Creating Coherent Incidental Learning Journeys on Smartphones Using Feedback and Progress Indicators: The SCAMP Framework

Although the motivating role of feedback and progress indicators is understood in formal learning, their role in supporting incidental mobile learning is less well understood. In this paper we argue that well-designed feedback and progress indicators (FPIs) offer guidance and structure that may encourage mobile app users to move from fragmented learning episodes towards a longer term, reflective learning journey. Drawing from relevant literature we consider how FPIs can be used in the EU-funded MASELTOV project which explores how a suite of smartphone apps can support recent immigrants to Europe to become integrated in their new cities. These apps allow learning episodes to be part of daily activities and interactions. The authors discuss what kinds of FPIs should be provided and introduce the SCAMP model which emphasises five types of FPIs- Social, Cognitive, Affective, Motivational and Progress. Finally, the authors provide examples of FPIs that will be used in the MASELTOV project.

[1]  Ann Jones,et al.  MASELTOV Deliverable Report 7.2: Feedback and Progress Indicators , 2013 .

[2]  Wilfried Admiraal,et al.  Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game , 2009, J. Comput. Assist. Learn..

[3]  Alfred Weiss,et al.  World of Race War: Race and Learning in World of Warcraft , 2012, Int. J. Gaming Comput. Mediat. Simulations.

[4]  Agnes Kukulska-Hulme,et al.  Mobile learning: a handbook for educators and trainers , 2005 .

[5]  Kathryn Ley,et al.  Instructional principles for self-regulation , 2001 .

[6]  Ronald Dyer,et al.  Games in Higher Education: Opportunities, Expectations, and Challenges of Curriculum Integration , 2013 .

[7]  Christian Glahn,et al.  Contextual support of social engagement and reflection on the Web , 2009 .

[8]  P. Winne,et al.  Feedback and Self-Regulated Learning: A Theoretical Synthesis , 1995 .

[9]  Sebastian Möring,et al.  The Metaphor-Simulation Paradox in the Study of Computer Games , 2013, Int. J. Gaming Comput. Mediat. Simulations.

[10]  Eileen Scanlon Mobile Learning: location, collaboration and scaffolding inquiry , 2014 .

[11]  D. Boud,et al.  Aligning assessment with long‐term learning , 2006 .

[12]  Rebecca Ferguson,et al.  Social learning analytics: five approaches , 2012, LAK.

[13]  David Boud,et al.  Feedback in Higher and Professional Education : Understanding it and doing it well , 2013 .

[14]  E. Salas,et al.  Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. , 1993 .

[15]  Ingrid Nix,et al.  Exploring design features to enhance computer-based assessment: Learners' views on using a confidence-indicator tool and computer-based feedback , 2011, Br. J. Educ. Technol..

[16]  L. S. Vygotksy Mind in society: the development of higher psychological processes , 1978 .

[17]  Mantz Yorke Formative assessment in higher education: Moves towards theory and the enhancement of pedagogic practice , 2003 .

[18]  D. Nicol,et al.  Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice , 2006 .

[19]  Rhona Sharpe,et al.  Rethinking Pedagogy for a Digital Age , 2007 .

[20]  Learning : creative approaches that raise standards , .

[21]  B. Zimmerman Self-Regulated Learning and Academic Achievement: An Overview , 1990 .

[22]  Michela Ott,et al.  New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration , 2013 .

[23]  Mark Gaved,et al.  Challenges in Context-Aware Mobile Language Learning: The MASELTOV Approach , 2014, mLearn.

[24]  Simon Buckingham Shum,et al.  Learning dispositions and transferable competencies: pedagogy, modelling and learning analytics , 2012, International Conference on Learning Analytics and Knowledge.

[25]  Sally Jordan,et al.  Online instantaneous and targeted feedback for remote learners , 2006 .

[26]  Janet C. Read,et al.  The Serious Game Constructivist Framework for Children's Learning , 2012, VS-GAMES.

[27]  S. Kluzer,et al.  Language Learning by Adult Migrants: Policy Challenges and ICT Responses POLICY REPORT , 2011 .

