Apps For Learning?: Analyzing An Educative Project In School Using Apps
Author(s):
Conference:
ECER 2016
Format:
Paper

Session Information

16 SES 03 A, ICT and Mobile Learning

Paper/Video Session

Time:
2016-08-23
17:15-18:45
Room:
OB-H1.49 (ALE 2)
Chair:
Ed Smeets

Contribution

Apps are cultural tools which have experienced an exponential growth in the last few years. Many of these apps are so-called “educational”. However, and due precisely to their fast growth, the criteria with which this label is allocated are neither clearly defined nor structured. From our point of view, the key does not reside in the tool or the device used, but rather in its implementation within the context of educational action (Coll and Monereo, 2008; Collins and Halverson, 2008).

According to Hirsh-Pasek et al. (2015), every learning process must be based on four cornerstones: the learner’s activity, commitment, the meaning of the task and social interaction. That is, the learners must really have their mind set on the activity they are doing, they must always remain focused on the task and without distractions, they must use what they have learned in order to develop a new conceptual understanding and they must interact either in co-operation with each other or with other experts. The same as any other instrument which is used in order for learning to take place, apps can be designed in order to fulfil these principles or not, and using them is not enough for them to provide knowledge themselves (Davies and West, 2014; Starkey, 2012; Tondeur, Kershaw, Vanderlinde and van Braak, 2013). However, some of the characteristics inherent to mobile devices, such as their portability, ubiquity, multifunctionality and immediacy in access to information, can be considered as factors which can make learning easier if they are adequately managed (Acer-European Schoolnet’s Tablet Pilot, 2012; Navaridas, Santiago and Tourón, 2013). From the point of view of learning, these may entail an increase in motivation, encourage autonomy and self-learning, promote cooperative learning or reinforce what has been learnt. They could also be adapted to each learner, so that each student can show the whole community what they have elaborated and, above all, to exploit the use of games and simulations (Pozo and De Aldama, 2013). However, the fact that mobile devices or educational apps are used does not ensure that they really contribute to learning, or that it is of a better quality than when traditional means are used. As Hirsh-Pasek et al. (2015) point out, it is necessary to define what is considered as a good learning and the characteristics that apps should have in order for them to encourage that kind of learning.

For those reasons, our two main research questions have been the following:

  1. What are the most significant characteristics of an exemplary educational experience in primary education mediated by apps?
  2. Based on the knowledge suggested by Learning Science, how can we optimize the educational impact of an experience mediated by apps?

In order to answer those questions, we have analysed a reference educational project carried out in the last year of nursery education (five-year-old children) at a school in the Autonomous Region of Madrid (Spain), in which most of the activities have been implemented through the use of apps. 

Method

The analysis of the educational experience mediated by apps was carried out following the criteria defined by Hirsh-Pasek et al. (2015) about the four cornerstones of learning, which have already been explained in the previous section. Based on these four cornerstones, a panel was designed, in which these criteria were explicitly defined for the evaluation of different activities (a total of 19), all of them mediated by apps, at a school in the Autonomous Region of Madrid (Spain). It is an interdisciplinary project of Mobile Learning, focused on the municipality of “Collado Villalba”, whose aim is to introduce the students (3rd year of nursery education, 5-year-old children) to the development of different basic skills, with special emphasis on information processing and digital skills, as well as social and civic competence, through the use of mobile devices. Therefore, it is a content analysis, where the different categories of analysis were previously defined and agreed upon by the different members of the team. The degree of agreement among the experts was 60% in one initial overview, and it reached 82% in the last case. A description of the activity, the added value of carrying out this activity with an app (in comparison to how the same activity would be done without an app), the weaknesses of the activity with the use of an app and the possible improvements which might be introduced in order to improve learning are included, in full detail, in the panel. Then follows a detailed description of the characteristics of each activity in terms of the four cornerstones: Does the proposed activity mediated by apps (making the difference between the proposed activity and the app itself) achieve an active, committed, significant and socially interactive learning? In addition to this, a score was allocated to each criterion for each activity (in a scale from 0 to 3), in order to offer the information in a more visual and summarized manner.

Expected Outcomes

The preliminary results show that committed learning is the cornerstone in which apps obtain the best score: in general, they encourage the learner’s concentration and the willingness to carry out the activity. They could also obtain a good score in active learning, although this point depends more than the previous one on the teacher's preparation. In general, it seems that there is no willingness to “let the students take control”, since the instructions are usually too restrictive. On the other hand, some of the activities do not have a conceptual content. In that regard, it seems that all the advantages and potentialities of apps are not fully exploited. Significant learning is appropriately achieved, especially because it is a project which is focused on the place where the students live and on their own experiences, but regarding this cornerstone, it can also be observed that it could have been taken a step further, taking advantage of the app and connecting it with other contents. Socially interactive learning depends more on the organization of the activity, and on whether or not it is a group activity, rather than on the fact that the app allows interactions among its users. In short, the results show that, although apps can be better or worse designed from the educational point of view, their potential is realized within the context of a given activity. It seems that apps in general encourage experiences where the students have an active role (since they have to handle things and act in different ways), but they enable significant learning to a lesser extent. Therefore, apps themselves are neither good nor bad when it comes to achieving learning goals, but rather it depends on how the teacher uses them in the classroom, although their potential has a promising future.

References

Acer-European Schoolnet’s Tablet Pilot. (2012). Proyecto piloto Acer-European Schoolnet’s Tablet Pilot. Coll, C. y Monereo, C. (Eds.). (2008). Psicología de la educación virtual. Madrid: Morata. Collins, A. y Halverson, R. (2009).Rethinking education in te age of technology. The digital revolution and schooling in America. Nueva York: Teachers College Press Davies, R. S., & West, R. E. (2014). Technology integration in schools. In Handbook of research on educational communications and technology (pp. 841–853). New York: Springer Hirsh-Pasek, K; Zosh, J; Golinkoff, R; Gray, J; Robb, M; Kaufman, J. (2015). Putting Education in “Educational” Apps: Lessons From the Science of Learning, Psychological Science in the Public Interest, 16 (1), 3-34 Navaridas, F; Santiago, R; Tourón, J. (2013). Valoraciones del profesorado del área de Fresno (California central) sobre la influencia de la tecnología móvil en el aprendizaje de sus estudiantes. RELIEVE: Revista Electrónica de Investigación y Evaluación Educativa, 1-20, 19 (2). Pozo, J.I.; de Aldama, C. (2013). A mudança nas formas de ensinar e aprender na era digital. Patio, 10-14. Starkey, L. (2012). Teaching and learning in the digital age. New York. NY: Routledge Tondeur, J., Kershaw, L. H., Vanderlinde, R. R., & van Braak, J. (2013). Getting inside the black box of technology integration in education: Teachers’ stimulated recall of classroom observations. Australasian Journal of Educational Technology, 29(3), 434-449.

Author Information

María Gil-Izquierdo (submitting)
University Autónoma of Madrid
Applied Economics
Madrid
Carlos de Aldama (presenting)
Autonomous University of Madrid
School of Psychology
Madrid
University Autónoma of Madrid, Spain

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