Welcome to the User Generation!

Conference Archive

mLearnCon 2012 - June 20, 2012

Ben Bonnet

Instructional Developer
Booz Allen Hamilton

Lauren Bonnet

Assistant Professor
University of Virginia

User-generated content challenges the traditional paradigm of the organization providing information and the learner consuming information. Applying the Push-Pull-Share framework lets the learner actively engage with the content, and teach the organization like the organization teaches the learner. Mobile devices can access production software allowing learners to produce high-quality learning content to share with their colleagues. Expert practitioners now have the tools to share their knowledge by creating learning artifacts on their mobile devices and broadcasting those artifacts to colleagues. This approach lets the learner generate a product illustrating his/her unique perspective, one that the organization can't match.

Session participants will learn how user-generated learning content is a motivating factor for both the creator and the community. You'll see examples of mobile user-generated content from K-12 education, universities, and corporate settings that will span from basic text, video, and still images to graphic novels, citizen-journalism, and professional movies created on mobile devices. You'll get suggestions for implementing a mobile user-generated content ecosystem.

In this session, you will learn:

  • The technologies and applications available to produce high-quality learning content on a mobile device
  • How to apply technologies in diverse learning environments
  • The positive motivational impact of user-generated content
  • The foundational components of a mobile-user-generated content community
  • The role of attribution and ownership in mobile-content-creation communities

Technology discussed in this session: Pictello, iMovie, iStopMotion, Comic Life, Coach's Eye, Wkipedia, and YouTube.

Audience: Novice-to-intermediate participants should understand the basic capabilities of modern mobile phones and tablets (i.e. the use of the camera, keyboard, and browser).


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