrality to formal education. For these reasons, UNESCO believes that mobile learning deserves the careful consideration of policy makers.
The guidelines were initiated (by several of my peers) at a workshop earlier this year, and are now consolidated into some great advice, available for all. If you are a learning leader, or policy maker I advise you to download their Draft Policy Guidelines. If you are quick, you still have a chance to send in your comments (by 2 Sept). The final Guidelines will be released in 2013. enjoy!

Monday, June 18

Top m-learning reports of 2012

Filtering out the best, so you don’t have to! Links to our top m-learning reports for 2012:
You know that mobile learning has hit the mainstream when the big guys start to get it … and 2012 is the year that this happened. With solid reports, and reviews from UNESCO, GSMA and other global giants, as well as a flurry from mobile consultancies across the planet!
Here are a few of the best (free) reports:

image GSMA have a whole collection of reports, the meatiest of which is a McKinsey market report. It is good stuff, but bear in mind their audience. This is not about empowering learning. It is about helping network operators (GSMA) understand the commercial opportunities. So good on stats, a little heavy on corporate speak, but a little lame on education. Teachers may find the other reports (Case Studies) more helpful.


image UNESCO have also launched a Mobile Learning Series, with some great reports, and resources. These are the opposite end of the spectrum from the GSMA ones. Very grass-roots up. Trying to understand the impact on individual students, and looking at challenges faced by education institutions. They hosted a mobile learning week earlier this year. If you are new to m-learning I recommend their summary of the week. By reading section 2, you get a crash course in all the current discourse of m-learning!

imageJISC infoNet in the UK put together a great summary of what is going on in learning technologies (“Emerging Practice in a Digital Age”), and included with it a special section on m-learning: The Mobile Learning infoKit. JISC are all about empowering teachers, so they contain real, grounded advice and guidance. It is a great report, but even better for those visual learners amongst you, there is a great, simple slideshow that comes with it, summarizing all the main themes!

imageOr if you like your reports more academic, check out IAMLearn – the International Association of Mobile Learning. They have a small sample of their prodigious output online.


imagem-learning.org – of course it would be remiss of me not to point you at our own m-learning.org site for a wealth of free research, and reports. Or see also the reports section of our MoLE project site

So much for the meaty reports …  for more current news, there are some great developer teams (like ours!) and practitioners publishing tips and tricks. See TribalLabs, MobLearn, Float Mobile Learning, Upside Learning, LearningInHand, IgnatiaWebs, Mobile Learning Edge, or aggregators like mlearnopedia.
But if you REALLY want your news fresh, go to #mlearning on twitter!
Enjoy!

Thursday, December 1

Mobile Learning at TEDxLondon

Geoff Stead presents mobile learning as a tool for empowerment at TEDxLondon – a TED event dedicated to shaking up education

Original slides available on slideshare

Presentations by the other (amazing!) co-presenters on the TEDxLondon site

Transcript:

I’d like to introduce you to a word. Ubuntu.

Ubuntu is an African concept that doesn’t translate easily into English. It means “I am me because of us”, “I grow myself by helping others around me to grow”.

It is an awesome word. I try to live my life by it. And it is the philosophy behind the projects I would like to tell you about.

Mobile phones have become part of our lives. There are more phones in the developed world than people. The developing world is catching up fast. Mobile connectivity is transforming how we communicate. And where.  And when. It has fundamentally changed how we look up information. It has generated new kinds of job that didn’t even exist 10 years ago. New types of entertainment.  New forms of art.

So why not new ways to learn?

This is already happening - it is called mobile learning. Bringing mobile devices and phones into the class to enhance learning.

