Etec 510 - Design Project Proposal
Etec 510 - Design Project Proposal
Etec 510 - Design Project Proposal
Laura Hall, Sarah Irwin-Gibson, Lilian Lee, Oliver Lesum and Evelyn Welsh
ETEC 510
Key Framework
The field of education is constantly evolving. As the world around us grows and
changes, so must the information taught in the classroom. The information, platform of
instruction and way that material is being delivered must be continuously modified to
support new ways to create individualized and authentic learning opportunities for
students. This calls for new methods of instruction to help guide students in their ability
to process information and aid in their construction of knowledge. With the influence of
mobile technologies, a drastic shift in terms of creative power, ownership, and authorship
has surfaced. Winston Churchills famous quote, History is written by the victors, no
longer applies, as individuals across the globe have access and the ability to contribute to
The push towards technology has not gone unrecognized within the education
system. Yet, in many areas, teachers and students alike have been left without proper
resources, information or tools to implement and use new technologies in their lesson
designs and in their delivery. With cut-backs to preparatory time, collaboration time, and
the stripping of funding for professional development, many educators find it challenging
Nakamura (2007) states, the Internet is the largest participatory mass medium in use
today, and as such, it should be used equitably and to its fullest potential across
geographic and economic barriers (p.45). As educators identify the needs of their
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developed for the iPad and Android tablets as tools in education. Specifically, we will be
creating a collaborative platform where education professionals can share and evaluate
mobile applications that support students language acquisition. This is where education
professionals can come together as a community to use a metalanguage for assessing and
how applications can be used as a collaboration platform for students in the classroom,
along with self-learning tools to be applied in any learning environment, fostering do-it-
shifting focus to individualized and student-driven learning. This approach asks students
to construct ideas to develop a clear understanding of skills, processes and attitudes (Von
writing, speaking and listening. With the preferred medium of technology, students can
work at their own pace and according to their own ability. The use of technological
Watson, 2011).
The world has changed drastically in the last 10 years with regards to mobile
technology and this means that pedagogy must evolve in tandem with this change.
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Mobile devices are becoming more powerful and versatile, and are becoming the primary
If students are using their mobile devices as their primary computing device, then
using applications to support learning of language bridges the gap between school
learning and home learning. Learning can happen anywhere and anytime. Having a
teacher guide the use of these applications and advise students in areas of weakness,
Being digital natives, todays students have been raised to be engaged by the
media and digital world that surrounds them. Rhiannon Sparkes, an Elementary School
teacher who uses iPads in her classroom and has done research with Apple, believes that
Using technology is where the students are most comfortable and most creative. So its
really exciting to help them enjoy classic literature. The potential with iPad is limitless
(Apple).
Having a tool like AppAdvisor for teachers to browse supports hard working
educators and provides them with tools that engage, encourage and are current. To help
applications according to a matrix built on two types of criteria: on the x-axis, we list 13
criteria made up of language skills that language learners need to master to be truly
most of these skills are taught through a combination of textbooks, workbooks, drills and
games. However, with the use of mobile applications, these skills will benefit from the
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affordances that mobile learning provide. These affordances include active learning,
incorrectly because the same goals could have been better achieved without the
intervention of a mobile applications. Its use should therefore augment the student's
On the y-axis are six items from Blooms Taxonomy. This is a strategic tool that
helps teachers to design learning objectives that achieve higher-order thinking. The six
This taxonomy of lower-order to higher-order thinking skills lends itself particularly well
to language acquisition. It seems to parallel a language learners journey from the time he
is a beginner trying to remember and understand new vocabulary, till he becomes a more
advanced speaker who is creating complex language that reflects his thinking processes.
Although this taxonomy has been in existence since the early 20th century, it has been
updated as Blooms Digital Taxonomy (Figure 1) for use in 21st century education.
