That tension came to mind for me again this week as I considered the use of mobile technologies for children. Such technologies are often touted because they remove children's technology experience from the confines of a desktop PC, thereby increasing participation and engagement. It nevertheless strikes me that the same result could be achieved with much less technology and more imagination. For instance, a project called Ambient Wood encouraged children to collect data about a forest environment using mobile devices. While this sounds enjoyable and informative, it seems to me that the data collection could have occurred using lower-tech tools (a standard thermometer, for instance) and still been equally fun for the kids, especially if it were cleverly structured as a game.
School systems need more hands-on, real-world challenges like the one students faced in the Ambient Wood project; in the current high-stakes testing climate, this isn't often what students are offered. Technology can and should be a part of these challenges, but in itself, technology won't bring about educational innovation. Far more important will be the insight and creativity with which educators design and use mobile and other technological tools.