Smartphones are like a swiss army knife, packed with school friendly tools:
They are cameras, writing tools, eBook readers, calculators, diaries, reference books. You have the entire web in your hand

But more importantly they are agents for change - encouraging new ways of teaching

    * Learner centered: Learning is mobile and can happen anywhere. It can happen anytime: in or out of school. It can be collaborative. It can also be intensely private.
    * Teacher is no longer the source of all facts, but rather a collaborator and guide
    * The encourage lots of future skills like those listed on the slide

In the UK I mostly work with learners NOT in school. Kids who have dropped out. Young offenders. The unemployed. Adults in training but struggling to read and write. People for whom traditional school didn’t work out. I build software to support their learning – regularly making use of mobile phones as a stimulus. But a few years ago I happened to meet a fellow South African who shared my passion for education, and wanted to take these same ideas back into South Africa, to mainstream schools

And we did! The projects are collectively called m-ubuntu, and use mobile learning as a stimulus to encourage critical debate between teachers, and improve the quality of teaching.

They take refurbished smartphones, with some educational software and tools installed onto them, and use them to improve teaching and learning. The results have been inspiring. Local teachers even won a grant from the US to go to Washington and share what they had learned with American teachers!

But the successes are not down to putting smartphones into poor schools – they are about using them as an agent for change.

The real wins happen when teachers work with other teachers to discuss how best to use these new tools.

<< stepping through a range of photos from the project >>

Of course these happy photos only tell a fragment of the story. There are some challenging new skills to learn for both students and teachers. What happens if they are stolen? Or if students give away personal data? What about internet safety? Or plagiarism. By working on these challenges together, the real value kicks in . Students get engaged and build real life skills

Mobile learning is certainly here to stay. It may be initially disruptive – but isn’t that exactly the stimulus we need to help focus education towards the future?

If you want to try this for yourself, here are my 3 top tips:

  1. Firstly – don’t be constrained by pre-packaged learning resources. Think of the smartphone as a tool to do stuff. Record music. Film a movie. Build an app. This is what they are made for, and makes for the best learning.
  2. Secondly – It won’t be right first time, but if you try again it will get better. And the time after than even better. It is OK to make mistakes – so plan in flexibility
  3. Thirdly – Share the learning with your students. Discuss mobile learning with them. Let the kids learn the details about the phones, and become your technical support. By building autonomy and problem solving skills they will be learning some real future skills

Monday, September 12

Mobile Learning InfoKit [free download]

Hot off the press, we are pleased to present the Mobile Learning infoKit. Launched at ALT-C 2011

The infoKit offers valuable advice for any organisation starting out in m-learning, as was compiled with interviews and contributions from all the main thinkers, creators and educators in this space

See the overview presentation (below) for a great introduction to m-learning, and if you want more you can download the entire infoKit at http://bit.ly/mobilelearninginfokit

Many months in development, this infokit was put together by Doug and those nice people at Jisc infoNet as a service to the education community. Thanks all!

Tuesday, July 26

Best tools for cross platform app development

As part of our work on the MoLE project we have been revisiting the rapidly growing number of frameworks, libraries and platforms that developers can use to create cross-platform mobile apps 

If you are new to app development, you may know there is a constant debate between app developers, building “native” apps, and mobile web developers, championing “web apps”. The native app developers get better performance and integration, while the web app developers get broader reach and better standardisation

In the middle of this debate are a growing team of developers championing a hybrid of these two positions. Developing code once (like “native”) but deploying across apple / android / blackberry (like “web apps”). This is a rapidly emerging area, with a flurry of very exciting toolkits available.

To keep you up to date, we are very happy to share our recent report:

image 

Cross-platform mobile development

a review of the top cross platform mobile app development frameworks, libraries and platforms

 

Friday, June 3

Use Smartphones in class, say school principals

The National Association of Secondary School Principals have been trying to make sense of the whirlwind that is Social and Mobile Technologies.

They have just released a position statement, summarizing their thoughts on the matter … and it is surprisingly good!

They actively encourage schools to accept smartphones, and social networking as part their educational provision, and offer a range of guidelines and advice to different levels of practitioner.

