Educating University Students: Can Mobile Technologies Help?

Research output: Chapter in Book/Report/Conference proceedingsChapterpeer-review

Abstract

Recent technological advances mean mobile phones can now be thought of as computers that fit in pockets. With the Apple iPhone and the Google Android Phone leading the way, mobile phones today offer many technological possibilities including SMS messaging, browsing the World Wide Web, watching and making videos, downloading and playing educational games, partaking in discussion forums, blogging, etc. Educators are currently looking at the mobile phone and other mobile technologies (such as netbooks, PDAs, Nintendo DS, SONY PSP, media players, iPod Touch, voting systems, and specialist cameras) as a way of immersing the student in the learning process. These new mediums allow students to record, organise, access, share, and reflect on work-based learning experiences. The aim of this chapter is to examine how universities can use mobile-learning tools, with a view to engaging students in the learning process while also developing their meaning-making system.

Original languageEnglish
Title of host publicationStudent Usability in Educational Software and Games
Subtitle of host publicationImproving Experiences
PublisherIGI Global
Pages59-86
Number of pages28
ISBN (Electronic)9781466619883
ISBN (Print)9781466619876
DOIs
Publication statusPublished - 1 Jan 2013

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

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