Abstract

During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential factors in order to render modern communication devices such as mobile phones and tablets suitable for learning in schools, taking into consideration possible advantages or disadvantages. In the case that students use mobile devices during learning procedure, a shortage of suitable content as well as adequate integration of educational and edutainment systems employing gamification techniques within the school framework. These factors are considered to be sufficient enough to strengthen and improve learning experience and effectiveness.

Highlights

  • The perception of brain functions is related to learning procedure improvement that could be helpful in a better curricula design [21]

  • Often called “digital natives”, “the Internet generation”, “Net generation”, “N-Geners” or “N-Gen” [3],[11],[39], desire fast-paced interaction and graphicsbased environments, they are active in their entertainment processes, they use their imagination, they seek for highlydemanding video games and playful environments, they try and explore digital innovations, and they are clearly able to use new “smart” devices

  • Michael Merzenich [30] noticed that ED conclusion are not surprising and stated that “this study provides an alternative way to pile the same old content into a child’s brain”, and he continued saying that “adding the computer without changing the strategy adds... nothing”

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Summary

INTRODUCTION

Technology, cultivate specialized technical skills, and develop hypertext minds. Their cognitive structures are parallel, not sequential, and reveal learning preferences for which traditional education is unprepared, and obviously seems boring [36], [4], [40]. Focusing on the students of Net generation, a question is emerging: “Do they really think differently?” [36]. Keeping these in mind, the challenge is to promote learning, creativity, and collaboration through content based on real-world scenarios, using children’s everyday tools, such as mobile devices

TOWARDS A 21ST CENTURY PEDAGOGY
MOBILE BASED LEARNING
SHOULD SCHOOLS ALLOW SMARTPHONE USE?
CONCLUSION
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