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Forecast of Mobile Mindfulness through Digital Games

Throughout our ETEC 523 course, I have been conscious of the new and changing technologies of mobile learning. We have considered video, podcasts, 5G, DIY and mobile games, to name a few. This forecast is a culmination of multiple topics discussed throughout the past few months to highlight an area of mobile learning that can be improved. I finished A1: Mindfulness research with more questions. The results exposed a need to adjust the outlook on how to utilize mobile technology to enhance mindfulness. The concept of mindfulness is still relevant because of the inclusion in the B.C. high school curriculum and the global pandemic that is occurring. There is a greater need to acknowledge student stress levels when students return to school in September 2020. Mindfulness is a practice that meets curricular outcomes for grade 10, but the method should be utilized throughout all grade levels and beyond. For my job, I have increased the one to one student video conferences, which allowed for a deeper connection with many of my online high school students. I became increasingly concerned about their heightened anxiety and the abilities to regulate their emotional levels. How can I help students remotely?

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My name is Kristin Garratt, and I am an online math and science teacher with Rocky Mountain Distributed Learning in Kimberley, B.C. I am interested in helping my students navigate their anxieties and reduce their stress levels through mindfulness practice. My students are at a distance, and the challenge is to support them through their mobile learning. How can I increase engagement and also meet the curricular outcomes? Throughout this course, I have researched different avenues and discovered a new path to bridge the gap. Through research, you will see that video games and game culture support mindfulness to a greater degree than classic mindfulness apps.

Please enjoy!

A Need for Something

New?

A 9 month study of apps available in Australian Google Play and Apple iTunes stores related to depression, bipolar disorder and suicide, 50% of results changed after 4 months

(Larsen et al. 2016).

The same search list documented that mental health apps were being removed every 2.9 days

(Larsen et al. 2016).

For both Android and Apple smartphones, the app retention rate worldwide after 90 days was just 4% in 2016 (Statistica, 2019).

Low Instance of App

Retention

Low Engagement over

Time

A1 Research Highlights

Image by Charles Deluvio

Time for a New Approach

The embedded plug-in was not quite right...

The first idea of embedding a plug-in for my online courses to remove the choice of downloading or deleting the app was intriguing. I could utilize the analytics embedded in Moodle to track the engagement and rate of access. The plug-in was not quite right. What would this look like for the student? Was it just a check-list every day that would come across as punishment? You haven’t completed your mindful breathing today. This message would only become negative. The critical piece of the puzzle was missing.

©2020 by Kristin Garratt. Created with Wix.com

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