[28]  E. Cano Feedback in Higher and Professional Education: Understanding it and doing it well [Reseña] , 2013 .

[29]  James Boyle,et al.  Factors influencing the success of computer mediated communication (CMC) environments in university teaching: a review and case study , 2000, Comput. Educ..

[30]  José Eurico de Vasconcelos Filho,et al.  Interactive Digital Mobile Gaming as a Strategic Tool in the Fight Against Childhood Obesity , 2019, Healthcare Policy and Reform.

[31]  Denise Whitelock,et al.  Preface : CAA 2010: Computer assisted assessment: supporting student learning , 2011 .

[32]  Sanjaya Mishra Mobile learning: a handbook for educators and trainers , 2005 .

[33]  Jovita M. Ross-Gordon New directions for adult and continuing education, no. 93, Spring 2002 , 2002 .

[34]  Ema Ushioda,et al.  Language learning motivation, self and identity: current theoretical perspectives , 2011 .

[35]  Sandra Kerka Incidental Learning. Trends and Issues Alert No. 18. , 2000 .

[36]  Rob Koper,et al.  Perspective and Contrast, Design Principles for Supporting Self-directed and Incidental Learning , 2009, I-KNOW 2009.

[37]  Susan Leigh Star,et al.  The Structure of Ill-Structured Solutions: Boundary Objects and Heterogeneous Distributed Problem Solving , 1989, Distributed Artificial Intelligence.

[38]  Agnes Kukulska-Hulme,et al.  Mobile usability and user experience , 2005 .

[39]  Sue Swaffield,et al.  Getting to the heart of authentic Assessment for Learning , 2011 .

[40]  Rosemary Luckin,et al.  Re-Designing Learning Contexts: Technology-Rich, Learner-Centred Ecologies , 2010 .

[41]  David Gibson,et al.  International Journal of Gaming and Computer-Mediated Simulations , 2012 .

[42]  Ruth Deakin Crick,et al.  Developing an Effective Lifelong Learning Inventory: the ELLI Project , 2004 .

[43]  B. Zimmerman,et al.  Motivation and Self-Regulated Learning: Theory, Research, and Applications , 2009 .

[44]  Victoria J. Marsick,et al.  Informal and incidental learning in the workplace , 1834 .

[45]  Mark Gaved,et al.  MASELTOV Deliverable D7.1.1: Incidental Learning Framework , 2012 .

[46]  A. Bandura Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychology Review.

[47]  Eileen Scanlon,et al.  Investigating the relationships between informal learning and player involvement in digital games , 2012 .

[48]  Frederik Cornillie,et al.  The role of feedback in foreign language learning through digital role playing games , 2012 .

[49]  Mark Gaved,et al.  Representations of an Incidental Learning Framework to Support Mobile Learning. , 2014 .

[50]  Eric Brangier,et al.  The Gamification Experience: UXD with a Gamification Background , 2013 .

[51]  Mark Gaved,et al.  Designing for inclusion through incidental language learning , 2012 .

[52]  D. Rowntree Assessing Students: How Shall We Know Them? , 1977 .

[53]  Stella Hurd,et al.  Chapter 12: Affect and Strategy Use in Independent Language Learning , 2008 .

[54]  Kristine Brown Monitoring learner progress , 1999 .

[55]  Peggy A. Ertmer,et al.  The expert learner: Strategic, self-regulated, and reflective , 1996 .

[56]  Kristian Kiili,et al.  A Design Framework for Educational Exergames , 2013 .

[57]  David Carless,et al.  Learning‐oriented assessment: principles and practice , 2006 .

[58]  B. Zimmerman,et al.  Motivation An Essential Dimension of Self-Regulated Learning , 2012 .

[59]  Gerhard Schwabe,et al.  Mobile learning with a mobile game: design and motivational effects , 2005, J. Comput. Assist. Learn..

[60]  Karen E. Watkins,et al.  Informal and Incidental Learning , 2001 .