1. MALL. What is MALL? The field of Mobile Assisted Language Learning (henceforth, MALL) is an approach to language learning that is based upon the use of mobile devices (such as MP3/4 players, PDAs, smartphones like the iPhone or Samsung Galaxy, and tablets like the iPad and Google Nexus 7/10). MALL combines mobile learning with computer assisted language learning. It has gained popularity in the last few years due to our hectic mobile lifestyle and the widespread adoption of mobile telecommunications and computing devices with Internet connections.
MALL offers a way to access learning materials and to interact with teachers and peers, transcending place and time boundaries in a way that has never been possible until now. As such, language learning has been made more approachable than ever. However, MALL involves much more than flexible resource access and an easy way to shorten distances between learners. Researchers are designing and implementing techniques that maximize the many benefits of these new devices (which include the incorporation of usage context as a significant learning element, the diversification of learning programs, the possibility of real-time collaboration, large scale social interaction, scaffolding learning activities with realistic audio-visual support, etc.).
2. QR Codes in use. If I had a task to use QR in education I would do like this: If you are wrong in a test, then right to the "Wrong" there'll be added a QR code scanning which gets you to the rule in which you were wrong.
3. Quizlet
4. AR. Augmented Reality is a live view of a physical, real-world environment whose elements are "augmented" by computer-generated data. An example: studying as an engineer, reading a book you can download an app on your smartphone, scan a page and you can see an engine you are building or studying!
MALL offers a way to access learning materials and to interact with teachers and peers, transcending place and time boundaries in a way that has never been possible until now. As such, language learning has been made more approachable than ever. However, MALL involves much more than flexible resource access and an easy way to shorten distances between learners. Researchers are designing and implementing techniques that maximize the many benefits of these new devices (which include the incorporation of usage context as a significant learning element, the diversification of learning programs, the possibility of real-time collaboration, large scale social interaction, scaffolding learning activities with realistic audio-visual support, etc.).
2. QR Codes in use. If I had a task to use QR in education I would do like this: If you are wrong in a test, then right to the "Wrong" there'll be added a QR code scanning which gets you to the rule in which you were wrong.
3. Quizlet
4. AR. Augmented Reality is a live view of a physical, real-world environment whose elements are "augmented" by computer-generated data. An example: studying as an engineer, reading a book you can download an app on your smartphone, scan a page and you can see an engine you are building or studying!
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