DIGITAL LIBRARY
USING SMARTPHONES IN CLASSROOM LEARNING EXPERIENCES
University of Zaragoza (SPAIN)
About this paper:
Appears in: EDULEARN16 Proceedings
Publication year: 2016
Pages: 1518-1523
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.1302
Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain
Abstract:
Mobile technologies have changed the way people live. The use of mobile devices has become an integral part of our lives, and they are present in most of our activities. Smartphones are not anymore a mere technology used for mobile phone conversations. Instead, they have become complete mobile communication and computing devices that can be used with many other purposes such as gathering information in the Internet, entertainment, and potentially improving learning process in classroom. Smartphones may be considered to threaten lessons, as they can be a distraction when used inappropriately. However, they may also enrich the learning process by means of education-centered applications and collaborative activities. This paper presents an experience carried out at some of the degrees offered by University of Zaragoza, based on the use of smartphones in classroom. More concretely, the smartphones have been used by students to participate in gaming experiences based on the tragedy of the commons, an economic theory in which the individual users of a shared resource, by acting independently and rationally according to their own self-interest, behave contrary to the common good of all users. Students use their smartphone to interact with the game, promoting the active participation of all students and enhancing their engagement. The reason for selecting this game is twofold: on the one hand, because the rules are simple and understandable by any university student; on the other, because with the appropriate context, this game may be used for improving the transversal competences of students curriculum, but also the theoretical basis of specific subjects. Results are expected to provide evidence of the suitability of using smartphones in classroom.
Keywords:
Mobile learning, smartphones, games on education, classroom experiences.