Vol.
8, Núm. 2 / octubre 2016 – marzo 2017 / ISSN 2007-1094
Integration of digital tablets as mediating
tools in learning processes
Claudia Sahagún Jiménez[1]
Susana Ramírez García[2]
Felipe Jesús Monroy Iniguez[3]
Abstract
In this
article we present the results of a study on how digital tablets are
implemented as mediating tools in basic education to promote the construction
of meaningful learning and the development of collaborative skills. The
research was methodologically designed as an intrinsic case study focused on
the work of students in fourth grade in the Centro Educativo Monarca, a private
school located in Zamora, Michoacán. Direct observation, document analysis and
analysis of apps in digital tablets were used as instruments for data
collection, allowing a reflection on the knowledge construction process and its
challenges, and teacher intervention as manager of the learning environment.
The
results show that the use of tablets, through their applications, drives a real
approach to knowledge and to the ability to create and share knowledge,
expanding access routes to information and allowing the organization and
communication of what is learned. The document addresses to possible courses of
action to further explore digital content developed by students in relation to
the development of creative and critical thinking skills.
Keywords: Basic education; meaningful learning; collaborative learning; Educational
technology; Mobile learning; M-learning
INTRODUCCIÓN
This research arises from
the need of studying the possibilities to enhance the learning of students at the
primary level through the use of digital tablets.
The interest resided in analyzing whether the use of these devices could make the
learning environments more flexible, and generate opportunities for the
students to construct and reconstruct knowledge and share it in a creative
manner, by improving their collaborative skills and the ability of learning how
to learn.
Centro Educativo Monarca was the institution where the
study was carried out, as it considers that each year that passes the
demotivation, apathy and lack of commitment of the elementary students towards
school activities is more evident. Also, these same students show digital
skills that could be used in favor of learning. They are able to search for
relevant information, develop creative products in different audio, text and
video formats, and they spontaneously make use of digital resources and
multimedia games. They do all this apart from the requirements and formal
academic spaces; that is, during recess and when they have the opportunity to
do presentations freely.
The use of digital tablets was incorporated in the
institution during the 2012-2013 school cycle without a specific proposal.
Since then, teachers have had the opportunity to request a set of tablets for
the entire group when they so require, and they have six of these devices in a
permanent manner in their classrooms. In this sense, tablets are a part of the
work instruments of the group, as well as books for consult, specific material,
work guides, maps, etc.
Since the 2015-2016 school cycle, the headmaster’s
office asked the teachers to intentionally include the use of digital tablets
in the work guides of the geography area during the period denominated
“Personal work”. The objective was for the students to approach the knowledge
of geographical space in a real and authentic manner and for them to do
specific tasks to organize and communicate their learning. Regarding practices,
the students would have access to the tablets when the work instructions
suggested so within a class time in which each student would be able to
elaborate an individual work plan according to their own planning and pace.
In this context, we carried out the research, which
sought to answer the question of: in which manner is the use of digital tablets
favoring collaborative and significant learning in basic education students in
the Centro Educativo Monarca?
This article comprises five sections: theoretical
framework, methodology, results, conclusions and recommendations for future
studies. It offers findings and reflections on the way in which digital tablets
help students learn in an independent manner and to do tasks and activities
that motivate and engage them in said tasks. It also points out the relevance
of the participation of the teacher in the creation and organization of the
right environment through instructional design.
THEORETICAL FRAMEWORK
Elementary school, in general does not escape the
implications of living in the society of knowledge. Children are digital
natives (Prensky, 2001, cited in Rea, 2014) with skills in the use of computing
resources and motivated to explore, know and entertain themselves with
technological devices at anytime and anywhere. However, there is little clarity
on the multiple possibilities that the tools, such as digital tablets, offer to
expand the learning experiences in a schooling context.
The addition of new technologies
or software to an archaic education system is not a solution. Due to this, it
is fundamental to answer questions such as: what to learn? How to learn? Where
to learn and what to learn with? When to learn? Learn with whom? And how to
know what has been learned? So that the school and the professor are able to
integrate proposals and technological tools that are able to enhance
educational practices and learning processes.
What to learn?
