Tuesday, March 10, 2009

iPods in Education

Throughout my research I found a lot of information about using iPods as an educational tool. The first set of information that I found was about Duke University giving an iPod to each incoming freshmen in the fall of 2008. They stated that the iPod was preloaded with freshmen orientation information, an academic calendar, and the Duke fight song. The university has also developed a site, modeled after iTunes, that the students can visit to download course content, recorded lectures, foreign language lessons, audio books, and music. The school's overall goal is to expand the use of information both in the classroom and in the campus community. If you would like to view this article you can visit: http:///www.wired.com/entertainment/music/news/2004/07/64282.

The second part of the information that I found was from New Mexico State University. The article is titled "Ideas on Using iPods in Education." They developed a project called "NM Matrix Project." This project is part of a multi-state, national initiative on using mobile devices in the classroom. The team plans to use the iPod in their work to increase math skills of middle school students. They created the use of the iPod based on three development models.
1. Give students an iPods that are pre-loaded with audio, video, photos, and interactive text.
2. Create custom games specifically for the iPod.
3. Use the iPod as a delivery device for content developed by students.
On the website they list several approaches to take when using the three models. The approaches under model #1 include:
1. Take advantage of after school spare time, extending learning beyond the classroom.
2. Pose problems that will be addressed in class, establishing an inquiry-based approach.
3. Add context to concepts that were already taught by giving examples that are relevant.
4. Give visual pictures of math. Using photos, we can load a series of photos that students can 'scroll through' using the thumbwheel on the iPod.
5. Reach parents with videos and photos that are designed just for them.
6. Engage students with interesting facts and concepts, supplementing classroom instruction.
Then model #2 includes:
1. Move beyond simple quiz and reward game play.
2. Integrate the learned skills as a crucial component of game play, so that you succeed in the game by employing what is learned.
Finally model #3 includes:

1. Video development assignments where students are asked to demonstrate or teach skills gained to others.
2. Regular Podcasts, through which students tutor others on using games or learning concepts.
3. Videos demonstrating what has been learned to parents or administrators.

If you would like to view the entire New Mexico State University Article, you can visit http://aces.nmsu.edu/academics/ipod/index.html.

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