Cell Phone News

Mobile gaming in the classroom?

By Ben Robinson on Tuesday, May 27th, 2008 at 12:56 PM PST In Ideas and rants, Productivity, Research

moz screenshot 1 Mobile gaming in the classroom?14 Mobile gaming in the classroom?

In one of the more interesting articles I’ve read this week, a discussion is raised about whether mobile devices can be used as learning tools in the classroom. Many peoples’ initial reactions would I am sure be “that’s outrageous!”, but actually, there are some good arguments for it…

Eric Klopfer, MIT professor and director of MIT’s Scheller Teacher Education Program, has recently authored a new book about mobile learning to argue for their use in education.

There are certain strengths that mobile devices have over other platforms, and Klopfer groups these assertions in to a concept called “m-learning” (not the most original phrase, but stick with it – ed). He says that mobile learning games would be beneficial, as they could be participatory, involving interaction with other players, or augmented reality, meaning set in a virtual world. He also believes they could be produced at a lower cost than PC or console games.

However, what is possibly most important, according to Klopfer, is that the games help teach “21st century skills” like the ability to “tackle complex problems and acquire information in just-in-time fashion.” In other words, start training the kids young for their future hyper-connected, multi-tasking, digital lives.

So I can kind of see the argument – much like one of the strong assertions for Mobile Advertising, the same is true for m-learning – that is that the cell phone is unique in that it’s the only device carried round pretty much 24/7 by people, and as such is personal to them in a way other delivery channels for content (learning in this case) are not. Therefore it makes a great platform for delivering targeted, personalised, and effective learning.

However, there are issues (problems), and lots of them….

  • Perhaps (young) kids shouldn’t be carrying mobile devices
  • Usage costs – calls, data, etc
  • The “haves” vs “have-nots” – like a digital version of “who has the best trainers”

Also, I think they’ve missed a biggie here – crime. If you introduce an m-learning scheme at a school, then to and from school each day, the children suddenly become qualified, vulnerable targets – since each is very likely to have a mobile device on them. I wonder if this single issue on it’s could kill the idea altogether – certainly from a UK perspective, there are often stories about kids/teenagers being mugged (and sometimes worse) for their mobiles…

Anyhow, what say you, faithful IntoMobile readership?

[Via: ReadWriteWeb]

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2 Comments on “Mobile gaming in the classroom?”

  1. Steve says:

    Most kids already *do* have mobile devices.

    America is behind the curve with 80% or so penetration … which means 8 cellphone contracts for every ten people – that’s man, woman, child, retired folks etc.

    Japan and other countries have 140% (!) penetration, meaning YES many people have 2 or even 3 cell phones!

    If everyone has one, were’s the risk of theft? Sure if Daddy buys Johnny a $5000 bling-phone then there’s a risk of being mugged, but a little common sense arms Johnny instead with a more reasonable device.

    And the rich kids will have the Bling phones whether we have mLearning in school or not ;-)

  2. Raidium says:

    I think it is a great idea. With all the rules that schools have with banning mobile devices, this would be a loop hole. I think the whole idea of children not having a mobile device in class is a good rule, don’t get me wrong, but sometimes a relative may need to get aholed of thier child imediatly or after school so it would be nice for the children to be allowed thier mobile devices. The crime reason could be a problem, no doubt, but most children today already have a mobile device so I’m sure it wouldn’t be the big of a factor.

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