ABSTRACT

Mobile, as in mobile learning, could be defined as a specific upper limit on the screen size of any device. It could also relate to a specific tool being more, rather than less, mobile. This chapter will focus on the concept of embodied learning, the idea that the learning process is enhanced if your body is involved in the actual learning process, and how it possibly balances on the “edge of mobile” – the meaning of which will be presented below. The main point revolves around the design and test of a specific application developed for learning about the physics of motion by moving your finger on a tablet screen. One of the interesting questions at the present stage of the research is whether the tablet screen size, claimed to be on the absolute upper limit of being mobile, is on the lower limit when it comes to the scale of bodily movement needed for embodied learning to contribute positively in the learning process. It might thus be on the “edge of mobile.” To find out we need to further increase our knowledge of embodied learning. I will therefore discuss further possibilities of investigation when it comes to applications used for embodied learning on hardware platforms such as digital interactive whiteboards, Leap Motion, Google Glass, and more. These will make it possible to test the applications on different scales of bodily movement. It also makes it possible to try out different types of embodied learning activities, using your hand, finger, or even your entire body while walking, gesturing, running, or perhaps jumping off a cliff.