International Journal of Computer
Trends and Technology

Research Article | Open Access | Download PDF

Volume 4 | Issue 7 | Year 2013 | Article Id. IJCTT-V4I7P106 | DOI : https://doi.org/10.14445/22312803/IJCTT-V4I7P106

Appraisal of Social Learning Potentials in Some Trending Mobile Computing Applications


Abubakar Sadiq BAPPAH

Citation :

Abubakar Sadiq BAPPAH, "Appraisal of Social Learning Potentials in Some Trending Mobile Computing Applications," International Journal of Computer Trends and Technology (IJCTT), vol. 4, no. 7, pp. 2017-2021, 2013. Crossref, https://doi.org/10.14445/22312803/IJCTT-V4I7P106

Abstract

New Mobile technologies have created a new social dimension where individuals can develop increased levels of their social awareness by keeping in touch with old friends, making new friends, dispense new data or product, and getting information in many more aspects of everyday lives, making one to become more knowledgeable which is very beneficial especially for students. Social networks, in particular enable users to share and discuss common interests and provide infrastructures for integrating various user experiences: synchronous and asynchronous communication, game-playing, sharing links and files. The trend of using social networks and social media to deliver and exchange knowledge could bring a new era of social learning in which learners make use all four language skills of reading, writing, listening and speaking. Unlike a traditional e-leaning paradigm with pre-defined curriculum and standard textbooks, social knowledge could be aggregated on demand, just in time, and in context of engaging challenges from social networks, making learning more exciting, social and, game-like experience. Social learning environment engages the learners in discussion, collaboration, exploration, production, discovery and creation. Schools should harness this to develop group collaboration skills and even project based learning activities that span subjects and grade levels. This paper focuses on technologies and avenues of using mobile phones in supporting open social learning among undergraduate students in Nigeria.

Keywords

 Social learning, social networks, constructivism, e-learning, mobile technology.

References

[1] Boyd D. and Ellison N.(2007) Social Network Sites: Definition, History, and Scholarship Journal of Computer-Mediated Communication, 13 (1)
[2] Wagner, E. D. (2006). Enabling Mobile Learning. EDUCAUSE Review, 40(3), 40–53. Retrieved from http://www.educause.edu 
[3] Baldwin, T. T., Bedell, M. D. and Johnson, J. L. (1997) The Social Fabric of a Team- Based   M.B.A. Program: Network Effects on Student Satisfaction and Performance. Academy of Management Journal, 40(6)
[4] Rajat, R., The Effect of Social Networking Sites on Personal Lives of the People, Business Research Methods at ICFAI, 2009. 
[5] Ruan, G., Wang, J. & Li, Z. (2009). Theoretical Foundations of Mobile Learning Mediated by Technology (pp. 5435-5438).  1st International Conference on Information Science and Engineering (ICISE). Nanjing, China, December, 26-28. [6] Scanlon, E., Jones, A. and Waycott, J. (2005) Mobile Technologies: Prospects for their Use in Learning in Informal Science Settings. Journal of Interactive Media in Education, 25
[7] European Commission (2010) Social Networks Overview: Current Trends and Research Challenges. Luxembourg: Publications Office of the European Union
[8] Laudon, K,C & Laudon, J.P. (2010) Management Information Systems. 11(ed) Pearson Global Edition: Upper Saddle River, New Jersey.
[9] Shields, J. & Poftak, A. (2002) A Report Card on Handheld Computing. Retrieved from DOI= http://www.techlearning.com/db_area/archives/TL/20 02/02/handheld.html
[10] Cheung, W. & Hew, K. (2009). A Review of Research Methodologies Used in Studies on Mobile Handheld Devices in K-12 and Higher Education Settings. Australasian Journal of Educational Technology, 25(2), 153-183.
[11] Thornton, P. and Houser, C. (2004) Using Mobile Phones in Education 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE’04). Taiwan, 2-10.
[12] Brandt, E., Hillgren, P., & Bjorgvinsson, E. (2003). Self-Produced Video to Augment Peer-to-Peer Learning. In Proceedings of Mlearn 2003 Learning with Mobile Devices. 19-20 May, London.
[13] Shaffer, J. (2002). Virtual Reality in Education. New Horizons for Learning. Retrieved from http://www.newhorizons.org/strategies/technology/sha ffer.htm