No abstract
The purpose of this paper is to begin to examine how the intersection of mobile learning and design research prompts the reconceptualization of research and design individually as well as their integration appropriate for current, complex learning environments. To fully conceptualize and reconceptualize design research in mobile learning, the authors address and unpack the unique affordances of mobile learning and implications for design research as well as the design process that has impact on both. Asserting a socio-cultural view of learning, investigating mobile devices as cultural transformational tools is proposed to potentially expand perceptions and access to resources in how we view teaching and learning (as a form of social capital), but also how we design for it and conduct research in complex settings.
This paper presents an original approach to designing social media that support informal learning in the digital workplace. It adapts design‐based research to take into account the embeddedness of interactions within digitally mediated work‐based contexts. The approach is demonstrated through the design, implementation, and evaluation of software tools supporting a particular type of informal learning called knowledge maturing. The paper: introduces and presents the rationale for, and concept of, knowledge maturing; presents a new design methodology for developing social media that support informal learning and knowledge maturing; focuses on one prototype, for ‘people tagging for organisational development’, that was produced by the methodology (and concisely describes two others); presents the formative evaluation of the highlighted prototype; and finally, discusses the implications and insights arising from this work.
Workplace learning happens in the process and context of work, is multi-episodic, often informal, problem based and takes place on a just-in-time basis. While this is a very effective means of delivery, it also does not scale very well beyond the immediate context. We review three types of technologies that have been suggested to scale learning and three connected theoretical discourses around learning and its support. Based on these three strands and an in-depth contextual inquiry into two workplace learning domains, health care and building and construction, four design-based research projects were conducted that have given rise to designs for scaling informal learning with technology. The insights gained from the design and contextual inquiry contributed to a model that provides an integrative view on three informal learning processes at work and how they can be supported with technology: (1) task performance, reflection and sensemaking;(2) help seeking, guidance and support; and (3) emergence and maturing of collective knowledge. The model fosters our understanding of how informal learning can be scaled and how an orchestrated set of technologies can support this process.
This paper argues for the need to re-examine approaches to the design of, and research into, learning experiences that incorporate mobile phones in the learning context. Following an overview of ‘mobile learning’ the author’s argument describes two initiatives: Firstly, Design Research is presented as an approach that tends to have interventionist characteristics, and is process-oriented and contributes to theory building. Secondly, describing Augmented Contexts for Development; these place context as a core construct that enables collaborative, location-based, mobile device-mediated problem-solving where learners generate their own ‘temporal context for development’, and a case study is used to reify this Vygotskian-oriented initiative. This paper revisits Design Research by making use of various questions, and concludes by briefly outlining intentions on how to move toward some preliminary generalized design principles and implications for broader theory.
This paper describes the most recent phase in a mature e-learning project, in the area of reusable learning objects, that has attempted to bring about technological and cultural change. Following an overview of the project and organisational context, an institutional change model is described that helps managers and stakeholders to identify critical interactions among processes and that emphasises the need to recognise interdependencies among technology, practice and strategy. Our model places a premium on informal change, feasibility and sequence. The rest of the paper is organised around three key themes that emerged from practitioner accounts of a recent phase of the project; these are institutional change and resistance, a model for good practice and working with students to change their experience. The research method for the work described in this paper was interpretive, and involved the first author's attempts to understand members of the project team's definitions and accounts of the situation. Thus the rich accounts were further augmented by an interpretive phase that drew on the explanatory power of our change model. We conclude by (1) proposing that the inclusion of different stakeholders, and particularly the student voice, has provided the catalyst for change within the three partners of the CETL, and (2) suggesting that the crucial factors in change implementation are the coordination and dynamic extension of informal change processes which already exist. IntroductionThis paper describes the most recent phase in a mature e-learning project, in the area of reusable learning objects (RLOs) that has attempted to bring about technological and cultural change within London Metropolitan University (hereafter London Met) over the
This article argues that mobile phones should be viewed as new cultural resources that operate within an individualized, mobile and convergent mass communication; such a recognition facilitates the options for a cultural ecology. A particular challenge here is to find adequate curricular functions in school where the inclusion of these new cultural resources can and should be introduced. The authors expand their argument, first, by discussing mobile devices as cultural resources theoretically from the perspective of their position within what they call a triangular-oriented mobile complex; second, by means of this triangular analysis of structures, agency and cultural practices the mobile complex is investigated with the purpose of positioning the school in relation to this complex; third, they present the notion of user-generated contexts as a means of integrating meaning-making from the world outside of schools into the school and its curriculum. User-generated context is conceived by the authors in a way in which users of mobile digital devices are being 'afforded' synergies of knowledge distributed across people, communities, locations, time (life course), social contexts and sites of practice (such as socio-cultural milieus) and structures. In order to concretize this notion of context they give a brief example. The article then goes on to draw on a case study of a school project that examines mobile devices and associated media within school mathematics. This analysis leads the authors to propose some guidelines for mobile learning. They conclude by noting some significant methodological challenges for their future research around the mobile complex and user-generated contexts.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.