iphone

RECENT POSTS

Can Apple Products Pave the Way to Personalized Learning?

Lenny Gonzalez

San Francisco middle school students watch instructional videos on their school-issued iPads.

Apple held a press event today at its Cupertino headquarters, unveiling a variety of improvements to its line of iPods and iPhones, including an update to its mobile operating system and a brand new version of its wildly popular iPhone. As always happens around these Apple announcements, there’s a flurry of excitement — before, during, and after — about what the company will reveal. Other tech companies hold similar press events, sure, but few seem to garner as much buzz as Apple’s.

Some of that allure came from its former CEO. When Steve Jobs announced in August that he was stepping down from his position as CEO, there was a massive outpouring of reflections and analyses by the technology press about the impact that he and his company have had on technology — on both hardware and software. Indeed, it’s hard to understate that impact when you look at the role that Apple played in the development and adoption of personal computers, portable music devices, mobile phones, and tablets. By extension, Apple’s influence has helped usher in new opportunities for digital content in the entertainment and publishing industries.

And, of course, the company has had a huge impact on education. Apple has had a long history of pushing its computers into the classrooms. For many years, a child’s first exposure to a computer had been at school, and often that computer was an Apple. The company made a push back in the Continue reading

Don’t Forget the Fun Factor in Educational Games

Motion Math

Too often, educational games are neither fun nor educational, and there are plenty of educational games that fail on both those counts. Without an exhaustive study of games and game designers, it’s hard to pinpoint why. Do those making educational games have little experience in game design? Or do those making educational games have little experience in instructional technology? Or has the bar just been set incredibly low?

Perhaps it’s that educational game designers have been targeting school districts or teachers as their audience, and as long as they’re more exciting than classroom worksheets, kids really haven’t complained.

Those who grew up playing video games are now becoming the game designers and developers.

But the audience is changing for educational games, in part because of the explosion of mobile and Web technologies. Parents are buying more educational games, and kids now have a larger say in what they want. And as a result, games are becoming more engaging, more whimsical — more fun.

What’s more, those who grew up playing video games are now becoming the game designers and developers — and their bar for fun factor is high.

Take, for example, the creators of Motion Math, available on the iPhone and iPad. The founders, Jacob Klein and Gabriel Adauto, graduate students in the Learning, Design, and Technology program at Stanford, are both 32 years old. They’re bringing their background in education and cognitive science to the design of the game.

Certainly having a deeper understanding of cognition helps. But Klein and Adauto are also gamers — “hardcore,” says Klein. And it’s clear they’ve built games based on “things we’d like.” It’s scaled down, so that the game is playable by elementary school-age children. But it’s not dumbed down — in content or in gameplay.

Klein says the inspiration in part came from the iconic Mario Brothers: simple yet fun. I’d add that it’s a game for any age — a third grader struggling with fractions could enjoy the game, as much as a seventh grader, or an adult. Klein also points to the design and the flow of sports-related video games. These “flow experiences,” says Klein, mean that the entire game keeps you continually engaged. And in the case of Motion Math, that engagement is with on-task learning.

At the moment, the games mostly focus on fractions, a notoriously difficult concept for children to grasp. Fractions are often taught with the pie metaphor — how many slices are half, for example. But that graphical representation actually does little to help students understand how fractions work and how they’re related to percentages and to the number line.

The game aims to helps students develop this number sense and estimate fractions — and estimate quickly. It’s a game, after all! This is how it works: Players control a bouncing star, and the goal is to make that star land on the right part of the number line, matching a particular fraction. To do this, the app uses the gyroscope that’s built into the Apple mobile devices, so you have to tilt your device.

Motion Math has won rave reviews from those who are watching the industry closely. The Children’s Technology Review, for instance, gave the app 4.5 stars for being able to “bridge the concrete and the abstract.” The creators plan to expand to other platforms, including Android soon. Klein says they’ll also add new subject areas beyond fractions and even beyond math.

No More Lost in Translation with WordLens

WordLens

You can take the time to learn a new language with online tutors as described in the post below, or you can just use your iPhone for immediate gratification.

The WordLens app for the iPhone, released a few days ago, automatically translates words to your chosen language and pastes them onto the scene through its lens.

This is one of those instances you might think you’re watching a video of a scene from the future, but make no mistake about it, this is real and it’s now.

The app itself is free, but you pay $4.99 for each language download. And though the translations are literal rather than in context, it is very much a useful tool for both casual travel and for learning.

Now if we could only create an app that reads thoughts.

The Future of Mobile Learning Apps

Tina Barsghian

The mobile app world is changing constantly, as are learning theories around them. For more context on the Cooney Center’s study “Is There an App for That?” here’s my Q&A with Dr. Michael Levine, executive director of the Center, Dr. Cynthia Chiong, the report’s lead author, and co-author Carly Shuler.

How does this report change the thinking around mobile learning apps?

Before the report, we thought of the mobile device as simply another platform for educational applications, only more mobile. But we discovered that the unique affordances of the mobile device is actually going to shift how technology is used in educational settings. This breakthrough has potential to address long standing concerns with young children using media. 1) The average session is short – this calls for a different kind of application. Kids probably aren’t going to watch a 30-minute show on a phone or spend an hour playing a game like they might on a computer or video game console. This may help to allay concerns of too much screen time for kids. 2) The touch screen allows for more active involvement. This can help to address concerns of passive learning (like watching a show).

Should parents feel guilty about allowing their kids to use their mobile phones for games?

No. Kids see their parents using mobile phones all the time. It is only natural for them to want to use them too. And from the data in our study it looks like many parents are letting their children use them responsibly – with restrictions and in moderation. We recommend a balanced media diet that consists of content that is fun, educational, and doesn’t take up too much time in a given day. Continue reading

7 Important Traits of a Great Mobile Learning App

Flickr:SoopahGrover

Parents shouldn’t feel guilty about letting their kids play games on their mobile phones — especially if they’re educational ones. That’s one of the main conclusions in the recent study released by the Joan Ganz Cooney Center, “Learning, Is There an App for That?”

The report uses information from three quantitative and observational studies conducted by the Center in conjunction with PBS Kids, Sesame Workshop, Hotspex Survey Research and Rockman, to document for the first time the design, development and research issues related to the use of educational apps for young children’s (preschool and primary age) learning.

Most parents know to moderate the amount of time kids spend with the gadgets, and with the help of these kinds of studies, can readily find out which have protein and which are just empty calories.

The best learning apps have the following attributes:

1) They’re interactive. Touchscreens beg for touching. Continue reading