Designing Place-based Learning Using Mobile Apps

Abstract

Following the results of a study focusing on the unique affordances of mobile technologies that support their informed integration in learning, a novel pedagogical model has been developed. This model was tried out within the context of geography and cultural heritage in four different cases. The first part of this paper will present the main result of the study, which includes the emergent uniqueness profile of mobile apps for learning. The second and main part will outline the DICE model (Discover, Imagine, ChangE) that was developed for designing place-based learning activities with the assistance of mobile apps, and will present its main characteristics through data gathered from the four cases. We will conclude by suggesting that through participating in DICE activities, learners uncover the invisible in familiar places and become more aware of their surroundings, while the place becomes a powerful object to learn with.

Presenters

Dalit Levy

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

Pedagogies

KEYWORDS

Blended Spaces, Environmental Knowledge, Innovative Pedagogy, Mobile Learning

Digital Media

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