Student engagement on the go — from The Journal by Chris Riedel

Assistant Principal Patrick McGee explains that whatever the other advantages of adopting iPads and iPods in the classroom, the key is student engagement.

“This is my 3-year old daughter the day the iPad came out,” said Patrick McGee as he displayed a movie of a young girl sitting at a kitchen counter, gripping an iPad in both hands. The audience watched as the little girl found, launched, and began to use a Dr. Seuss app; all without intervention or explanation from an adult. “Kids know–intuitively–how these things work; even at 3,” he said. “We need to use that.”

 

kuggaa.com

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What is Kuggaa?
Kuggaa is a global mobile ecosystem. Kuggaa’s revolutionary ‘cloud’ based service allows its subscribers the ability to socialize, share, sync, create, edit, play, and enjoy access to their favorite content across many different mobile ecosystems at anytime from anywhere.

What Problem does Kuggaa Solve?
Device eco systems do not interoperate with competing eco systems, depriving the user of a truly global computing experience across a wide range of devices. Eco systems today are defined as device and platform specific environments that cannot be shared with other competing mobile eco systems. Smartphone and tablet owners’ are beginning to demand new ‘experiences’ in eco system functionality. Mobile computing must enable cross eco system compatibility as users buy more competing mobile devices.

What is the Solution to the Problem?
Kuggaa creates cross device integrated ‘experiences’ for consumers in a new product category dubbed ‘Global Mobile eco system.’ Kuggaa defines a global mobile ecosystem as a platform that integrates into diverse mobile devices unique shared experiences, services, relevant content, user generated media, fun apps, as well as inclusion of legacy computing platforms like the at anytime from anywhere. Kuggaa users can share, create, watch, listen, and communicate on different Tablets, smart phones, internet TV’s, and PC’s without losing the current eco systems they have adopted on their captive mobile devices.

Company Information:
Kuggaa is an Nevada Company based in Las Vegas.

doubletake -- by Purdue University

Also potentially-relevant here:

 

 

The Connected Life at Home — from Cisco

The connected life at home -- from Cisco

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From DSC:

How will these types of technologies affect what we can do with K-12 education/higher education/workplace training and development? I’d say they will open up a world of new applications and opportunities for those who are ready to innovate; and these types of technologies will move the “Forthcoming Walmart of Education” along.

Above item from:

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Mobile content is twice as difficult [usability] — from Jakob Nielsen
Summary:

When reading from an iPhone-sized screen, comprehension scores for complex Web content were 48% of desktop monitor scores.

It’s more painful to use the Web on mobile phones than on desktop computers for many reasons:

  • Slower downloads
  • No physical keyboard for data entry
  • No mouse for selection; no mouse buttons to issue commands and access contextual menus (indeed fewer signaling states, as discussed further in our seminar on Applying HCI Principles to Real World Problems: a touchscreen only signals “finger-down/up,” whereas a mouse has hover state in addition to button press/release)
  • Small screen (often with tiny text)
  • Websites designed for desktop access instead of following the usability guidelines for mobile
  • App UIs that lack consistency

New research by R.I. Singh and colleagues from the University of Alberta provides one more reason: it’s much harder to understand complicated information when you’re reading through a peephole.

…rest of posting here.

From DSC:
With the above said, the mobile learning wave cannot — and most likely should not — be stopped. The types of devices we end up using may change, but mobile learning will move forward.

For one example of this, see:

Mac OS X Lion -- Due in Summer 2011

The Future of Media — by Chris Brogan

Also see:

FaceTime for Mac

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Also see:

What trends really matter? Rob Reynolds presentation -- 2-9-11

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This is a presentation prepared for the “What College Students Think: Making Information Pay for Higher Ed Publishing” conference sponsored by the Book Industry Study Group on February 9.

Blackboard’s next phase

Blackboard’s next phase — from insidehighered.com by Steve Kolowich

Blackboard built its e-learning empire on its learning management system, trading legal blows with some competitors and gobbling up others as it raced to satisfy demand for a technology that had rapidly become de rigueur in higher education.

That period of conquest is now over. Last fall, close to 95 percent of institutions had some learning management system in place, according to the Campus Computing Project. Accordingly, Blackboard’s business strategy is changing: with the company adding four new, separately licensed products to its menu in the last three years, Blackboard expects that it will soon no longer rely on Learn, its popular learning management system, to bring home the bacon.

The fact that Blackboard is staking so much of its anticipated growth in the domestic higher education market on the success of its newer products could put colleges in a better position to haggle, Urdan added. “The whole notion of the market being saturated and [Blackboard] being reliant on new products to build their revenue stream — maybe the negotiating power is shifting a little more toward the client and a little bit away from Blackboard,” he said. This might be especially true given the gradual erosion of Blackboard’s market dominance in recent years.
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Abilence Christian University's Turning the Page Conference - February 28 - March 1, 2011

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Also see:

and

ACU Mobile Learning Report for 2009-2010

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The 2011 Horizon Report — from the New Media Consortium; via Educause

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The 2011 Horizon Report -- from the New Media Consortium

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Time-to-Adoption: One Year or Less

  • Electronic Books
  • Mobiles

Time-to-Adoption: Two to Three Years

  • Augmented Reality
  • Game-Based Learning

Time-to-Adoption: Four to Five Years

  • Gesture-Based Computing
  • Learning Analytics


Also see:

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