Learn to develop skills, defined as “the ability that
an individual possesses to internally mobilize a set of resources—knowledge,
skills, schemes, automatisms, abilities, ‘know-how’s’ of different types
(Luengon, Luzón and Torres, 2008, p.5)—in order to efficiently solve situations
and problems. This approach comprises the vision to develop in the students
their ability to learn how to know, learn to do, learn to relate and live with
others, learn to be and to transcend (Campos, 2014). This is about the integral formation of a person,
within educational collaborative scenarios that articulate the social, the
economic, the political, the cultural, art, science and technology (Tobón, Pimienta y
García, 2010).
Learn to apply new knowledge in the practice; question
and reason; the management of time, information and possibilities of
communication; teamwork; the solving of problems and the celebration of the
enjoyment to construct knowledge (Longworth, 1999). Learn how to discuss in
collaborative contexts; to present meaning; to give explanations; to review
erroneous conceptions; and to confirm ideas and thoughts in a context of
respect and shared sense. Suresh and Al-Khafaji (2009) acknowledge that in
order to make profound learning happen it is essential to facilitate the
comprehension process through critical reflection and discourse.
Learn to
work with autonomy, responsibility and control on learning, and make
substantial use of the conceptual and material resources associated with media
and digital literacy (Cabello, 2012). It is about learning to create oneself and
solving practical and not only theoretical problems, to know how to manage
emotions and develop the skills to innovate and invent.
How
to learn?
Learn from different sources and interactions with
pairs, experts and scholars, to solve immediate needs and respond to objectives
and self-motivation (Burbules, 2012).
Learn by acknowledging in your own experience, the referents of knowledge that
are proposed and incorporating them in previous cognitive structures; acting on
certain learning objects, relating them with the environment, with your own
interests and needs (Belloch, 2012). Learn by keeping connections; empathizing
and making contact with the other people; acknowledging and making the most out
of existing relations between one learning and another.
Learn by integrating technologies, acknowledging the
relevance that they have as mediating tools in the construction of skills and
knowledge; as resources that facilitate and promote collaboration, that allow
approaching authentic context and that promote independent and continuous
learning (Naismith, Lonsdale, Vavoula and Sharples, 2004).
Learn by interacting, which is the main element of the
ICTs (Gándara, 2012); that is, by practicing, experimenting, exploring, solving
problems and developing abilities and knowledge related to real and authentic
contexts.
Where to learn?
Learn in all corners of life; in, with, of and from the same
environment. Learn within a culture of mobility, of collaboration and
distributed intelligence (Salomon, 1993), in which all interaction
possibilities and resources arise for the subject and which promote the
activity in which intelligence manifests (Pea, 1993).
Learn anytime and anywhere.
The concept of ubiquitous learning does not just make the possibility to access
information from which the learners have a greater control on the construction
of knowledge and a greater motivation to learn. Artopoulos and Kosak (2012)
mention characteristics or principles of ubiquitous learning that favor
collaborative and situated learning, the resolution of problems and the
development of critical thinking; among them, the thing that stands out is that
learning is done in multiple contexts and spaces interconnecting meanings and
actors; the learning goals respond to relevant purposes for the learners;
learning is built in communities that promote collaboration and the co-creation
of knowledge and products; there is a collective wisdom that should be taken
into consideration in the construction of learning; learning is a process that is
built in a network. These principles find an important support vehicle in the
use of ICTs, especially in Web 2.0. The implementation of these tools
facilitates connectivity, simulation, collaboration and publication.
What to learn with?
With the support of digital
tablets, Naismith, Lonsdale, Vavoula and Sharples (2004) state that the world
has become mobile and that the use of devices such as mobile phones, digital
tablets and consoles, among others, has reached subjects from all ages. They
mention some examples of pilot projects in different parts of the world, in
which the implementation of mobile technology in educational contexts has been
relevant, motivating and has generated important spaces for the collaboration
and construction of sense.
Creativity, curiosity, play,
experimental learning, interactivity, collaboration, powerful applications,
instant access to information, these are terms that are associated with the use
of digital tablets. These mobile devices possess technical characteristics of
importance, portability, audio, video and graphic resources, as well as the
possibility to use an infinity of apps that allow students access to
information, to interact with it, document it and share it in multiple ways.
