27th February

Class session was about m-learning or mobile learning. This term refers to an individual that can gain educative content through technological devices such as smartphones and tablets (Seppälä and Alamäki, 2003; Schwabe and Göth, 2005). This was rather interesting as I do believe mobile learning could come in rather handy with my second activity where the student will be playing a game with Kahoot! (2017) I do believe it would be a great way for the students to learn as it will be based on bite-size learning. It will also be something that will not be too overwhelming for them academically. It can be rather exciting, but at the same time, it would be right to acknowledge the fact that the tablets or phones that are used for academic purposes could cause a distraction and the student may come off task. However, this is not much of a problem. Once students have registered to play the Kahoot! (2017) game, the teacher will be able to tell how many students are playing along as it would show up on the IWB. It may be the class will be working in groups of four with a class of twenty-eight. This means that there will be seven groups. When pupils have selected their answers, it will show on the board that seven teams have selected their answers.

To be honest, the competitiveness of the game and the lively atmosphere is likely to depend on the game and what it is about. This is why I decided to do a test run on 23rd February with my siblings, but I did not get such a great response. I did notice that some of the questions that I had in the survey were rather dull. It caused my brother to choose any answer so that he could quickly get it over and done with. It was not exciting for him or my sister. At the same time, I did feel as though they were slightly distracted by the things around them instead of the survey. A lesson has been learnt, and I will ensure the next quiz I create comes out far better.

Bibliography

Kahoot! (2017) Make Learning Awesome. Available at: https://getkahoot.com/ (Accessed: 23.02.17)

Schwabe, G. and Göth, C. (2005). Mobile learning with a mobile game: design and motivational effects. Journal of Computer Assisted Learning. 21(3) pp.204-216. Available at: http://onlinelibrary.wiley.com (Accessed 27.02.17).

Seppälä, P. and Alamäki, H. (2003). Mobile learning in teacher training. Journal of Computer Assisted Learning. 19(3) pp.330-335. Available at: http://onlinelibrary.wiley.com (Accessed 27.02.17)

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