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Running Head: MOBILE COMPUTING DEVICES IN EDUCATION

Mobile Computing Devices In Education

Adam Jernigan

Coastal Carolina University

EDIT 704

June 27, 2019


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MOBILE COMPUTING DEVICES IN EDUCATION
Introduction

Education is an ever-changing field that encourages both teachers and students to grow

through the art of exploration into new uncharted territories. The realm of computer science is

one area that education has forged a new path into with its implementation of computational

devices into the classroom. In a comparably short period of time the educational paradigm has

shifted to incorporate such technological devices in the classroom. During this time span the

evolution of these devices has changed drastically, along with the level of implementation.

Computational devices started with just a few devices per school and has morphed into the

incorporation of mobile computing devices in nearly every school. The change from

computational devices in the classroom to what has been termed mobile computational devices

includes mobile cellular devices, tablets, laptops, and their accessories. Given these new devices

the question becomes, how are these tools being implemented in the classroom.

Benefits

Mobile computing devices have changed the face of education in recent years. The

incorporation of applications that allow for collaboration between multiple students has been

valuable for students inside and outside of the classroom. Collaboration in the recent past was

not very effective in producing educational results for all involved. “Mobile devices allow

learners to access content and communicate with classmates and instructors, no matter where

they are” (Gikas & Grant, 2013). The incorporation of mobile computing devices has allowed

for synchronous work by groups of students to effectively collaborate with each other and to

collaborate with groups in remote locations.


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MOBILE COMPUTING DEVICES IN EDUCATION
Using mobile computing devices with built in webcams increases the level of

communication within the classroom and beyond. The level of communication not only opened

the classroom to communications with experts outside of the classroom, but it has also allowed

for the traditional classroom to become less traditional. The traditional classroom has

accomplished moving from the classroom to any location that is afforded the student, home or

any location that was deemed effective.

Creativity is an aspect of education that has always been a focus, giving students the

opportunity to apply learned information in new and innovative ways. Mobile computing

devices have provided an opportunity to expand the opportunity of creativity into more

technological realms that could be more applicable to future endeavors of students. For example,

the use of graphic design programs in the classroom to allow students to express their ideologies

openly during class.

Another goal of education is to produce students that are 21st century learners. The

concept is to produce students that are prepared for the workforce outside of the classroom.

Nearly every job requires a level of computer interaction that necessitates the function of the

desired position. The incorporation of mobile computing devices has allowed for a level of

training that provides students with a general necessary skill that nearly every student can

incorporate into their employment repertoire.

One of the most mobile computing devices that are being used in the classroom is the cell

phone, which acts more like a computer. Mobile cellular devices allow students another

opportunity for interaction during class time and it also allows the student access at home.

Mobile cellular devices afford students access to the internet in areas they may not have it,

providing the opportunity to complete school work outside of the classroom on these devices.
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MOBILE COMPUTING DEVICES IN EDUCATION
Incorporating simulations is a method that education uses to create more opportunities for

students to experience learning events in ways that they never could before or may never have

had in the first place. In their report Rutten, van Joolingen, and van der Veen stated, “computer

simulations can support authentic inquiry practices that include formulating questions,

hypothesis development, data collection, and theory revision” (Rutten et.al, 2012)

Educational gaming is another resource that mobile computing devices have allowed for

in the educational setting. Educational gaming is described as an activity in which “the player or

a team respond to a content-related question and either advance or do not advance depending on

the answer” (Gibson, 2006). Gaming in the classroom provides students with another

opportunity to learn and practice new information. Practice is important to the learning process

and making it more enjoyable increases the level of willing participation by students in the

learning process.

Blended learning opportunities such as the flipped classroom provide opportunities for

students to take command of their learning and focus on their deficiencies during class time. The

Turkish Online Journal of Educational Technology stated that they “examined podcasts, audio

and video files, and how they can be easily incorporated into courses” (Mcconatha, Praul,

&Lynch, 2008). The learning environment now can expand outside the classroom walls and

become more continual rather than stopping once they walk outside the classroom.

Research through the employment of the mobile computing devices has become a much

smaller challenge than before. Mobile computing devices in conjunction with Wi-Fi and internet

resources. Yielding to a greater incorporation of digital citizenship and helping to create a more

well-rounded, prepared, 21st century student. Students are learning appropriate methods of

research that abide by current academic policies.


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Lastly, mobile computing devices provide students with greater study aids that can be

utilized in any location. One example is that of the incorporation of Quizlet, which creates

digital flashcards that students can study at any moment in time and offers self-test options to

help prepare for class.

Throughout the evolution of education, the incorporation of technology has been

important, this time not being the exception. Mobile computing devices have given education

the opportunity to train students for future careers and produce students that are technologically

more capable of performing their employed task. Use of these devices ranges from devices such

as laptops, mobile phones, webcams, and even application as have been discussed in this report.

The overarching theme to this report is that of mobility, no longer is the process of education

limited to the classroom. Using these tools properly goes a long way towards helping students to

become life-long learners, as their learning will not stop once they leave any educational body.
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References

Gibson, D. (Ed.). (2006). Games and Simulations in Online Learning: Research and Development

Frameworks: Research and Development Frameworks. IGI Global.

Gikas, J., & Grant, M. M. (2013). Mobile computing devices in higher education: Student

perspectives on learning with cellphones, smartphones & social media. The Internet and

Higher Education, 19, 18-26.

Mcconatha, D., Praul, M., & Lynch, M. J. (2008). Mobile learning in higher education: An

empirical assessment of a new educational tool. Turkish Online Journal of Educational

Technology-TOJET, 7(3), 15-21.

Rutten, N., Van Joolingen, W. R., & Van der Veen, J. T. (2012). The learning effects of

computer simulations in science education. Computers & Education, 58(1), 136-153.

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