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Digital Turn in Schools—Research, Policy, PracticeMapping the Challenges of Outdoor Learning for Both Students and Teachers

Digital Turn in Schools—Research, Policy, Practice: Mapping the Challenges of Outdoor Learning... [In education, it is common to use mobile applications for learning at school and maybe even at museums or parks near the school. However, using technology for outdoor activities in an uncommon environment, for instance at the zoo, is challenging especially for teachers and also for students. It is important to equip them with means that support their learning in this complex situation. To map and understand the challenges of outdoor learning for both students and teachers, where the learning process is supported by a mobile application and the role of the learner has become more as creators of artefacts (game), two case studies were conducted at the zoo. Students and teachers evaluated their experience by answering questionnaires, additional interviews were conducted with the teachers, and observations about students’ activities were carried out at the zoo. The results of these two cases show that this type of learning scenario has a potential to be implemented with high school and university students despite of some typically occurring technological and administrative challenges. However, the learning design must be reconsidered in order to reduce students’ challenges and to provide meaningful learning experiences. Designing and developing a few additional functionalities for the piloted mobile application can eliminate the majority of the reported challenges of teachers and students.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Digital Turn in Schools—Research, Policy, PracticeMapping the Challenges of Outdoor Learning for Both Students and Teachers

Editors: Väljataga, Terje; Laanpere, Mart

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References (28)

Publisher
Springer Singapore
Copyright
© Springer Nature Singapore Pte Ltd. 2019
ISBN
978-981-13-7360-2
Pages
51 –65
DOI
10.1007/978-981-13-7361-9_4
Publisher site
See Chapter on Publisher Site

Abstract

[In education, it is common to use mobile applications for learning at school and maybe even at museums or parks near the school. However, using technology for outdoor activities in an uncommon environment, for instance at the zoo, is challenging especially for teachers and also for students. It is important to equip them with means that support their learning in this complex situation. To map and understand the challenges of outdoor learning for both students and teachers, where the learning process is supported by a mobile application and the role of the learner has become more as creators of artefacts (game), two case studies were conducted at the zoo. Students and teachers evaluated their experience by answering questionnaires, additional interviews were conducted with the teachers, and observations about students’ activities were carried out at the zoo. The results of these two cases show that this type of learning scenario has a potential to be implemented with high school and university students despite of some typically occurring technological and administrative challenges. However, the learning design must be reconsidered in order to reduce students’ challenges and to provide meaningful learning experiences. Designing and developing a few additional functionalities for the piloted mobile application can eliminate the majority of the reported challenges of teachers and students.]

Published: Jun 5, 2019

Keywords: Gamified learning; Mobile learning; Outdoor education; Learner as a creator

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