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Ashton 6th Form College

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Experience


Ashton Sixth Form College had a successful Molenet 2 bid. The funding was used to purchase a range of mobile devices including mp3 and mp4 devices; mobile phones using Wild Knowledge; iPhones; Nintendo DS; Asus eeePC.

Courses involved in the project included academic and vocational courses from L1 to L3 and also included ALS students.

As part of the project we bought the Wild Knowledge software bundled with rugged mobile phones to allow vocational students to have access to similar equipment to that used in the workplace. The Wild Knowledge software was chosen because of its ease of use and its flexibility for use across a range of different activities. The software has also helped students complete their coursework activities in a much more timely way because they can upload their forms whilst on the way back from field trips.

One of the first successes we had in MoLeNET 2 was with the use of Nintendo DS with L1 students and with ALS students. We produced some excellent research data from activities with ALS students which have been included in a publication on the use of computer games, produces by LSN. We also showed an improvement in numeracy and literacy results as a direct result of using the Nintendo DS. We chose this activity to replicate the research results of Derek Robertson with an older age group.

Our research results have been shared with the wider MoLeNET community and other colleges have also had similar results following on from our activities.

Even though we do not have a MoLeNET 3 project we are continuing to research the use of Nintendo DS, this time with GCSE Maths students. We also plan to use our existing devices with pupils from high schools on a booster course.

Areas of Success:


Use of Nintendo DS with L1 Literacy and Numeracy resulted in significant improvements in achievement, from 60% success rate to 100% success rate and it also resulted in improvement in self-esteem. When DS was combined with mobile technology for literacy an improvement in the output from students was seen. The potential of Nintendo DS was first identified in December 2007, students use these devices in their private lives and ASFC wanted to harness this technology to improve success rates for low achieving students. MoLeNET 2 allowed us to start this research and it continues now, even though we don't have a MoLeNET 3 project. We have already increased the number of devices and games within college through internal funding sources.

The work with mobile phones carried out for MoLeNET 2 was built on a previous project through L4LW. This project and its results have been documented in the Go Mobile! published by LSN.

Use of Wild Knowledge with rugged mobile phones for outdoor activities resulted in improved motivation with the majority of students. It was seen as a benefit that the students could upload their evidence to the external website whilst they were on their journey back from the activity. It was then available for review with the teacher.


Milestone, Impact and Success:


• 50% of staff from Ashton 6th Form College to have been trained in the deployment of mobile technology in teaching and learning by the end of the project.
• Impact: the use of mobile technologies embedded in schemes of work
• Success: a 10% improvement in attendance, retention and achievement across participating subject areas
• Support for MoLeNET 3 micro projects in the north west and beyond
• By the end of the project we would expect to see the use of mobile technology in 50% of Lifelong Learning courses.


Added value to other sectors


• We will share our enthusiasm and experience of mobile technology with the wider community through the Academy.
• We will also share our ideas for innovation and our passion for embedding mobile technology into the curriculum with the wider community