Friday 22 January 2016

Classroom Technology and Affordances

When a new type of technology is introduced it is understandable that educators look for a way to use it in the classroom. Morgan, M., Butler, M. & Power, M. (2007) compared the affordances of the iPod, DS and Wii. While reading this paper I thought I could see advantages of using the Wii connect for children with gross motor issues as an out of class activity. The examples of using the DS in the classroom were not strong.  The brain training game was popular in 2007 but I think it would have been a good revision tool for children at home as using it in the classroom would have been in my option, a time filler which may have been difficult to match the curriculum outcomes using this game. The other technologies listed had minimal education opportunities unless you were studying pets or medicine. The iPod would have been somewhat useful for languages or taking photos but the technology for photo and video editing came a little later.

With the right software I think most ICT could be educational.  The developments since 2007 have seen most of these handheld devices superseded with smartphones, more advanced iPods or iPads. Most of which have higher video/photo definition and editing capabilities and the ability to download games and apps to use anywhere anytime.
The Samsung Galaxy Tablets were originally produced by Samsung in September 2010 as the first android based tablet computer. The first model was a 7 inch but they have since increased the screen size to include 10.1 inch.
This review will focus on the Galaxy Tab A, 9.7 inch.  This portable device is 242.5 x 166.8 x 7.5 weighing 450g making it lightweight and slim. It has a 1.2 GHz Quad-core processor, liquid crystal display (TFT) with a resolution of 1024 x 768 pixels. This device can access the internet using Wi-Fi, GPS and cellular capabilities as well with 14 hours battery life. The camera has 5MP with auto focus, 1280 x 720 HD video recording resolution.  The tablet also has a storage capacity up to 10.8GB. The tablet is powered by a rechargeable, standard Li-lon battery. A wall/USB charger(charging head and USB cable) for charging the battery from any standard outlet is included. The battery comes partially charged. A fully discharged battery requires up to four hours of charge time. You can use the device while charging. The Tab A tablet comes with 16GB of internal storage. The device has built in speakers and a 3.5mm ear jack to connect earphones or headphones. The affordance of the tablet includes portability, the touch feature, internet, apps, storage, sound, motion sensitivity, 14 hour battery life, interactivity, camera and video functions.
Liaw, Hatala and Huang (2010) suggest five affordances of mobile technology:
1.     educational content and knowledge delivery
2.     adaptive learning applications
3.     interactive applications
4.     individual applications
5.     collaborative applications.

Liaw, S.-S., Hatala, M., & Huang, H.-M. (2010). Investigating acceptance toward
mobile learning to assist individual knowledge management: Based on activity theory
approach. Elsevier.

Morgan, M., Butler, M. & Power, M. (2007). Evaluating ICT in education: A comparison of the affordances of the iPod, DS and Wii. In ICT: Providing choices for learners and learning. Proceedings ascilite Singapore 2007. http://www.ascilite.org.au/conferences/singapore07/procs/morgan.pdf 

Roblyer, M. D., & Doering, A. H. (2014). Integrating Educational Technology into
Teaching. Essex: Pearson.

2 comments:

  1. Hi Laurel,

    I remember there being a lot of hype with the DS brain training game, but it didn't seem to gain traction did it?

    I am interested in an upcoming subject that looks into game design. I am interested because there is always a lot of discussion relating to a game's educational purpose, however, when you look deeper the skills required to navigate and solve games is quite remarkable. Children are developing their mapping and navigation skills, problem solving strategies, and literacy.

    I agree with you, that with the right software, most ICT can be educational and purposeful within the classroom. I suppose it is just a matter of finding what works!

    Hannah

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  2. Hi Hannah

    I believe most of the people that played the DS brain training game were adults. Children may have used it for a while but it didn't keep their attention for long. I guess it appeared to be some kind of homework rather than a fun game for children.

    After creating my website I would find it a little easier to design a game. Coding seems to get easier the more you use it.

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