Gemma and Eliana Singer are big iPhone fans. They love to explore the latest games, flip through photos, and watch YouTube videos while waiting at a restaurant, having their hair done, or between ballet and French lessons. But the Manhattan twins don't yet have their own phones, which is good, since they probably wouldn't be able to manage the monthly data plan: In November, they turned 3.

When the Singer sisters were just 6 months old, they already preferred cell phones to almost any other toy, recalls their mom, Fiona Aboud Singer: "They loved to push the buttons and see it light up." The girls knew most of the alphabet by 18 months and are now starting to read, partly thanks to an iPhone app called First Words, which lets them move tiles along the screen to spell c-o-w and d-o-g. They sing along with the Old MacDonald app too, where they can move a bug-eyed cartoon sheep or rooster inside a corral, and they borrow Mom's tablet computer and photo-editing software for a 21st-century version of finger painting. "They just don't have that barrier that technology is hard or that they can't figure it out," Singer says.

Gemma and Eliana belong to a generation that has never known a world without ubiquitous handheld and networked technology. American children now spend 7.5 hours a day absorbing and creating media -- as much time as they spend in school. Even more remarkably, they multitask across screens to cram 11 hours of content into those 7.5 hours. More and more of these activities are happening on smartphones equipped with audio, video, SMS, and hundreds of thousands of apps.

The new connectedness isn't just for the rich. Mobile adoption is happening faster worldwide than that of color TV a half-century ago. Mobile-phone subscribers are expected to hit 5 billion during 2010; more than 2 billion of those live in developing countries, with the fastest growth in Africa. Mobile broadband is forecast to top access from desktop computers within five years.

As with television, many people are wondering about the new technology's effect on children. "The TV set was pretty much a damned medium back in the '60s," says Gary Knell, CEO of Sesame Workshop. But where others railed against the "vast wasteland," Sesame Street founders Joan Ganz Cooney and Lloyd Morrisett saw a new kind of teacher. "They said, Why don't we use it to teach kids letters and numbers and get them ready for school?" Sesame Street, from its 1969 debut, changed the prevailing mind-set about a new technology's potential. With its diverse cast and stoop-side urban setting, the show was aimed especially at giving poor kids a head start on education.

Today, handheld and networked devices are at the same turning point, with an important difference: They are tools for expression and connection, not just passive absorption. "You put a kid in front of a TV, they veg out," says Andrew Shalit, creator of the First Words app and father of a toddler son. "With an iPhone app, the opposite is true. They're figuring out puzzles, moving things around using fine motor skills. What we try to do with the game is create a very simple universe with simple rules that kids can explore."

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作者: 鄒景平/資訊科技專欄作者

 自從iPhone推出後,很多人都看好行動學習(mobile learning)的發展,但像iPhone這類智慧型手機,真的適合做線上學習嗎?

 2010元月號的ASTD雜誌,登了一篇「智慧型手機雖然讓IBM更聰明,卻未如預期!(Smartphones Make IBM Smarter, But Not As Expected)」,這是IBM公司和哥倫比亞大學聯合進行的研究,他們針對四百位員工使用手機的行為和效果,進行分析,結果發現智慧型手機最適合用來做績效支援,而不是用來研習數位課程。

 員工在訪問顧客前,會先用手機搜尋客戶資料,以及徵詢拜訪過他們的其他員工的建議。這些員工並不認為手機上的數位課程特別有幫助。這可能跟工作性質有關,其他公司也有在手機上提供法令要求的遵循性課程(compliance training),結果很成功的例子。或許,只有某些類型的課程適合在手機上學習。

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