Thursday, September 9

Apple u-turn is excellent news for cross-platform app developers!

imageThe big news of the moment amongst App developers, is the surprise announcement by Apple that they are relaxing some key restrictions on how Apps can be made. In particular they say:
…we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need.
As one of a small (but enthusiastic) set of app developers striving to make cross-platform apps, this is a HUGE deal.
Apple is not against cross-platform apps per se, but until recently they were very against Adobe & Flash, and their previous stance was to a large extent an attempt to block several different technologies that allowed Flash apps to be automatically disassembled, and automatically re-assembled into an App.
Ignoring the Adobe vs Apple squabbles for a moment, there was another group of developers who were being caught in the fallout. Those are the app developers using one of a few choice systems (many open source, collaborative frameworks) that allow you to code once, and deploy to iPhone, Android, WinMob, Blackberry …..
The smallprint of the Apple restrictions, also restricted this sort of App. And an increasing number of them started getting refused across all of the frameworks
The fundamental technical problem is that it is not possible to write one piece of native software that plays on iPhone, Android, WinMob, etc. They all use different languages. The only way to do this is to use a computer to generate multiple different versions for different platforms. And it is this interim computer intervention that caused the trouble.
But – today this has changed. And all the cross-platform app developers around the world are heaving a sigh of relief
So – good news for cross platform mobile apps!
(Another equally interesting development, is Apple going public with their developer guidelines – previously us developers had no way of knowing the criteria used to decide whether to accept, or reject an app!)
For a quick synopsis of the top tools for building cross platform apps  read on …

 Appcelerator Titanium - http://www.appcelerator.com
Like most on my list, Titanium lets developers create an app in traditional web coding (HTML, CSS, Javascript), and then it renders the web code into a native apps for iPhone and Android (Blackberry in the pipeline)
The system builds apps. But you also get access to the converted (native) source code which allows for a second round of platform specific tweaks - if you know what you are doing
Initially Titanuim started as fully open source, but now a “free” and better supported “pay” version.
Nice review here: http://labs.thesedays.com/2010/02/04/review-of-appcelerator-titanium/

 
 
PhoneGap - http://www.phonegap.com
Like Titanuim, developers code their app in web coding. Unlike Titanium, the final app that is built still contains the original web coding, but buried within the app. Fully Open Source, all the app code is available, and can be customised for your own needs
We use both of these two quite a bit, and they are both great. Lightweight native apps embedding web-apps that can be both online, or offline. 
Although not really “app building”, special mention needs to go to JQTouch (http://www.jqtouch.com/) and Sencha Touch (http://www.sencha.com/products/touch/), 2 AJAX frameworks that you need to use if you want web-apps to look and feel like native apps 



Rhodes / RhoMobile - http://rhomobile.com
Rhodes is a harder-core techie solution, which tries to do without the browser, giving you tools to build cross platform native apps. Free to use (MIT license) plus premium support options
it is good – but uses Ruby as a programming language. Ruby has a cult-like following, unless you are already a Ruby developer, you may be better to stick to one of the other options
One of the big advantages of Titanium over RhoMobile is that with RhoMobile you don’t get any source code – only the finished (and un-alterable app). But it does support more phones (iPhone, Windows Mobile, RIM, Symbian and Android)

These three are the main players. They have very technical arguments with one another about exactly how “native” each other’s apps are – but in all cases they use the same basic trick – embedding a web-browser into the app, and using that to deliver web-esque layout and features in an app

Others worth looking at include



Grapple Mobile - http://www.grapplemobile.com
Grapple are not Open Source. They recently hit the news with some (untrue) speculation that the 7 month old startup was bought for £15m! They use a similar approach as the previous systems, as well as a secondary system to support older phones. (On iPhone and Android, it uses Webkit. On Blackberry and Symbian it compiles to J2ME.)
Most commercial engagement with them seems to be from marketing and advertising companies
 

