The Future of Media — by Chris Brogan

Also see:

A new version of the MacBook Pro was announced

Also see:

 

FaceTime for Mac

.

Also see:

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

.

Also see:

and

ACU Mobile Learning Report for 2009-2010

Tagged with:  

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

.

The 2011 Horizon Report -- from the New Media Consortium

.

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:

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.

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.

Smartphones as Cognitive Prosthetics — from insidedigitalmedia.com by Phil Leigh

From DSC:
Watch the Digimarc Discover video below — then think about how this might apply to anytime, anywhere learning!!! Wow!

Enable your phone to see and hear with Digimarc Discover; recognize all forms of media in your surroundings to enrich and simplify your life..

Digimarc Discover

Five high-tech business trends — from Reuters

1. 4G Connectivity

2. Tablet Takeover

3. Apps Everywhere

4. Online Communications

5. Cloud Computing


Ambient Insight Reports Resilient US eLearning Market

U.S. self-paced e-Learning revenues reached $18.2 Million in 2010 — from Ambient Insight Reports by Tyson Greer, Chief Executive Officer

Seattle, WA – January 20, 2010 – The US market for self-paced e-Learning will grow to $24.2 billion by 2015 according to a new report by Ambient Insight called, “The US Market for Self-paced eLearning Products and Services: 2010-2015 Forecast and Analysis.”

This report forecasts five-year online learning expenditures by eight buyer segments: consumer, corporate, federal government, state and local government, PreK-12 academic, higher education, non-profits and associations, and healthcare.

The five-year compound annual growth rate (CAGR) growth rate for Self-paced eLearning across all eight of the buyer segments is 5.9%, but growth is much higher in particular segments. For example, growth rates in the PreK-12, healthcare, and association segments are 16.8%, 16.3%, and 14.3%, respectively.

For mobile learning:

The US Market for Mobile Learning Products and Services: 2009-2014 Forecast and Analysis
The US market for Mobile Learning products and services reached $632.2 million in 2009. The demand is growing by a five-year compound annual growth rate (CAGR) of 18.3% and revenues will reach $1.4 billion by 2014.

Millions of TV’s (as completely converged/Internet-connected devices) = millions of learners?!?

From DSC:

The other day, I created/posted the top graphic below. Take the concepts below — hook them up to engines that use cloud-based learner profiles — and you have some serious potential for powerful, global, ubiquitous learning! A touch-sensitive panel might be interesting here as well.

Come to think of it, add social networking, videoconferencing, and web-based collaboration tools — the power to learn would be quite impressive.  Multimedia to the nth degree.

Then add to that online marketplaces for teaching and learning — where you can be both a teacher and a learner at the same time — hmmm…

.

.

From DSC:
Then today, I saw Cisco’s piece on their Videoscape product line! Check it out!

.

.


.

.

.

.

© 2025 | Daniel Christian