The mobile phone has vast potential to breathe new life into modern teaching methodologies.
Mobile app stores provide a mechanism which facilitates the seamless download of applications to end-user devices from any location with an internet connection. With development technologies such as Adobe Flash, XCode and Java, applications can be made visually stunning and highly engaging. Mobile browsers also continue to improve and provide a gateway to rich media such as YouTube, and social media integration with the likes of Twitter and Facebook. A combination of all these technologies provides developers with the potential to create highly stimulating learning environments. For such a small device, the mobile phone is a huge platform.

Mobile Phones in the classroom
When developing educational content for mobile phones, the challenge is not specifically the implementation of it. We can develop an array of standalone or collaborative applications which provide a high level of interactivity with the end-user. More so, the challenge is how we can integrate mobile phones as a learning device into a classroom environment. Consider allowing a group of 30 teenagers to use mobile applications in the classroom to engage in an interactive session. How many of these 30 will be logging into their Facebook app, or texting their friend, or playing Angry Birds? How could we stop this from happening, and ensure that students are using their devices for the intended purpose?
When personal computers were introduced into schools, the infrastructure initially comprised of single standalone machines placed in one or more classrooms. Some computers didn’t even have logins, and the internet (if you were lucky enough to have it) could be freely roamed.
Educational technologists had known for many years that computerised techniques would improve productivity, consistency and accuracy of workload. Applications for Word Processing, Desktop Publishing, Databases, Spreadsheets and Graphics/Design would evolve to become the cornerstone of educational best practice.
As computers became more popular, governments invested in the technology for schools. Multiple computers meant that computer networks were introduced which governed and restricted access to certain people, applications, websites and specific files and folders. Suddenly schools needed an IT department! Through the use of Active Directory and Group Policy, network administrators could ensure that the computer systems were being used for the right reasons.
The technology is not the only issue around bringing m-learning to the classroom. There are many socio-economic reasons why personal mobile devices could not be used. Some students won’t be able to afford a mobile device, and other students will. Some students will own slow, outdated mobile devices. Others will own the latest trend. It is this barrier which will limit the use of personal handsets as a means of learning in the classroom. This is not to say that, just like computers, governments won’t one day invest in generic mobile devices for the classroom.
Although m-Learning (mobile learning) in the classroom is currently a relatively new concept, with time and investment it has the potential to become a managed and controlled platform for learning.