Its potential as a tool to favor and enhance learning has been studied in
different investigations.
Between 2012 and 2014,
Falloon (2015) carried out a study in one hundred elementary schools in New
Zealand in order to determine if the use of iPads favored collaborative
learning. The results indicate that the apps that offer a predetermined system
for interaction, negotiation, coordination and communication, as well as
portability characteristics and the access to the net at any time and any place,
give rise to great opportunities to learn in a collaborative manner.
In addition to this, some
particular characteristics of these tablets such as the rotation of the screen,
the size and weight, the multiple and simultaneous access to the interface and
the portability and flexibility of the equipment, favor, from a practical point
of view, work in a group setting. Different apps extend the possibility to
access information, they improve efficiency, speed and the accuracy of the work
and allow sharing what was learned in different ways.
However, Falloon (2015) states that the use of tablets alone does not
guarantee collaboration. It is the design of the task and the skills that the
students develop at other times to ask questions, negotiate meanings and
organize work, what promotes skills for collaborative work. In a space where
these practices promote the use of iPads on a daily basis, it turns out to be
an important resource to exercise these types of skills.
Reid
and Ostashewski (2011) did a study with sixth grade students that were at risk
of dropping out. The purpose was to determine if the use of iPads would
influence the appreciation and participation of the students in different
learning situations and if their implementation would improve the educational
practices. The students were able to create original and relevant digital
stories using sound, graphs and video. They required some time to explore and
discover the uses of the apps, but once they had familiarized themselves with
them, they found alternative ways to use them and worked with more independence
in the resolution of questions and were able to enhance their investigative skills.
According to the teachers, the apps offered the students opportunities to learn
beyond what was expected, and they promoted, at the same time, transversal
learning.
McKenna (2012) points out
that tablets are, sometimes, a distractor for the children and that it is not
always appropriate for everyone to use them. However, departing from the
positive results in the development of reading and mathematical skills, the
professors acknowledged the great potential of their use, by compensating the
moments of dispersion that happen occasionally. McKenna (2012) also highlights,
as a challenge for the teachers, the location of appropriate apps, which
implies a significant amount of preparation time.
Using the technology in the
learning situations requires an assessment of their characteristic elements,
such as video, text and audio, which promote new options for the access of
information, communication and creation (Moore, 2015). The different formats of
the digital resources make it possible to have multiple combinations and
diverse results that respond to the different learning styles and particular
skills of the students (Greeff and Coetzee, 2009).
When to learn?
Whenever
it is needed. As Collins and Havelson (2009) stated, we are talking about a just in time learning. At anytime and anywhere, developing skills that are necessary at that
precise moment to solve problems.
Who
should you learn with?
With a community of learners
whose members, in interaction and collaboration, perform as active researchers
and monitor their own progress and that of the group, tutors of other learners,
critical constructors of knowledge (Brown, Ash, Rutherford, Nakagawa, Gordon
& Campionel, 1993).
Learn in a community where the teacher acts as a guide
towards learning (Longworth, 1999), who provides significant work situations
and who cares for the critical construction of knowledge. This professor may be
seen as an active learner who is able to inspire curiosity, guide others
towards discoveries and who can take on the role of critical researcher.
“Children witness teacher’s learning, discovering, doing research, reading,
writing, and using computers as tools for learning, rather than lecturing,
managing, assigning work, and controlling the classroom exclusively” (Brown et
al.,1993, p. 207).
How do we know that we have learned?
Technology has another
important educational value: it allows to preserve the information generated,
making it possible to use it as a material for reflection and evaluation of the
educational practices. Collins and Halveston (2009) state that the digital
evidences are potentially useful resources for the consideration of the
learning process, and also to compare one’s own performance with that of
experts, and to evaluate the results of a task through the established
criteria.
METHODOLOGY
The research was done through an intrinsic study of cases (Stake, 2007) of the descriptive kind from September to November of 2015. The participants, 22 fourth grade students from a private province school, were selected through a non-probabilistic sample by convenience (Creswell Plano,2011).