MotherApp - http://www.motherapp.com
Like rhomobile, motherapp tries to build native apps without needing to include a browser in your app. We have only recently found out about MotherApp, so don’t know much about it apart from the fact that you use a special subset of html to define your app, then upload to motherapp who will render it into native apps for different devices, passing any calls for data back to your website (supports iPhone, Android, WinMob)

Corona (by Ansca) – Corona is specifically for building games. You need a Mac to develop in it, but you can build apps for iPhone, iPad & Android. It uses the unusual Lua language, which is purpose built for describing 3-D type games (like World of Warcraft!)
Free 30day trial, then fairly inexpensive developer license (currently $99)
 
If you want to find out more, there is a very considered, and well presented comparison on AMLCode’s site

There are also A LOT of offerings that help you build apps automatically. These are not developer tools as such, but do allow non-technical people to auto-generate apps. Examples include AppBaker, App Inventor, AppMakr, AppBuilder, MyAppBuilder, Wapple and more appear every day.

If you would like me to post a bit more on these apps, either the developer ones or the others, leave me a comment

Tuesday, June 1

Can my m-learning course run the same on every phone?

There are a few m-learning conversations that pop up again and again when talking to clients about mobile courses. It often starts with a seemingly simple question:

“I want richly interactive content for any phone”

“Will it do Blackberry? And iPhone? And Nokia?”

“all my students need to have the same access to learning”

These are good questions, and the obvious response to any is “yes, of course”, because we would all like equality between mobile users. But there is a painful reality that (right now, in 2010) makes this an impossible dream:

The painful reality about making m-learning content is that there is no single solution to push richly interactive mobile content onto every possible phone. Rather, there is a spectrum of possible solutions: On one side, going for the richest possible interactivities (but narrowing down to single platforms) and on the other side going for the widest possible phone coverage (but limiting interactivities to the very lowest common denominator)

Examples on either side of this spectrum would be some of the delightfully interactive apps you can get for the iPhone (which exclude all other devices) vs several SMS / text messaging solutions (which work on just about any phone)

This spectrum is just the reality. There is no getting away from it. if somebody tells you otherwise they are not seeing the whole picture.

M-learning developers have been trying many creative approaches to cover as wide a range on this spectrum as possible, but it is technically impossible to cover it all. Examples are:

- making a different app for each device, playing whichever bits of the same central content that device supports

- delivering media-only courses (video or audio) that make up for lack of interactivity with wide device coverage

- using 3rd party players (like Flash, or eBook readers) to render a common course format to different devices

- putting content online, in the browser, and allowing the web-server to decide which versions suit your device

In all of these scenarios, there is a functionality sacrifice (because you are not exploiting device specific features, like GPS), but the benefit of create-once but used-by-many.

So, if you are thinking of making your own mobile content, my best advice is to be pragmatic about this spectrum of solutions. Instead of starting with the big dream (“for every single device”) rather start a little more pragmatically by narrowing the range of technologies you are looking at, and them work backwards to see which type of authoring tool or technical approach works best.

A popular example of a narrower range is "smartphones", though depending on who you are trying to reach out to it might also be "phones with decent browsers".

Another good subset (if data rates are not an issue) are phones with decent browsers, since the latest smartphones and high end featurephones all have a pretty good web browser, which is a lot more standardised than their operating systems.

Currently, my team in Cambridge cover the spectrum via a hybrid approach. We build for iPhone and Blackberry by hand. We have a java (j2me) engine we use for old-skool phones. We use a hand-made authoring tool for WindowsMobile / Android / UMPC / Linux / Windows / Mac (also sold commercially as MyLearning Author). We use another handmade tool for SMS activities (SMS Quiz / SMS Survey).

A lot of our current research work is looking at a hybrid between our MyLearning app (building installable learning apps) and browser-based content (wider cross-device support), so that we can get the best of both – with content that can be installed like an app, runs both on- and off-line, and uses the browser to play back courses wherever possible.

Related (possibly!)

Related Posts with Thumbnails