There are many uses for mobile devices in (and outside of) the classroom.
Audiobooks and Text to speech can be used to read books and articles to help students with disabilities and students who are English Language Learners. Redford (n.d.) says, “Listening to audiobooks is a way to deliver words and ideas to a child with limited access to an adult reader.”
In my classroom, I will help
my student with attention deficit by allowing him to listen to the audio CD of
the weekly story. Also, I will allow my ELL students to use audio CDs of
readings and articles.
Students can use browsers and GPS to join in digital scavenger hunts, play games, and take quizzes. Librarians at North Carolina State University have Library orientation programs where students use iPads and Androids in a scavenger hunt fashion to encourage students to discover facts about the library (Burke & Lai, 2012).
In my classroom, I love to use quizzes
and games as practice time and for pre-assessment. Also, I’d like to use mobile
devices to initiate a QR code scavenger hunt around the school, and an online
scavenger hunt could be exciting as well.
Video and picture capabilities can be used to report findings, notate facts, and practice for presentations. Perhaps, students can even post video assignments online. Feldmann (2016) believes that “Students work harder on their videos when they know that they'll have a wider audience than just their teacher.”
Students in my classroom will take notes for a report. When
notes are complete, students will use them to create and record a presentation.
Students can then watch each other’s presentations and offer feedback to
improve the presentation.
Students can use ipads and other mobile devices to organize and complete homework. In addition, parents can comment on shared class and homework projects. Graham (n.d.) suggests that mobile apps “help students better organize their assignments.”
In a fifth grade classroom, there are several best practices required for mobile learning.
Rules - Students should understand the rules of mobile device
usage in the classroom. Usage - Students need to know how to use the devices.
Play/Expectations- Students must understand how to navigate games and
activities, as well as the expectations
and how to complete the assignments.
Timed – Students should be able to complete
assignments in a timely fashion.
Fifth graders need information that is easy to access, interactive, and goal-oriented (Chaffe, 2016).
My fifth graders also need me to follow
certain guiding principles.
Use technology judiciously- Not all lessons can be taught
with mobile devices.
Keep activities social- Fifth graders are
social creatures, so assignments should be group assignments more often than
not.
Realistic goals- Specific and realistic goals are integral at
this age. If they do not have a solid goal, they may be confused and drift from
the assignment.
Resources
.Burke, A., and Lai, A., (May 4, 2012). iPod
Apps, Mobile Learning, Game Dynamics: This Ain’t Your Typical Library
Orientation. Retrieved from http://www.loexconference.org/2012/sessions.html
Chaffe, S., (Mar 5, 2016). Getting Mobile Learning Right:
6 Best Practices. Retrieved from https://elearningindustry.com/getting-mobile-learning-right-6-best-practices
Feldmann, A., (Feb 24, 2016). 5 Apps to Transform Teaching
and Personalize Learning. Retrieved from https://www.edutopia.org/blog/apps-transform-teaching-personalize-learning-ann-feldmann
Graham, E., (n.d.). Using Smartphones in the Classroom. Retrieved from
http://www.nea.org/tools/56274.htm
Redford, K., (n.d.). How Parents Can
Build a Word-Rich Life for Dislexics. Retrieved from
http://dyslexia.yale.edu/PAR_wordvocab.html
Caul, R., (Aug 1, 2013). Create a mobile
learning strategy. Retrieved from https://www.trainingjournal.com/articles/feature/create-mobile-learning-strategy
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