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The design process of mobile learning should run through the ideas and methods of instructional design, and at the same time, it should give full play to the advantages of mobile technology and pay attention to the mobile learning experience of learners. The issues of people, technology, and education are intertwined repeatedly in the design process. Based on the general mode of instructional design and the key aspects of project product design, we believe that the design of mobile learning activities should include six basic links: demand analysis, focus on learners, learning scenario design, provision of necessary technical environment, constraint analysis and learning support service design.
1) Needs analysis.
Not all learning is suitable for mobile learning, and the availability of mobile learning is limited by a number of learning-related factors, and needs analysis aims to identify these factors and try to avoid "technology for technology, use for use".
2) Focus on learners.
Learner-focused can also be understood as being learner-centered, focusing on the analysis of individual learners' learning needs and learning characteristics. When analyzing learners in mobile learning activities, it is necessary to focus on analyzing the user's daily learning environment, understanding the user's learning psychology, behavior, style and ability level, and finding out the user's attitude, skills and potential difficulties towards technology. At the same time, the tasks and questions in the mobile learning activities should be based on real life.
3) Learn scene design.
Learning scenarios in mobile learning activities should provide a complete picture of the learning activity, allowing learners to use their mobile devices to solve real-world problems or complete real-world tasks in real-life learning activity scenarios.
4) Provide the necessary technical environment.
The technical environment here refers to the conditions of digital resources, tools, platforms and technical infrastructure for mobile learning activities to be carried out and continued, including the design and establishment of infrastructure and the design of service platforms for mobile learning.
5) Constraint analysis.
The constraints on the design of mobile learning activities include all constraints that may have an impact on learning outcomes, such as screen size of mobile devices, ownership of mobile devices, Wi-Fi connectivity, broadband, format of learning content, gender, age, etc.
6) Learning support service design.
The support services in mobile learning should be the sum of the information, resources, personnel and facilities provided by the mobile learning service provider to solve various problems in the implementation of mobile learning, which are closely related to the needs of the individual learner or the organization to which the learner belongs.
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Correct objectives mean that the teaching objectives set should not only meet the requirements of the curriculum standards, but also meet the actual situation of students. Teaching objectives are the basis for designing the teaching process, the general guiding ideology of classroom teaching, the starting point of class, and the ultimate destination of classroom teaching. How do you develop a specific, clear and realistic teaching goal?
First of all, it is necessary to carefully study the teaching materials, combine the objectives and teaching content of the mathematics course, and formulate the teaching plan for this lesson: what knowledge should be mastered by students, what kind of skills and techniques should be formed, what proficiency level should be achieved, and what methods will be used to solve problems, etc., which is the goal of double base. The second is to consider what thinking skills should be cultivated through the teaching of these knowledge, which is the goal of thinking ability.
Thirdly, it is necessary to think about what kind of ideological education should be carried out for students and what good moral qualities should be cultivated through the teaching of this knowledge, which is the requirement for infiltrating ideological education. Finally, it is necessary to consider where to carry out innovative education for students, and how to cultivate students' innovative consciousness and creative ability, which is the requirement of innovative education and the most important goal of classroom teaching.
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Mobile learning, also known as M-learning, is a new way of learning through mobile phones. With the popularity of WeChat and wifi, mobile learning has gradually been accepted by everyone. At present, the companies used are concentrated in the first-tier cities of Beijing, Shanghai and Shenzhen.
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Mobile learning is a kind of learning that can take place at any time and anywhere with the help of mobile devices, and mobile learning brings learners a new feeling of learning anytime and anywhere through the effective combination of mobile computing technology on the basis of digital learning. Mobile learning is considered to be an indispensable mode of learning.
The role of mobile learning in teaching and learning.
Clause. 1. Convenience. Mobile learning is flexible and simple compared to fixed distance learning. Portable devices for mobile learning break through the constraints of wired connections, so that students are no longer confined to the classroom and can learn in different ways at different times and places.
Clause. Second, popularity. Due to the large number of mobile terminals and their popularity, a solid foundation has been laid for the popularization of mobile learning, and students in remote mountainous areas can learn through mobile terminals.
Clause. 3. Personalization. Mobile learning can provide targeted answers to questions based on the problems and key points that students feedback in class.
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Mobile learning is a type of learning that can take place at any time and anywhere with the help of mobile computing devices, which must be able to effectively present learning content and provide two-way communication between teachers and learners.
The definition of the National Association of Educational Technology of Colleges and Universities: mobile learning refers to relying on the current relatively mature wireless mobile network, the Internet, and multi-technology technology, students and teachers through the use of the most commonly used wireless devices (such as mobile phones, PDAs, laptops, etc.) to achieve interactive teaching activities more conveniently and flexibly, as well as education, science and technology information exchange.
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There are two criteria for evaluating whether a tool will arouse users' interest in purchasing:
First, whether it can improve efficiency, and second, whether it can improve the effect.
If these two conditions are met, any business or individual will be interested.
1. Materials: Content operation creates "good content".
Take stock of the existing curriculum to achieve survival of the fittest.
1. Develop high-quality curriculum standards.
2. Take stock of the existing courses and survive the fittest.
2. Upload high-quality content to attract users from the essence of the content.
1. Focus on hot spots.
2. Pay attention to originality.
3. User-centric.
Fourth, there are people: intensive user operation.
1. For active users.
2. For inactive users.
3. Create fans.
4. Create hot spots.
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1.How much is prepared for mobile learning. What are the opportunities and challenges?
2.What skills do you need to be able to advance your mobile learning journey? 3.
Whether you're willing to bring mobile learning into your classroom. If you can, write down your thoughts on which part of the mobile learning approach to education would you like to modify and develop appropriately. 4.
