Mobile Apps
Mobile Apps
Kahoot
A well-liked game-based learning platform called Kahoot! has been used by educational
institutions including schools as an instructional technology tool. Johan Brand, Jamie
Brooker, and Morten Versvik introduced it in Norway in 2013. With the help of the platform,
teachers may design and alter interactive presentations, polls, and quizzes, transforming
academic material into a game. These games can be played by students on PCs, tablets, or
mobile phones.
Potential
Active Learning
Students actively interact with the course material by taking part in discussions and quizzes.
This kind of active learning can improve knowledge and memory of the material.
Challenges
Device Access
In order to engage in Kahoot! activities, students must have access to computers, tablets, or
other internet-enabled devices. If all students don't have access to these gadgets, there may
be a technological gap and some students may not be able to learn.
Data Privacy
In order to offer its services, Kahoot! needs to collect user data. When using the platform,
educators must make sure that data privacy laws are followed and that the appropriate
permissions are obtained, particularly when working with students who are underage.
Potential
Accessibility
Anyone with an internet connection can use the Duolingo website and mobile app, making
language learning available to people of all socioeconomic backgrounds worldwide.
Progress tracking
Using the app, users can monitor their learning progress and identify areas for improvement
as well as their accomplishments. This form of feedback keeps students motivated and
laser-focused on their language learning objectives.
Community Learning
Through social features and discussion forums, Duolingo provides a feeling of community.
Users can engage with other learners, ask questions, and discuss language-related
subjects, fostering a positive learning environment.
Challenges
Overemphasis on Gamification
Although gamification is a very effective tool for motivation, students may get more
interested in levelling up and collecting points than in actually learning the language. This
may result in a cursory comprehension of the language rather than in-depth understanding.
One popular learning management system created by Google is called Google Classroom.
Its purpose was to facilitate paperless assignment creation, distribution, and grading for
teachers. Google Classroom gives teachers a digital platform to manage their classroom and
help with student communication by integrating with other Google services like Google Docs,
Sheets, and Slides.
Potential
Centralised Platform: Teachers can create and arrange discussions, quizzes, and
assignments using Google Classroom, which acts as a central hub. The learning process is
streamlined when students have access to all of their course materials in one location.
Seamless Integration: Students and teachers can work together in real-time on documents,
spreadsheets, and presentations thanks to its seamless integration with Google's
productivity tools. This encourages teamwork and improves the educational process as a
whole.
Effective Feedback: Teachers can help students improve by giving prompt, detailed
feedback on their assignments. The platform also makes peer review simple, which
promotes student learning from one another.
Challenges
Technical Problems
Google Classroom is prone to technical hiccups, server failures, and other IT-related issues,
just like any other online platform. These problems have the potential to impede learning and
irritate students as well as teachers.
Learning Curve
Using Google Classroom's features and settings may be difficult for some educators,
particularly those who are not familiar with digital tools. In order to tackle this challenge,
adequate training and continuous assistance are necessary.
Content Management
It can be very difficult to keep track of a lot of digital assignments and resources. Careful
planning and management abilities are needed to arrange and structure content in Google
Classroom in an efficient manner.
ClassDojo
Potential
Behaviour Management
By giving students points for good behaviour, participation, and accomplishments, teachers
can use ClassDojo to reinforce positive behaviour in the classroom. Students who receive
this kind of reinforcement are more likely to behave well and participate fully in class
activities.
Parent-Teacher Communication
Teachers and parents can communicate in real time thanks to this platform. Teachers can
keep parents informed about their child's academic and behavioural performance by sharing
announcements, updates, and student progress reports. The home-school partnership is
strengthened by this open channel of communication.
Challenges
Overemphasis on Rewards
Finding the ideal balance can be difficult, even though receiving positive reinforcement is
important. Extrinsic motivation, in which students prioritise earning points over studying for
its own sake, may result from placing an excessive emphasis on rewards.
Teacher Workload
Teachers must invest time and energy in order to successfully implement ClassDojo.
Keeping track of points, corresponding with parents, and guaranteeing that the platform is
used consistently in the classroom can increase workloads, particularly in cases where
teachers lack sufficient training or assistance.
Seesaw
A popular and adaptable online portfolio system for students, teachers, and parents is called
Seesaw. It was developed to improve classroom engagement, communication, and
teamwork. Using images, videos, drawings, and other digital media, students can record
their learning experiences with Seesaw and compile them into a digital portfolio. Teachers
can use this platform to communicate with parents, monitor student progress, and provide
feedback.
Potential
Digital Portfolios
Students can design and organise their digital portfolios with Seesaw, which displays their
assignments, accomplishments, and work. Through self-evaluation and reflection, this
process helps them feel proud of their achievements.
Parent Involvement
Seesaw makes it easier for parents and teachers to communicate easily. Parents can see
their child's work in real time and see how they are learning. This openness promotes
parental involvement in the educational process and fortifies the bond between the home
and the school.
Differentiated instruction
Allows teachers to provide individualised feedback and support to each student by
customising assignments and activities to meet their needs. Differentiated instruction is
made possible by Seesaw, which supports a range of learning capacities and styles.
Challenges
Equity and Access: It's possible that some students don't have the same access to gadgets
and internet service outside of the classroom. This digital divide may lead to differences in
how well students participate in Seesaw activities and assignments at home, which may
have an effect on their educational experience.
Designing Educational Application (Task 2)
A number of important procedures and factors must be taken into account when designing
an educational app in order to guarantee its effectiveness and user acceptance, particularly
in an educational setting. Prior to creating and developing a mobile educational application,
the following fundamental steps should always be followed.
4. Content Development
Make interesting and interactive educational resources. To improve learning experiences,
include games, quizzes, simulations, and multimedia components (audio and video). Use
adaptive learning technologies, if at all possible, to tailor the curriculum to each student's
progress and abilities.
5. Assessment and Feedback
Give users' responses to the quiz and their actions instant feedback. Learning can be
improved by providing constructive criticism for wrong answers and encouraging
reinforcement for right ones. Provide tools that let students (and teachers, if relevant)
monitor their development over time. Reports on progress can encourage users to keep
using the app.
7. Compatibility
To reach a wider audience, think about creating the app for both iOS and Android. As an
alternative, pick a platform according to what your target audience finds appealing. To make
sure the app works and displays correctly on all devices, test it on a range of screen sizes
and devices (phones, tablets).