The
question that directed the study was: how does the use of digital tablets favor
collaborative and significant learning in students of basic education? The
objective of the research was focused on identifying and justifying the
positive results and opportunity areas generated with the use of digital
tablets as mediation instruments in the construction of learning and in the
development on behalf of the students of collaborative work skills. It also
focused on the characteristics of instructional design and on the intervention
of the teacher as the manager of the learning environment.
We used different data collection and analysis
techniques:
Analysis
of documents: a non-intrusive technique of
information location necessary to begin the study (Rodríguez, 2011). We also
analyzed the fourth grade SEP geography study program (2011) and the
instructional design of the teacher for the identification of pedagogical
objectives and didactic support of the use of digital tablets. As well as the
apps used on the tablets in order to evaluate their accessibility, relevance
and scope in the promotion of learning.
Direct
observation: we carried out eight observation
sessions with a duration of 120 minutes each. This allowed to register the
interaction and intervention of the teacher in the work with the children and
to create a field diary that backed up in a narrative manner the behaviors and
performances of the students during the daily dynamics of use of digital
tablets.
Semi-structured
personal interview: it
was applied to the teacher in order to better understand their ideas, use
habits, beliefs and reasons (Torres, Paz y Salazar, 2006) regarding the
implementation of digital tablets.
Qualitative interview with open questions to
students: it
was applied in order to collect additional data (Rodríguez, 2011), to know the
language of the participants and to appropriate the meaning that they gave to
the activity in which they were involved (Reyes, 1999).
The conceptual structure that directed this investigation
was placed on five study subjects:
·
The use of digital tablets and collaborative work.
·
The use of digital tablets and self-learning.
·
The teaching of geography with the use of technology.
·
Subjects, mediator tools and learning environments.
· Instructional
design, mediation of the teacher and significant learning.
Four categories emerged from the analysis of data to
explain the aforementioned topics and to provide an answer to the research
question:
·
Pedagogic structure of the learning sequences.
·
Integration of technology.
·
Learning environment.
·
Development of competencies and knowledge.
The data analysis was done from a reflexive and cyclic
activity, simultaneous to the collection of the same. The narrative structure
of the observations was codified in relation to the categories. The data
obtained from the interview and the analysis of documents were also segmented
and re-organized in accordance with the same categories. It was a systematic process,
but at the same time creative, open and flexible in light of the information
that emerged during the research. Data was codified and topics were labeled in
order to define the significant and relevant information for this study.
The reliability and validity of the study was ensured
using the triangulation of data in order to confront the different sources and
to describe the phenomenon (Rodríguez, Pozo and Gutiérrez, 2006). The triple
entry table of Ramírez (2008) facilitated the analysis and the contrast of the
information obtained based on the application of the different instruments.
RESULTS
The results of the analysis of information regarding
the aforementioned four categories are presented.
Pedagogic
structure of the learning sequence
From the analysis of the
instructional design document, we were able to conclude that the learning sequence
coincides with what is established in the document Programas de Estudio SEP (2011), and mobilizes, as Luengo, Luzón
and Torres (2008) and Campos (2014) state: an integrated set of resources with
the objective of efficiently solving problems and situations. The design envisioned
activities that involve the use of digital tablets, especially with regard to
the search, organization and communication of the information. Apps such as
VisitMexico and Cuéntame de México INEGI were proposed in order to reconcile
the students with authentic contexts with images and videos. For the
organization and communication of the information, apps such as popplet, pictochart
and book creator were suggested, which offer the students a wide range of editing
and creation possibilities.
It highlights the proposal of
an explicit strategy of gamification from the game of Minecraft, the final
objective of which is the collaborative creation of a geographical space that
integrates relief, rivers, constructions and settlements in accordance with the
natural characteristics of the environment. In different activities, the
teacher used as a resource the use of QR codes that direct the students to specific websites and to tutorials in order
to know how to make use of the apps.
Regarding the use of didactic
resources, such as videos, websites and interactive sites, the design specified
precise moments for them to be used. This selection corresponds to the
objectives and contents that were foreseen; it is rich in images and relevant
information and is appropriate for elementary students.