Describe your mobile teaching unit from the student's point of view. What activities, processes, and cases will be mobilized? What kind of apps and devices are used in mobile learning?
What aspects of the process will be evaluated and by whom?
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Make it more interesting and regular
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To sum up, the purpose of the activity can be summarized into three categories: brand promotion, traffic acquisition, and conversion payment.
Before you want to do an activity, ask yourself a few questions:
Is this a must-do event?
What is the goal of this campaign? What problems do we need activities to solve?
Are there any resources available for this event?
1) Who are we working for?
If you do a recall campaign, then the target of the campaign is the lost users;
If you do a conversion-to-pay campaign, the target audience is those users who do a lot of actions but need to pay for them at the doorstep.
2) What are their preferences?
The essence of activity is actually exchange. We exchange rewards for users' registration usage, time, activity, payment, etc.
Then it is very important and easy to understand that only if your reward is enough to attract the target user, you can achieve good campaign results.
3) Can they be found?
Once it is clear that the target of the activity can be found, it will be able to determine what channel to use.
In fact, the ultimate goal of these questions is to be responsible for the results of the activities.
In other words, why should users participate in your event, and where is the bait?
Whether it is to meet the spiritual needs of users or to meet the material needs of users, in fact, it can be summed up in four words: profitable.
Activity is to induce users to complete the behavior you envision.
1) Whether the core path of the activity can run smoothly, and whether the user's experience in the whole process is good enough.
This is the key to the activity, and it is also the underlying foundation of the activity.
2) Whether the packaging of the event is good enough.
3) In the process of the activity, you can absorb some in-game thinking.
Whether the user's activity path is clear and clear, whether the introduction and guidance of each step are clear enough, whether the reward feedback is timely, whether there is a sharing mechanism to facilitate dissemination, etc.
The cost of user engagement refers to the time, effort, and money it takes for a user to become familiar with an activity from first acquaintance to familiarity.
The cost of participation should not be too high, otherwise users will not participate directly, or they will be lost in the process of understanding. The cost of participation must also be indispensable, otherwise there will be a lot of wool parties, and the follow-up effect of the event cannot be guaranteed.
On the basis of risk control, an activity should try to reduce the cost of user participation.
Understand the cost. Monetary costs.
Time cost. The cost of trust.
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In the case of activities, you must first know the budget of the activity, and activities without a budget are all utopian, and then determine the location, think about the theme of the activity according to the location, and then contact and take the initiative to determine the content of the activity. After the content is determined, we will consider the docking of personnel, communicate with all parties, and take every aspect of the activity into account. When writing in the early stage, you should consider the pre-event preparation, and if it is very online and offline, you should consider the linkage, in short, the event planning is very troublesome.
If you don't want to bother, you can find a professional event planning brand, such as New Youth, and get it all in one **.
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I remember when I was in the third grade, my mother said that she was going to sign me up for summer camp, and I was so happy! Summer vacation came, and I got on the summer camp shuttle bus as I wished. As I watched the scenery along the way, I wondered what fun activities would there be. The car finally stopped in front of a compound, and the team leader, Mr. Liu, led us into the compound.
Yes! It's really big, and as far as the eye can see, there is a field that cannot be seen, and there is a small courtyard on the right side that sees a few rows of houses through the moon gate. Teacher Liu introduced as he walked, saying that this is their original ecological planting base.
The teacher smiled and said, "We usually eat all kinds of vegetables, almost all of them are available here." Our first activity is to pick the vegetables we like to eat, and the second activity is to cook by ourselves, which is called do-it-yourself abundance.
So everyone took action under the leadership of Mr. Liu. Tomatoes are the most popular, as well as eggplants, beans, green peppers, and cucumbers hanging on shelves with yellow flowers on their heads.
The basket was full, and we carried it to the kitchen, and we all washed and cut it with our hands, and picked up a few eggs from the chicken coop in the small yard and it was still hot. We cooked the rice with all our hands and feet, and looked at the red, golden, green, purple, and white food on the plate, which was really beautiful, and the fragrance drilled into our noses. The kitchen master brought another pot of stewed chicken, and everyone was so hungry that everyone's saliva was about to flow out, and everyone couldn't care about Sven and ate it, and it was a storm after a while.
I sighed, "Why can't you make such a delicious taste at home!" Teacher Liu said
This is because the food is freshly picked from the ground, and secondly, because it is made by yourself. Therefore, only by working hard can you taste the sweetness of life! At this time, everyone didn't know whether they were tired or reminiscing, and they all quieted down.
Although the summer camp was short, it was unforgettable and I often reminisce.
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In the next 20 years, the development of mobile learning in China will go through three stages: the construction of basic environment, the construction of knowledge systematization and the construction of learning services, and the transition between each stage is an iterative cycle.
The first stage is the basic environment construction stage, which will gradually form a basic environment to adapt to mobile learning with the development of wireless networks and resources, and gradually form a learning environment for network environment and subject resources applied at the national, regional and organizational levels, which will last for 4 to 8 years, and the main driving force will come from mobile service providers and vendors;
The second stage is the knowledge system construction stage, which will build a large-scale knowledge system on the basis of the existing perfect mobile environment, complete the internalization of learning content and the sharing and compatibility of existing resources, and classify and customize the application construction for different learning themes and needs, which will last for 5 to 10 years, and the main driving force will come from educational institutions and enterprises;
The third stage is the learning service construction stage, this stage will be a new starting point for the development process of comprehensive education socialization in China, the interaction of the environment has become a hidden mobile learning process, the national mobile learning service center has become a social infrastructure, mobile learning has become a socialized form of education, and the relevant resources are systematically merged and integrated, this stage will last for 5 to 10 years, and the main driving force comes from.
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