A Case study of Museum Mobile learning using iPad

Paper
Inae Kang, Kyung Hee University, South Korea, SU HAN SHIN, Korea Securities Museum, South Korea

Mobile technologies have been rapidly adapted to various educational fields. Museum education is one of the fields, which attempts to apply mobile technologies according to social needs for changes in museum educational environments.
In this context, this study conducted a case study of museum mobile learning using iPad, and analyzed the educational effects of the mobile learning. For this purpose, this study applied two theoretical approaches: The first was a mobile learning model characterized by five principles (i.e., social, seamless, adaptive, authentic, and technology-enabled learning); and the second, pedagogical strategies such as 3On’s (hands-on, minds-on, and hearts-on), self-directed learning, collaborative learning, Problem-based learning, and gamification.
The iPad-based museum mobile learning program dealing with a theme of ‘protecting shark as endangered animal’, consisted of 120-minute learning activities for 8th graders (14-15 year olds) and practiced at the Ttang Kkeut Marine Natural History Museum during Oct. 2013. Various iPad apps were employed for the purpose of communication and interaction among the participants (e.g., SNS), production of their learning outputs (e.g., apps for text-editing, movie-making, and picture-taking), and information searching for the given task solving (e.g., searching tools).
Data were collected from mind maps for pre and post-assessment, interviews and surveys with the participants, and instructors’ observational journals, and later analyzed according to the five characteristics of mobile learning model.
The experimental results demonstrated that this innovative approach could satisfy all the five characteristics of the mobile learning, while showing the students’ active participation and high interests in the learning activities. Furthermore, the results of the case study suggested several considerations for further sustainable and feasible practice of museum mobile learning in future.

Bibliography:
Mobile technologies have been rapidly adapted to various educational fields. Museum education is one of the fields, which attempts to apply mobile technologies according to social needs for changes in museum educational environments. In this context, this study conducted a case study of museum mobile learning using iPad, and analyzed the educational effects of the mobile learning. For this purpose, this study applied two theoretical approaches: The first was a mobile learning model characterized by five principles (i.e., social, seamless, adaptive, authentic, and technology-enabled learning); and the second, pedagogical strategies such as 3On’s (hands-on, minds-on, and hearts-on), self-directed learning, collaborative learning, Problem-based learning, and gamification. The iPad-based museum mobile learning program dealing with a theme of ‘protecting shark as endangered animal’, consisted of 120-minute learning activities for 8th graders (14-15 year olds) and practiced at the Ttang Kkeut Marine Natural History Museum during Oct. 2013. Various iPad apps were employed for the purpose of communication and interaction among the participants (e.g., SNS), production of their learning outputs (e.g., apps for text-editing, movie-making, and picture-taking), and information searching for the given task solving (e.g., searching tools). Data were collected from mind maps for pre and post-assessment, interviews and surveys with the participants, and instructors’ observational journals, and later analyzed according to the five characteristics of mobile learning model. The experimental results demonstrated that this innovative approach could satisfy all the five characteristics of the mobile learning, while showing the students’ active participation and high interests in the learning activities. Furthermore, the results of the case study suggested several considerations for further sustainable and feasible practice of museum mobile learning in future.