Showing posts with label smartphones. Show all posts
Showing posts with label smartphones. Show all posts

Tuesday, 31 May 2011

One step beyond

Earlier today on Twitter I said: 'To use any social media to its full potential in education you must venture beyond the classroom.' And I meant it. To achieve its optimum effect, the use of any social media - whether it be blogging, wikis or any other form of sharing of content - must breach the walls of the traditional learning space. Social media are time and space independent. They do not operate within, or rely upon, traditional ways of learning. Nor do they exist within a single timeframe. We need to see them in this context, not just as software and content on a computer screen, but as a gateway to a huge network of connections in an ever expanding global community. Facebook isn't just about friends and family anymore. It's about friends of friends, and connections to groups and online communities.

The ability to transcend the boundaries of the classroom is absolutely one of the best affordances social media provide. I have written in the past about opening up classrooms, not just the doors, to let others see what is happening and celebrate - but to let others in to the experience when they would previously have had no chance of sharing the joy of learning with you and your students. I wrote that open classrooms should also let your students out - to communicate, collaborate, and create together with other students across the globe. Traditional learning has never been that successful at achieving this, no matter how many exchange visits or pen pal schemes were instigated. Now we have the chance to take our classrooms out into the world on a global scale, never before possible.

The use of blogging, as several schools (primary/elementary and seconday/highschool) are already discovering, has the powerful potential to expand and extend students' experiences to a new level of enrichment, where interaction with students in other countries, or even just around the corner in the same city, are paying huge dividends. When they receive comments back from their peers, young bloggers are spurred on to write and create more and at a higher level of quality and achievement than ever before. It's a very powerful motivator.

The use of GPS in smartphones, working in concert with geo-specific social media such as Foursquare; the context aware systems now being introduced into museums and art galleries; QR tags and magic symbols; the Augmented Reality applications that are now proliferating - all of these and more are now avialable for teachers to exploit. We are merely limited to our own imaginations.

So what are we waiting for? Child safety and protection issues are always at the forefront of teachers' minds when they plan for blogging or other social media based learning activities. Health and safety, risk assessments for those venturing outside the coziness and 'safety' of the traditional classroom. All of these have to be considered, but if we make them an excuse for not being adventurous, we will miss the boat. Ask the outdoor schooling movement for their views on this. Let's set the kids free.

Image source by Paul Tomlin

Creative Commons Licence
One step beyond by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Wednesday, 20 April 2011

Smartphones in mobile healthcare

I have just had a new paper published on how smartphones are being used in patient education and remote health care. The paper appears here in Biomedical Engineering Online and is entitled How smartphones are changing the face of mobile and participatory healthcare. I see it has already been labelled as 'Highly Accessed' which bodes well, and of course, it is published as an open access article complete with downloadable pdf file. Written in collaboration with my colleagues in the Faculty of Health at the University of Plymouth, the paper covers a range of telehealth issues as detailed in the abstract:

The latest generation of smartphones are increasingly viewed as handheld computers rather than as phones, due to their powerful on-board computing capability, capacious memories, large screens and open operating systems that encourage application development. This paper provides a brief state-of-the-art overview of health and healthcare smartphone apps (applications) on the market today, including emerging trends and market uptake. Platforms available today include Android, Apple iOS, RIM BlackBerry, Symbian, and Windows (Windows Mobile 6.x and the emerging Windows Phone 7 platform). The paper covers apps targeting both laypersons/patients and healthcare professionals in various scenarios, e.g., health, fitness and lifestyle education and management apps; ambient assisted living apps; continuing professional education tools; and apps for public health surveillance. Among the surveyed apps are those assisting in chronic disease management, whether as standalone apps or part of a BAN (Body Area Network) and remote server configuration. We describe in detail the development of a smartphone app within eCAALYX (Enhanced Complete Ambient Assisted Living Experiment, 2009-2012), an EU-funded project for older people with multiple chronic conditions. The eCAALYX Android smartphone app receives input from a BAN (a patient-wearable smart garment with wireless health sensors) and the GPS (Global Positioning System) location sensor in the smartphone, and communicates over the Internet with a remote server accessible by healthcare professionals who are in charge of the remote monitoring and management of the older patient with multiple chronic conditions. Finally, we briefly discuss barriers to adoption of health and healthcare smartphone apps (e.g., cost, network bandwidth and battery power efficiency, usability, privacy issues, etc.), as well as some workarounds to mitigate those barriers.

Image source by C Frank Starmer


Creative Commons Licence
Smartphones in mobile healthcare by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.