Regarding the evaluation strategies, the teacher
stated in the interview that, parting from the design of the situation, she
believes that it is helpful for the students to carry out the tasks and for the
criteria to be complied with for the elaboration of each product. She alluded
to the use of logs, evaluation rubrics and reflective sessions during which the
students present their advances. However, during the observation sessions, this
follow-up was not evident. What it is worth noting is that there is no record
or formal backup of the activities that the children carry out with the digital
tablets.
Integration of technology
The observations of the teaching practice showed that
the teacher has a clear intention and motivation to favor the development of
digital skills in their students, that she closely assesses the moments of the
situation in which it is pertinent to make use of the technology and that she
proposes its use with different intentions. The opinions expressed by the
students in the survey corroborate the observations made, in which it is
pointed out that the students learn to look for information, to use apps and to
share their learning. Working with different resources and apps is appreciated
by the students as an interesting, motivating and easy activity.
The analysis of the apps helped figure out that, in the majority of cases, it is the apps with no content that offer templates and multiple editing possibilities in order to be personalized. The students do not learn any specific topics from them, but they use them as a support to organize contents, create them and share them, and they also promote the use of different vocabulary and the development of critical and creative thinking. The different apps favor different combinations and varied results that respond to different learning styles and to the particular skills of the students, as Greeff and Coetzee (2009) indicate.
Table. Comparison of apps regarding their accessibility, relevance and scope.
Application /portal |
VisitMexico |
Cuéntame de México INEGI |
Popplet |
Piktochart |
Book creator |
Minecraft |
Has an intuitive and flexible interface |
x |
x |
x |
x |
x |
x |
Promotes skills for the search of information |
x |
x |
|
|
|
|
Supports the construction of knowledge |
x |
x |
x |
x |
x |
|
Promotes the application of geographical knowledge |
|
x |
|
|
x |
x |
Facilitates the organization and communication of the information |
|
|
x |
x |
x |
|
Promotes interesting experiences for the students |
x |
x |
x |
x |
x |
x |
Enhances the ability to learn how to learn |
x |
x |
x |
x |
x
|
x |
Makes the construction of knowledge visible |
|
|
x |
x |
x |
x |
Promotes critical and creative thinking |
|
x |
x |
x |
x |
x |
The direct observations of
the students showed that digital tablets are used individually to search for
information and in pairs to create products such as mental maps, digital books
and graphics. For the elaboration of these, the students have to converse and
organize and take turns to carry out the different activities: they integrate
text, take photos, cut images, record video and edit their work.
The comparative table of the applications, the
resources proposed by the teacher, and the way in which the students use the
technology are evidence of the statements of Gándara (2012) with regard to the
consideration of interactivity as the central element of the ICTs. In other
words, these technologies have the ability to dynamically respond to the
actions of the subject and to facilitate the interaction with others through
them. The interaction that is generated not only makes the opinions and
thoughts of the subjects visible, but it also enhances collaboration strategies
and the construction of significant learning.
Learning environment
In the total of observations, it was possible to
appreciate a working environment that propitiated in the students the
autonomous development of their activities and they showed to be engaged in
their tasks. The use of technology allows them, as indicated by Naismith,
Lonsdale, Vavoula and Sharples (2004), to get close to authentic contexts, in
this case, related to geography, which capture their interest and motivate them
towards work; in the words of one of the students, it stimulates them to “see
the world”.
Digital tablets are known by learners as one more
instrument for work. There are six tablets for common use in the reading area,
which are available for the students. When the work instructions indicate it,
they take them, use them and then return them to their place, in the same way
as they do with other resources and materials. We can say that they make
natural use of them and that a flexible working environment is appreciated,
without important disruptions or distractions that will affect the working
environment.
Interaction, support and socialization are generated
around the use of tablets. These types of interventions could be indications of
the formation of a community of learners where the students and the professor
are able to establish collaboration and tutoring networks, which lead to the
significant construction of learning.
