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

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A new version of the MacBook Pro was announced

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FaceTime for Mac

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Abilence Christian University's Turning the Page Conference - February 28 - March 1, 2011

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ACU Mobile Learning Report for 2009-2010

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2020 Workplace — from Harold Jarche

In The 2020 Workplace, Jeanne Meister & Karie Willyerd make 20 predictions at the end of the book. William Gibson said, “the future is already here –  it’s just not very evenly distributed.” Here are my thoughts on where we are with some of these predictions…

Egyptian president steps down amidst groundbreaking digital revolution — from CNN.com

From DSC:
Though there may have been other factors involved here, various technologies played a significant role in Egypt — such as Twitter, Facebook and mobile phones.


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


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Alternative reality games (ARGs) as mobile learning — from Float Mobile Learning by John Feser

Excerpts:

An alternate reality game, or ARG for short, (pronounced by saying the letters ‘A-R-G’, not by sounding like a pirate) is an interactive narrative that uses the real world as a stage for telling a story, playing out a scenario or creating a learning experience.  ARGs make use of diverse media and game elements to help tell and impact the outcome of the story.

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Mobile devices combined with a good story and an educational game can be a powerful way to increase engagement and activity level of your learners. ARGs offer an interesting way to bring your mobile technology along for the ride. ARGs are being successfully used in marketing and entertainment as well as to train and solve real world problems. Organizations that are looking for creative ways to engage in mobile learning should consider the benefits ARGs have to offer. By crafting a realistic, enjoyable experience, you’ll be reinforcing behavior that most companies are actively seeking in their employees: critical problem solving, inquisitiveness and creativity.

QR codes for digital literacy — from Instructional Design Fusions

Increasingly, we are recognizing that mobile devices are an important way to connect people to learning and health tools. However, text interfaces can be very problematic for individuals with poor literacy. Enter QR codes. Although we may associate them with high tech uses, they can play a valuable role in overcoming some text literacy challenges that can make the effective use of mobile phones impossible for some.

This video by adaptivepath.com describing the Mobiglyph project demonstrates how QR codes can help reduce the digital divide.

© 2025 | Daniel Christian