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Design Your Lesson

Introduction


Collaboration

Data sharing: Learners share digital artefacts with peers

Co-construction: Learners use collaborative authoring tools e.g. Google docs

Peer review: Learners review each other's contributions e.g. via blogs

Co-design for mobile learning: Students and teachers 'mobilise activities' i.e. transform them into ones with mobile features

Intergenerational learning: Learners across different generations work together e.g. capturing an oral history


Authenticity

Authentic environment: Activity occurs in situ

Artefact construction: Learners make digital object e.g. video, music, game

Real-world processes: Learners engage in activities similar to those done by practitioners e.g. testing aero-dynamics of object with app

Real-world tools: Activity uses app as tool e.g. to compose music or paint a picture

Role-play: Learners assemble tools and methods and enact roles e.g. citizen journalist


Adaptive

Gamification: Applies elements of games such as competitions, random events, scoring

Customisation: Learning pathways are adapted to individual input

Simulation: Conducting realistic virtual task e.g. Google expedition

Context-awareness: Activity adapts to environmental stimuli, for example new vocabulary is determined by external items


Mobility

Bridging: Learners work across formal and informal contexts

Seamless learning: Activity occurs across a variety of physical and/or virtual settings

Community-based: Learners conduct a community activity or project e.g. monitoring litter


Student Choice

Digital play: Activity involves explorations without an explicit curriculum goal

Student agency: Students have choice of how to do activity

Student autonomy: Students determine the activity

Reflection: Learners reflect in multimodal ways e.g. with vlogs, colours, sound


Application Rubric



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Examples of the Principles
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An online course has been created to support teachers and teacher educators in designing, evaluating and sharing innovative pedagogical activities or scenarios that embrace the use of mobile technologies as tools for teaching and learning.

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