The Future of Media — by Chris Brogan
- The Future Of Media – A MUST watch video from Chris Brogan — from Angela Meiers
The Future of Media — by Chris Brogan
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Drill Down: Mobile Devices in Education — from The Journal
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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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Time-to-Adoption: One Year or Less
Time-to-Adoption: Two to Three Years
Time-to-Adoption: Four to Five Years
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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.
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!
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.