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As educators, there are many new options opening up to us that will help improve our classrooms and make our professional development more accessible and available via our mobile devices. Furthermore, in May 2013, they obtained a certification in Gamification through Coursera Course Certificates.
The Mobile Learning in Higher Education [ INFOGRAPHIC ]. 57% of college students use a smartphone (2013 data seems low to me). 57% of college students use a smartphone (2013 data seems low to me). With mobile devices being used at younger and younger ages, what are the implications for Higher Education?
education system is having its mobile learning (mLearning) moment, with devices in some form in the majority of schools and more predicted in the next 1-2 years. The above Mobile Moment in K-12 Infographic shows how mobile learning technology’s substantial presence in schools is expanding and will only continue to grow in the next few years.
Innovative Interactive Presentation Tools to Bring Your Classroom to Life by Bryan Miller Interactive response systems have evolved from the formal clickers, to now operating on mobile devices. Bryan gives you a head to head comparison of all of the popular interactive response systems that work on your classroom''s mobile devices.
Ed note: This post has been updated from a 2013 post). Game-Based Learning & Gamification. Through social media, mobile learning, blended learning , eLearning, and other inherently connected learning experiences, it is possible to leverage the potential of interdependence and crowds. by Terry Heick. (Ed So let’s talk.
Both events are focused on four main themes from the NMC Horizon Report > 2013 Museum Edition : Bring Your Own Device, Location-Based Services, Crowdsourcing, and Makerspaces. Is your library mobile friendly? This week will kick off twin events about the future of museums - July 23rd & 24th. Looking forward to hearing from you!
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Gamification. Mobile Learning. The United Nations defines mobile learning as “Mobile learning involves the use of mobile technology, either alone or in combination with other information and communication technology (ICT), to enable learning anytime and anywhere. ” Game-Based Learning. Genius Hour.
Pokémon Go, a free augmented reality game developed by Niantic (a company spun out of Google in 2015), became the most popular mobile game in US history this year. Pokémon Go generated more than $160 million by the end of July, hitting $600 million in revenue within its first 90 days on the market – the fastest mobile game to do so.
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