Development of competencies
and knowledge
The information collected from the observation of the
students helped corroborate that the activities proposed mediated by the use of
digital tablets encourage the students to practice their organizational skills,
communication and their ability to reach reaching agreements, but we did not
notice a process for the dialogue, negotiation of meanings, justification and
argumentation of ideas that is characteristic of profound and collaborative
learning, as Suresh and Al-Khafaji (2009) describe it. The level of
collaboration is maintained at a positive independence level in which the
students support each other, share information and create products together.
Regarding the intention to favor digital competencies
that respond to what is indicated for both the didactic focus of the SEP
(2011), as well as to the instructional design, the students manifested
security, independence and control with the use of digital tablets, and they
were able to explore, experiment and manipulate apps without difficulty. The
observations did not show any data on the competencies regarding the search of
information on the internet, given that in all the cases the students were directed to the different sites through
QR codes.
The additional data collected from the qualitative
survey that was applied to the students corroborated that this constructed
knowledge on topics of geography; as well as the fact that the students learned
to make infographics, use different applications, describe places, read QR
codes, use search engines for children, read instructions, explore with digital
tablets information and data, work in a team, organize their ideas, use mental
maps and use technology. A student mentioned: “I learned to set a goal, meet
objectives, follow instructions and observe the place where I live even more”.
Another one stated: “I learned to read the instructions, explore with the iPad
and use search engines for children”. Several students commented having learned
how to work as a team and share their ideas.
CONCLUSIONS
In light
of the question: how does the use of digital tablets favor collaborative and
significant learning in basic education students? We can assert that learning
does not depend on the incorporation of the technological resource as such, but
on the instructional design of the teacher, the adequate selection of
applications and the pedagogic intervention that follows the processes. It is
important to highlight that the tasks that make use of creation and
communication apps give rise to spaces where the students interact, distribute
responsibilities, practice their skills and help each other to solve problems
and manage their time. Moreover, the apps indicated in this study are free of
content and they facilitate the organization of knowledge and the possibility
to convey what is learned in a significant manner.
The use of digital tablets creates in the students a
high degree of motivation and a commitment with the tasks at hand, which is
evidence of the importance and the sense of the activities that are carried out
and the relevance of the information to which they have access. The students
show interest, explore, try, ask, share information, help others and show
satisfaction when they finish products and tasks. On the other hand, the size,
flexibility and portability of the digital tablets and the amount and quality
of the apps that are allowed, make them a very potent and pertinent device for
work in elementary school; furthermore, they are friendly devices that the
students use with intuition. The fact that there is not a device for each one
of the students, rather than being limiting, is considered to favor the experience
of collaborative work. This is true when the intention of the use of the
tablets is centered on research, organization and the communication of
knowledge.
To use this technological resource implies a positive
disposition of the professor to their integration, as it is fundamental that
they allot time to the evaluation and selection of apps and to the design of
activities that justify their use.
RECOMMENDATIONS AND FUTURE RESEARCH
The
experience analyzed in this article suggests that digital tablets can be a
useful tool in basic education in order to promote a closer relationship
between the students and authentic contexts in which the learning contents
acquire more relevance. Explore different formats (text, photography, videos, and
simulations) and use applications in order to organize information and share
knowledge can be a route for their implementation. It would also be important
and necessary to define a way to provide backup to the products created in
digital tablets by the students which is accessible and organized so that those
products may be used and analyzed by the students and teachers with
metacognitive and evaluation purposes.
Future
studies could expose more deeply the digital contents elaborated by the
students with regard to the development of skills of critical and creative
thinking. Furthermore, it would be convenient to study the application of
gamification strategies in elementary education in order to promote more
flexible and motivating learning, closer to the nature and interests of the
students of that age.
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Received: 15/04/2016
Published: 20/06/2015
[1] Student of a Master’s in Education with a focus on Educational Technology. General Director of the Centro Educativo Monarca, AC, Zamora, Michoacán, Mexico.
[2] PhD in Education. Head Professor of research
projects in the Master’s in Education and Master’s in Educational Technology of
the Instituto Tecnológico de Estudios Superiores de Monterrey, Mexico.
[3] Professor in Administration of Education
Institutions. Thesis adviser in research projects in the Master’s in Education
and Master’s in Educational Technology of the Virtual University of the
Instituto de Estudios Superiores de Monterrey, Mexico.
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