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Norbert Pachler Institute of Education University of London Mailto [email protected] Website www.londonmobilelearning.net Profile www.norbertpachler.net Maria Ranieri Dep. of Education & Psychology University of Florence Mailto [email protected] Website www.lte.unifi.it Profile unifi.academia.edu/mariaranieri

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Norbert PachlerInstitute of EducationUniversity of LondonMailto [email protected] www.londonmobilelearning.netProfile www.norbertpachler.net

Maria RanieriDep. of Education & Psychology

University of FlorenceMailto [email protected]

Website www.lte.unifi.itProfile unifi.academia.edu/mariaranieri

learners are making technology their own (appropriation) for andthrough

identity formationsocial interactionmeaning-makingentertainmentlearning in informal contexts

agency: appropriation,meaning-making, habitusof learning, naïve nativeexpertisepractices: normalization,self-expression,communication, user-generated content andcontextsstructures: convergence,milieus, fragmentation,provisionality,discontinuity

learning as purposive work with cultural resourcesseeing ones life-world framed both as a challenge and as anenvironment and a potential resource for learningexpertise is individually appropriated in relation to personaldefinitions of relevancethe world has become the curriculum populated by mobile deviceusers in a constant state of expectancy and contingencyinterrelationship between

target-orientation,self-representation andplay

the processes by which users of mobile digital devices, which -through convergence (and increasingly also location and contextawareness) - afford synergies of knowledge distributed acrosspeople, communities, location, time (life-course), social contexts,sites of practice, networks and systems etc, engage in the constant negotiation of a mutual understanding of their learningsituations with others affiliated in increasingly loose configurationsmobile digital devices enable external representations ofknowledge beyond the 'here and now' to be drawn on andconstructed to augment individual learners' internalconceptualisations of knowledge and the social uses that are madeof knowledge in specific sites (of learning)(mobile) contexts as responsive zones of human development andlearning in terms of life-course and life-worlds

Who bildung.com+medien (DE), Department of Education& Psychology, University of Florence (IT), Institute ofEducation (UK), Media Animation (BE)

When 2010-2012

What Defining instructional strategies and guidelines formobile learning in adult education

How Through a series of national workshops aimed attesting the use of mobile devices as cultural and learningresources for adults’ identity (trans)formation and socialempowerment

An example: “Mobile 2.0 to support visibility and jobsearch”

Target n. 1 – Disadvantaged adultsPeople in search of a first job or people with difficulties in finding new

jobs requiring media skills and competences and of immigrantslooking for new opportunities in the Italian marketplace. About 15persons from Italy, Romania, South America

Objectives – ‘Re-inventing’ themselvesTo help adult disadvantaged learners develop digital skills to promote

self-representation and increase personal visibility for job searchingand placement. The focus was on how to design, implement anddisseminate a multimedia CV through mobile phones and web 2.0tools.

An example: “Mobile 2.0 to support visibility and jobsearch”

Target n. 2 – Young adultsGraduate students, between 20 and 30 years old, in search

of a first job after completing their academic career.About 10 students mainly from Italy

Objectives – ‘Inventing’ themselves

To support young adults’ identity formation and to developtheir capacity to express and represent themselves byusing digital media.

Activation ofpre-existingknowledge

Gettingstarted with

personaldigital

storytelling

Brainstormingon self-

presentation

Designing amultimedia

self-presentation

Implementingand

disseminatingmobile self-presentation

Technologicalfamiliarization

Gettingstarted withmultimedia

CV

Brainstormingon personal

CV

Designing amultimedia

CV

Implementingand

disseminatingmultimedia

CV

Gettingstarted with

personaldigital

storytelling

Young adultsFull immersion workshop during a weekend, with 8 hours of sessions per dayfor an overall amount of 16 hours. Use of digital storytelling Apps such as

Disadvantaged adultsWorkshop of two months, with one 2-hour session per week for an overallamount of 16 hours. Use of Photo Story 3

An example: “Mobile 2.0 to support visibility and jobsearch”

• From the user’s perspective: different motivations andexpectations according to the age entail balancing gapsbetween skills and expectations and help young adults totake a distance.

• From the designers’ perspective: to balance gaps inadults and promote self-reflection in young adultspromote in one case gradual appropriation and individualwork, in the other case full immersion and then transferand reflection.

• From the stakeholders’ perspective: need to providemore (technological/social/cultural) support to adultlearners to involve them in mobile lifelong learningdeveloping appropriate lifelong learning Apps andsupporting research in the field.

MyMobile – Results & Recommendations

Norbert PachlerInstitute of EducationUniversity of LondonMailto [email protected] www.londonmobilelearning.netProfile www.norbertpachler.net

Maria RanieriDep. of Education & Psychology

University of FlorenceMailto [email protected]

Website www.lte.unifi.itProfile unifi.academia.edu/mariaranieri