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Where the two axes of AppAdvisor intersect, there will be many applications that
could be employed by an educator to fulfill the relevant criteria. For example, if a teacher
were looking for an application to encourage students to practise their pronunciation, they
could choose Chatterpix where the x-axis criterion of Speaking and the y-axis criterion of
Besides the two sets of criteria that determine the x and y-axes of the AppAdvisor,
other criteria have also been identified as essential to the choice of applications. We will
look at the following affordances that mobile applications provide, as deemed important
Play
the world of the game and not be afraid to use the target language even though they are
problem. This requires the use of more complex language and higher-order thinking
Appropriation
Some applications afford the building of new content from existing content. To
encourage new language learners to use the target language in a more extensive way, they
could remix content provided by an application and and then publish a new version.
Multitasking
learning assignments through an application can be done while they are engaging in other
Personalization
speech, speech correction, error bookmarking and list creation are key requirements.
Participation
applications (Figure 3), a teacher can design a lesson that could involve small groups
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other hand, Utility and Productivity applications could be used by users for self-learning
outside the classroom to further bolster the lesson conducted that day.
Productivity Offer sufficient practice; more fully featured (with a range of connected
applications functionalities)
Immersive Used to play games, view media and perform specialized tasks; offer a
applications full-screen, visually rich environment which is focused on the content
and the users experience with the content
Figure 3. Three Kinds of applications Designs (Sweeney 2012:2, quoted in
Barack, 2013)
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Figure 2. How to Select Mobile Tools for Engaging Students in Language Acquisition
Here is a visual that encapsulates the cyclical process that an educator would have
to go through to select an application. It begins firstly with the need to assess the learning
needs presented. These needs are always changing according to the progress that the
learner makes, and therefore some kind of formative assessment should be ongoing, at
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least in the educators mind. After the educator knows what is needed, he will have to
also decide which thinking skills or process will fulfill the learners language acquisition
most appropriately at that stage of learning. The educator then needs to study the
differentiated self-learning during or after school hours. Finally, the educator will design
the lesson to skillfully use the applications that were chosen so as to maximize the
Considerations for mobile application formats will be taken into account when
designing the AppAdvisor. Interfaces, device features, usability and connectivity are all
variables when using mobile applications in the classroom. Having a centralized source
for educators to go to that is rated and reviewed by other educators will help in
overcoming obstacles like usability and platform type. Since private application sources
(iTunes) are designed for particular platforms, it will prove to be a useful tool when
implementing them into classroom settings that contain very diverse application needs
(Hue and Meier 2010). As the applications market continues to grow and develop for
AppAdvisor.
By providing a matrix for evaluation that takes into account the myriad of mobile
applications available, our design will essentially be a resource for language applications.
By seeking out and developing evaluation and assessment criteria of these applications,
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we can better defend our own autonomy as professionals, as school boards and districts
seek to limit, manage and generally resist the use of mobile applications. It is understood
that recent research in the area of collaborative and participatory learning environments
incorporates the use of mobile applications. This shows a high level of engagement by
students when used for academic purposes in the classroom, which also requires
while students are interested in using their phones for academic purposes, they still
require guidance from educators to choose the most appropriate mobile resource and to
With our focus on language acquisition applications, our goal for AppAdvisor is
the evaluation of mobile applications through the developed matrix. We intend to launch
this process by focusing on five different applications as a starting point. The intention is,
as our AppAdvisor base grows, educators with diverse accessibility will be able to locate,
evaluate, and review applications for different platforms and device requirements. There
is some debate about the longevity of the mobile applications in comparison to the use
may also include evaluation of mobile websites, as trends indicate that growth here will
occur at a much faster rate than that of mobile applications. The argument is that mobile
websites are easier to access in comparison to some mobile applications that require
multiple pages open, further slowing down the process (Yarmey, 2011). Staying current
and ahead of the curve in terms of trends is also a consideration for the longevity of such
a tool.
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The constructionist theories of Seymour Papert influence the scope and sequence
of our design project as it models the type of collaborative and immersive learning
educators have come to value (Stager, 2014), specifically, the idea of building a
Counter Arguments
Accessibility
Although iPads and Android tablets are available in many First, Developing and
Third World countries, present a vast disparity in the accessibility within countries and
populations. This disparity has been termed the participation gap by Jenkins (2010).
