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
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
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
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
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
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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