Collaborative Student-Centered Pedagogies for Cross-disciplinary Mobile Apps
Links to the presentations:
The panel will begin with three reports on mobile applications under development that incorporate different pedagogical models for collaboration and learning beyond the classroom. Following the presentations, the panel and the audience will brainstorm ideas for using collaborative models in the creation or use of mobile apps to enhance cross-disciplinary learning. Collectively, the panelists will address the use of mobile apps to extend or bridge student knowledge structures, draw students in to new ways of thinking about their environment, and expand their resources when confronted with interdisciplinary challenges.
Interactive Educational Design Across Disciplines, Anastasia Salter and Betsy Nix
Three mobile applications for public history learning were developed by students in Anastasia Salter’s Interactive Educational Design class (the developers) and Betsy Nix’s Creative Uses of the Past class (the researchers). These applications reflect both cross-disciplinary collaboration and outcomes, and themselves can be used as learning tools in and outside the classroom. History students investigated and interviewed the Carolina Chocolate Drops, Duke Riley and Typecast Press to produce original content, while the student development teams designed meaningful educational experiences to make that content accessible to other learners. The students were responsible for designing, testing and building the mobile learning objects. The two professors will share both the products of the experience and the successes and challenges of the collaborative pedagogical model, with particular attention to the ways the skill sets of development and design can transform students’ relationships both with research and with digital fluency. The applications themselves will be available to examine and deconstruct as a reflection of the pedagogical methods at work.
Augmenting the Historical Learning Environment, Laura Gillespie
John Brown’s Harper Ferry raid is normally experienced at the national park as a “dead” event, but the technology of augmented reality brings the opportunity to relive history. Laura Gillespie will share the development process of her augmented reality game framework for historic sites and design framework for Harpers Ferry National Historical Park. Utilizing the affordances of mobile devices, she has created a social situated, embodied learning experience, using historical persons and items relevant to John Brown’s Raid as part of the core game mechanics. Audio augmentation will be a key component in the game design, used not as a navigational aid, but as a layer of ambience and meaning.
Collaborative Resources Bridging Classroom and Practice, Julie Gilliam
Students in the field of social work need a number of resources in their toolbox, particularly as they make the transition from classroom to practice. Julie Gilliam has been working with both instructors and students in the field of social work to develop a collaborative resource center incorporating information and tools for note-taking and learning in assessment, diagnosing, treatment-planning, intervention, research methods and clinical supervision. The content is designed on a mobile platform for easy integration into real-world settings and allows for the individual student to build a resource structure that extends and reflects their own learning and cognition processes.