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!

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.

To “appify” old media, we need a new approach — from gigaom.com

The publishing industry is keeping its formerly inky fingers crossed that mobile devices, including the seemingly ubiquitous iPad, will save its behind. With the mobile market still in its infancy, it’s a tad early to be calling definitive trends, but there is one interesting tendency underway that may endure long-term — and that is the “appification” of media content.

This “appification” is being driven by one question — what is it that the audience wants? And the answer resoundingly is this: don’t just replicate the brand, give us something different.

High Speed Ahead–– from CampusTechnology.com

Excerpt re: expanding WiFi coverage :

“WiFi is local; that’s the trouble with it,” said McCartney. “With the 4G network, users will have wireless coverage both indoors and while outside walking around between the buildings. That’s a whole lot of coverage that we didn’t have before.”

Besides the clear advantages of faster, more reliable Internet access, the 4G service helps Purdue’s faculty and staff deliver and use bandwidth-intensive applications and solutions to students in a more seamless fashion. Known for developing proprietary mobile technologies to enhance traditional college classroom experiences, the school’s latest developments include the Facebook academic application Mixable and a student discussion tool, HotSeat, which allows students to interact with their classmates and faculty using Twitter and text messages.

Another new application that was implemented in 2010 finds students making instructional use of video in the institution’s forensics classes, among others. The program and the material produced with it are bandwidth-intensive and difficult to manipulate on a traditional WiFi network. The new 4G access will help fill that gap. “To use this application solution, you have to be able to take video, deliver it and [watch] it,” said McCartney. “You can’t do that on 3G.”

With Purdue’s 4G tower activated since early-December, staff and students are already developing new applications that will have a “measurable and material impact on learning,” said McCartney, who added he expects more colleges to jump on the 4G bandwagon as the successful implementations are documented. “As a leading university, we have to keep up with the plumbing around here, and make sure that all of our services work as expected, and as advertised.”

Get the Khan Academy on your iPhone

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— originally from Richard Byrne’s Free Technology for Teachers blog
— from DSC: I couldn’t get the actual video files to load on my iPhone, perhaps I missed a step

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Check out Paul Simbeck-Hampson’s posting:
The Future of Mobile Tagging

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The future of mobile tagging

From DSC:
How might this impact education? Hmmm…

‘First iPhone app that lets you transfer money’ — from The Telegraph by Kara Gammell
First Direct has become the first UK bank to launch a true transactional banking app for Apple’s iPhone and iPod Touch.

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Math that moves -- the use of the iPad in K-12 -- from the New York Times

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From DSC:
I post this here — with higher ed included in the tags/categories — because if the trend within K-12 continues (i.e. that of using such technologies as the iPad, digital textbooks, mobile learning devices, etc.), students’ expectations WILL be impacted. When they hit our doorsteps, they will come with their heightened sets of expectations. The question is, will we in higher ed be ready for them?

Verizon and the iPhone

Some articles on this announcement:

  • Apple’s iPhone 4 headed to Verizon network February 10http://i.usatoday.net/communitymanager/_photos/technology-live/2011/01/11/iphone-verizonx-large.jpg
  • From Apple:
    Beginning February 10, the phone that changed everything will be available on both AT&T and Verizon Wireless in the United States. Qualified Verizon Wireless customers will also have the exclusive opportunity to pre-order iPhone 4 online on February 3, ahead of general availability. Whichever network you choose, you’ll get FaceTime video calling, the high-resolution Retina display, a 5-megapixel camera, HD video recording, long battery life, and all the other great features of iPhone 4.
  • Q&A: What we know about iPhone 4 on Verizon
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BrainPOP UK leads move to kids’ mobile devices — from merline john online (MJO)

Materials for learning continue to gravitate to children’s fingertips. Online education service BrainPop UK has just launched a free, downloadable UK version of its ‘app’ for Apple mobile devices. Apps for other mobile platforms like Android are following.

“BrainPOP is committed to enabling children to embrace and engage with learning, whenever, and however they chose to do so,” says Eylan Ezekiel, head of BrainPOP UK. “21st education is not restricted to a desk in a classroom, and the new BrainPOP UK Featured Movie app allows kids, parents and teachers to learn something new every day.

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