Research on Mobile technology

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Research on Mobile technology により Mind Map: Research on Mobile technology

1. Type of mobile device use

1.1. Cell phone

1.2. PDA

1.3. IPod

2. Language learning

3. communication & collaboration

4. Country

4.1. Asia

4.2. Europe

4.3. South America

4.4. North America

4.5. Middle East

4.6. Australia/ Oceania

4.7. Multinational

5. School level

5.1. conflicts with school electronic device use policy

5.2. digital inequality

5.3. adult education

5.4. upgrading school networks to meet the new trends

5.5. Concern that mobile devices can increase off-task risk - risky behavior by students

6. Multiple affordances

6.1. multimedia-access tool

6.2. connectivity tool

6.3. capture tool

6.4. representational tool

7. Learning objects

7.1. Apps

7.1.1. Downloadable apps on touch screen device

7.1.2. Several apps used in the study

7.1.3. Custom designed complex learning tools

8. Application evaluation studies

9. Learn academic context in real world contex

10. Two-tier Tests Guiding Mechanism (T3G) that guided students to observe predetermined plants in an outdoor nature setting

11. Positive learning outcomes

12. new phone functionalities will complicated established research approaches (comparision studies difficult)

13. Prohibited the use of mobile device

13.1. Use of mobile device outside school

14. Application of mobile technology in different Subject Area

14.1. Natural science

14.1.1. PDA use had the potential to engage students in mobilized outdoor science learning

14.2. Mathematics

14.3. Language art

14.3.1. PDA use by the students in their daily lives increased English language practice

14.4. Social studies

14.4.1. more studies using customized learning objects and fewer using "off-the-shelf" apps

15. Research method

15.1. more empirical studies are needed

15.2. Comparative studies

15.2.1. connection to learning theories

15.2.2. Neutral learning outcomes

15.3. Non-comparative studies

16. Learning contex

16.1. learning outside the classroom

16.2. expanding the school day

17. game-based learning

17.1. Social studies (Statecraft X)

17.2. Medieval history (Frequency 1550)

17.3. Math (My-Mini-Pet)

18. School Policy