Usage
Even where iPads and tablets are available by the cartload in schools, many
Connection Speed
Internet, connection to the Internet can be limited and even unreliable. This could hinder
online learning via mobile applications. Offline options should be made available to
Workflow
It is important that learners are able to share their data with their teacher for
assessment and with their classmates or friends. This feature is not always available for
Interactivities
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Our group will attempt to create two specific design platforms: first, a simplistic
looking website, which will guide users to select the best application mobile application
based on a query. This visually interactive website will look sleek and simple, applying
Don Normans theory of a visceral level in designing, creating a comfortable and easy to
navigate environment, ensuring that novice users will stay on our website and make use
of what it offers (Norman, 2003). Mobile applications depicted on the website will
undergo a specific rating system, which is based on a very comprehensive and complex
analytical matrix.
The scores for a specific mobile application will be cross-referenced with reviews
and feedback from other educators in the future. Our intention is to keep the website as
an open source website with the hopes of making AppAdvisor a sustainable and ever-
evolving environment, where educators help educators. The development of our design
will follow Dr. Paul Kims ADDIES principles: analysis, design, development,
goal is to create the notion of a wiki-like platform, where seasoned experts will rate
mobile applications using our matrix, and computing new scores for all sorts of
applications. This will give educators, who are looking for best mobile applications, the
Second, we would like to expand our reach to mobile users, creating a mobile
version of our AppAdvisor. This mobile application will follow the same principles and
exhaustive assessment as the website. Keeping a sleek, simple, easy to navigate platform
is our key priority. The easier the platform can be used, the happier the user will be and
the more traffic it will generate, which will be vital to its existence.
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Our design will be for applications across different platforms and will aim to
reach out to every educator, no matter what the technological background might be.
From novice to expert, AppAdvisor will serve as a consulting platform to choose the right
mobile applications according to keyword searches, educator ratings, and user reviews.
form of a short stop motion commercial for both platforms based on the main ideas of
Verification
Despite all the evidence showing how mobile applications can be useful
educational tools for language acquisition, there remains the question as to how we could
verify how useful our AppAdvisor will be. Are educators consulting the AppAdvisor
webpage or mobile version? Are teachers inspired to try out a new mobile application in
the classroom to engage their students, ultimately increasing learning? To verify our
design, we will employ statistics on website visits, use, and downloads. We will also
provide quick survey pop-ups that encourage critical feedback from visitors.
Educators will be looking for tools to help them wade through the myriad of mobile
application and ultimately, it will save educators around the world a lot of time.
AppAdvisor, would reveal important information about what teachers are looking for and
see how useful and relevant it is in connection to our matrix. Keeping an eye on ratings,
reviews, and other feedback will keep AppAdvisor current and useful. Educators will be
able to introduce new applications, which will be ranked after cross-referencing it with
Conclusion
Our aim is to provide every educator with a tool to help reach students and
comprised of educators. This platform will provide educators with an evaluative matrix of
applications into language skill categories, and juxtaposing it with Blooms Taxonomy.
AppAdvisor will be a tool to provide support not only to seasoned but also to novice
users, who are in need of a simple and easy to navigate platform. AppAdvisor, the one-
References
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https://www.academia.edu/8016956/apps_for_mobile_language_learning
http://www.unity.net.au/allansportfolio/edublog/?p=917
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Kim, P. (Speaker). (2012, September 18). Dr. Paul Kim, Stanford University, Designing
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http://www.ebrary.com.
Norman, D. (Speaker). (2003, February). Don Norman: 3 ways good design makes you
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Appendix 1
Appendix 2
f. Create/Synthesis
2. Identify which learning objectives in the curriculum need participatory and
collaborative learning using mobile applications. Some applications lend
themselves better to collaborative learning than others.
3. Decide which learning objectives need to be supported by applications for self-
learning outside the classroom
4. Design a blended lesson that uses the appropriate mobile applications both during
and outside of class time.