Monday, November 1, 2010

M-Learning Case study

I would like to share a journal article about M-learning. The article talks about a report of an  mobile game-based learning research project in Finland. A historical game is developed and students are required to form groups and play the game. Members of group are randomly assigned the role(for example, beggar, merchant, etc).With the help of GPS technology,Smart phone (with Internet access), students need to walk through the Amsterdam to find the the track point in order to win the game.

The result showed playing of mobile game have a better learning effect than having lesson in the classroom. I am not surprise with the result because the "digital natives" are surrounded by the technology products when they grown up. The old,traditional teaching methods are no longer suitable for them.

However, I don't think this kind of project is suitable for Hong Kong. First of all, Local schools is lack of money for IT infrastructure. In my school, there are very limited funding for school to purchase new IT devices. It is hardly possible to launch project like this. Moreover, number of students of my school come from grass-root families.They are poor and unable to buy  these expensive devices(eg. GPS device, smart phone).

However, This project gave a a new vision. the project pointed out that more and more students drop out the school without graduation around the world(not only Finland, also USA and other European countries). It thus appears that the traditional education is not meeting the needs of certain pupils sufficiently. As an educator, we can no longer use the old pedagogy to teach!

The website of the research project:
http://freq1550.waag.org/

2 comments:

  1. In my school students are used to addict with electronic game, especially in the IT lesson, they like every games, even those games are as simply as flash parking game, as fruity as PSP, they do not have any self-control on playing electronic games, but I think if the learning materials design could adapt to electronic game would induce the learning motivation of students, we should carefully differentia between learning and playing as well as consider the game addiction problem may occur when designing “learning game”.

    Kinley Chan Cho Kin

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  2. Yes, students are always addict to games. It will be fantastic if students can learn through playing games. The activities in my individual assignment will try to facilitate students learn through puzzle game solving.

    TSE Chi Kui (Andy)

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