Activity

Mobile Basics

Use this to activity to start your workshop and introduce mobile concepts and apps. Learners will introduce themselves and the group will talk about the basics of mobile devices.

Made by Laura

  1. First things first, gather participants into a circle and invite each person to introduce themselves.

    • Say your name
    • Say "I'm from _____"
    • Say, "If you really knew me well, you’d know that _____.”

    Let people know they are welcome to discuss, ask questions and share ideas. This activity is designed to be:

    • Participatory: Engaging and activating participants from the beginning and getting them making and doing, rather than listening and watching.
    • Purposeful: Working toward meaningful goals.
    • Productive: Well-planned so that concrete outcomes are achieved in the allotted time, and participants feel time was well spent.

    You'll facilitate a guided discussion around the concepts and questions below.

  2. What's the difference between feature phones and smart phones?

    Many feature phones can make calls, send text messages, take pictures, browse the web and more, so what exactly is the difference between a feature phone and a smart phone? This image illustrates the major difference - a feature phone has apps made by a select group of developers, while any developer can write a smart phone app. Most apps are "third-party apps."

  3. What's a third-party app?

    What you get a new phone, some apps are already installed. On a feature phone, the service provider and/or manufacturer choose which apps work on your phone by using a closed system for app development. They choose the developers, and they choose which apps you can use.

    A smart phone, on the other hand, has more computing power and is built with at least some degree of open source. Any developer can build apps for a smart phone, provided they follow the rules of the market where the apps are stored.

  4. How do you know if it's safe to install an app?

    Lots of people do not like downloading apps and prefer to use a browser instead. However, apps are not inherently affected with malware or viruses. Like any other piece of technology, we use "Trust Models" to determine what's safe.

    Image via Carla Casilli

  5. Is an app from your friend also a third-party app? Is that more trust-worthy?

    Chances are your friend's app is, indeed a third-party app. If you trust your friend's app development skills, then you're likely to trust the app itself as well.

  6. How do you begin to trust someone?

    Introducing the concept of trust between people will help learners reflect on their critical thinking skills. You can then use metaphors and analogies to talk about trust in technology.

  7. Next Steps: Start Exploring Apps

    Once your learners have a basic understanding of some of the concepts behind mobile technology, help them think critically about the bits of technology they use on a regular basis. The Storytime on the Go activity is a great follow up.