Documente Academic
Documente Profesional
Documente Cultură
Adam Jernigan
EDIT 704
Education is an ever-changing field that encourages both teachers and students to grow
through the art of exploration into new uncharted territories. The realm of computer science is
one area that education has forged a new path into with its implementation of computational
devices into the classroom. In a comparably short period of time the educational paradigm has
shifted to incorporate such technological devices in the classroom. During this time span the
evolution of these devices has changed drastically, along with the level of implementation.
Computational devices started with just a few devices per school and has morphed into the
incorporation of mobile computing devices in nearly every school. The change from
computational devices in the classroom to what has been termed mobile computational devices
includes mobile cellular devices, tablets, laptops, and their accessories. Given these new devices
the question becomes, how are these tools being implemented in the classroom.
Benefits
Mobile computing devices have changed the face of education in recent years. The
incorporation of applications that allow for collaboration between multiple students has been
valuable for students inside and outside of the classroom. Collaboration in the recent past was
not very effective in producing educational results for all involved. “Mobile devices allow
learners to access content and communicate with classmates and instructors, no matter where
they are” (Gikas & Grant, 2013). The incorporation of mobile computing devices has allowed
for synchronous work by groups of students to effectively collaborate with each other and to
communication within the classroom and beyond. The level of communication not only opened
the classroom to communications with experts outside of the classroom, but it has also allowed
for the traditional classroom to become less traditional. The traditional classroom has
accomplished moving from the classroom to any location that is afforded the student, home or
Creativity is an aspect of education that has always been a focus, giving students the
opportunity to apply learned information in new and innovative ways. Mobile computing
devices have provided an opportunity to expand the opportunity of creativity into more
technological realms that could be more applicable to future endeavors of students. For example,
the use of graphic design programs in the classroom to allow students to express their ideologies
Another goal of education is to produce students that are 21st century learners. The
concept is to produce students that are prepared for the workforce outside of the classroom.
Nearly every job requires a level of computer interaction that necessitates the function of the
desired position. The incorporation of mobile computing devices has allowed for a level of
training that provides students with a general necessary skill that nearly every student can
One of the most mobile computing devices that are being used in the classroom is the cell
phone, which acts more like a computer. Mobile cellular devices allow students another
opportunity for interaction during class time and it also allows the student access at home.
Mobile cellular devices afford students access to the internet in areas they may not have it,
providing the opportunity to complete school work outside of the classroom on these devices.
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MOBILE COMPUTING DEVICES IN EDUCATION
Incorporating simulations is a method that education uses to create more opportunities for
students to experience learning events in ways that they never could before or may never have
had in the first place. In their report Rutten, van Joolingen, and van der Veen stated, “computer
simulations can support authentic inquiry practices that include formulating questions,
hypothesis development, data collection, and theory revision” (Rutten et.al, 2012)
Educational gaming is another resource that mobile computing devices have allowed for
in the educational setting. Educational gaming is described as an activity in which “the player or
a team respond to a content-related question and either advance or do not advance depending on
the answer” (Gibson, 2006). Gaming in the classroom provides students with another
opportunity to learn and practice new information. Practice is important to the learning process
and making it more enjoyable increases the level of willing participation by students in the
learning process.
Blended learning opportunities such as the flipped classroom provide opportunities for
students to take command of their learning and focus on their deficiencies during class time. The
Turkish Online Journal of Educational Technology stated that they “examined podcasts, audio
and video files, and how they can be easily incorporated into courses” (Mcconatha, Praul,
&Lynch, 2008). The learning environment now can expand outside the classroom walls and
become more continual rather than stopping once they walk outside the classroom.
Research through the employment of the mobile computing devices has become a much
smaller challenge than before. Mobile computing devices in conjunction with Wi-Fi and internet
resources. Yielding to a greater incorporation of digital citizenship and helping to create a more
well-rounded, prepared, 21st century student. Students are learning appropriate methods of
utilized in any location. One example is that of the incorporation of Quizlet, which creates
digital flashcards that students can study at any moment in time and offers self-test options to
important, this time not being the exception. Mobile computing devices have given education
the opportunity to train students for future careers and produce students that are technologically
more capable of performing their employed task. Use of these devices ranges from devices such
as laptops, mobile phones, webcams, and even application as have been discussed in this report.
The overarching theme to this report is that of mobility, no longer is the process of education
limited to the classroom. Using these tools properly goes a long way towards helping students to
become life-long learners, as their learning will not stop once they leave any educational body.
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MOBILE COMPUTING DEVICES IN EDUCATION
References
Gibson, D. (Ed.). (2006). Games and Simulations in Online Learning: Research and Development
Gikas, J., & Grant, M. M. (2013). Mobile computing devices in higher education: Student
perspectives on learning with cellphones, smartphones & social media. The Internet and
Mcconatha, D., Praul, M., & Lynch, M. J. (2008). Mobile learning in higher education: An
Rutten, N., Van Joolingen, W. R., & Van der Veen, J. T. (2012). The learning effects of