Real-time, real world learning : capitalising on mobile technology

Research output: Chapter in Book / Conference PaperChapter

2 Citations (Scopus)

Abstract

This chapter explores the adoption of Web 2.0 technologies to promote active learning by students and to both mediate and enhance classroom instruction. Web 2.0 refers to open source, web-enabled applications (apps) that are driven by user-manipulated and user-generated content (Kassens-Noor, 2012). These apps are often rich in user participation, have dynamic content, and harness the collective intelligence of users (Chen, Hwang, & Wang, 2012). As such, these processes create “active, context based, personalised learning experiences” (Kaldoudi, Konstantinidis, & Bamidis, 2010, p. 130) that prioritise learning ahead of teaching. By putting the learner at the centre of the education process educators can provide environments that enhance employability prospects and spark a passion for learning that, hopefully, lasts a lifetime.
Original languageEnglish
Title of host publicationApplied Pedagogies for Higher Education: Real World Learning and Innovation Across the Curriculum
EditorsDawn A. Morley, Md Golam Jamil
Place of PublicationSwitzerland
PublisherPalgrave Macmillan
Pages371-393
Number of pages23
ISBN (Electronic)9783030469511
ISBN (Print)9783030469504
DOIs
Publication statusPublished - 2020

Open Access - Access Right Statement

This chapter is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/ by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence and indicate if changes were made. The images or other third party material in this chapter are included in the chapter’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the chapter’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.

Keywords

  • Australia
  • Web 2.0
  • active learning
  • education, higher
  • technology

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