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Barbara Lindsey

Home - www.photosync-app.com - 0 views

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    PhotoSync is the first app that makes wireless transfer of your photos/videos from/to your computer as well as to your iPad, iPhone, iPod touch - a breeze!
Barbara Lindsey

Learning Spaces | EDUCAUSE - 0 views

  • Net Gen students are facile at multitasking
    • Barbara Lindsey
       
      The research shows that no one can multitask effectively... See John Medina and Brain Rules, for example.
  • Workers anticipated having a single profession for the duration of their working lives. Education was based on a factory-like, "one size fits all" model. Talent was developed by weeding out those who could not do well in a monochromatic learning environment.
    • Barbara Lindsey
       
      Also part and parcel of hegemonic educational practices which served to reinforce the existing social and economic paradigm.
  • Knowing now means using a well-organized set of facts to find new information and to solve novel problems. In 1900, learning consisted largely of memorization; today it relies chiefly on understanding.
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  • learners construct knowledge by understanding new information building on their current understanding and expertise. Constructivism contradicts the idea that learning is the transmission of content to a passive receiver. Instead, it views learning as an active process, always based on the learner's current understanding or intellectual paradigm. Knowledge is constructed by assimilating new information into the learner's knowledge paradigm. A learner does not come to a classroom or a course Web site with a mind that is a tabula rasa, a blank slate. Each learner arrives at a learning "site" with some preexisting level of understanding.
  • Learning science research also highlights the importance of learner engagement, or as the American Psychological Association describes it, intentional learning.1 This means that learners must have a "metaperspective" from which to view and assess their own learning, which is often referred to as metacognition.2 An active learning environment provides the opportunity to assess one's own learning, enabling learners to make decisions about the course, as well as reflect on and assess their progress. In the past, the measure of learning was the final grade (a summative measure). But a final grade is merely a measure of the student's performance on tests. It does not measure the learning that did—or did not—take place. To encourage learning, summative testing or assessments must be combined with formative assessments. Formative assessment is not directly associated with the final grade; it helps learners understand their learning and make decisions about next steps based on that understanding.
  • research indicating that learning is encouraged when it includes social components such as debate or direct engagement with peers and experts. Learning is strengthened through social interactions, interpersonal relations, and communication with others.
  • Research indicates that learners need to be active with respect to their own learning process and assessment. Net Gen students' goal and achievement orientation comes into play here: that achievement focus can be directed toward quizzes and exercises that assist learners in evaluating their progress toward learning goals.
  • Obviously not all forms of learning must be social or team-based. In a variety of learning contexts, individual work is important. It may well be that Net Gen students' strengths are also their weaknesses. The expectation for fast-paced, rapidly shifting interaction coupled with a relatively short attention span may be counterproductive in many learning contexts. Repetition and steady, patient practice—key to some forms of mastery—may prove difficult for Net Gen students. Designing courses for them necessitates balancing these strengths and weaknesses.
  • We should not neglect the informal for the formal, or assume that Net Gen students somehow will figure out the virtual space on their own. We should connect what happens in the classroom with what happens in informal and virtual spaces.
  • Simply installing wireless access points and fresh carpeting isn't enough if done in isolation; such improvements pay real dividends only if they are in concert with the institution's overall teaching and learning objectives. It is the vision that generates the design principles that will, in turn, be used to make key decisions about how learning spaces are configured.
  • The vision and design principles should emphasize the options students have as active participants in the learning process. Design principles should include terms such as analyze, create, criticize, debate, present, and classify—all directed at what the space enables the students to do. For example, students should be able to present materials to the class. Outside class, they should have access to applications and materials that directly support analysis of data, text, and other media. Forums for discussion and critical debate, both real and virtual, are key to encouraging learning and will be looked for by Net Gen students.
  • Learning spaces should accommodate the use of as many kinds of materials as possible and enable the display of and access to those materials by all participants. Learning space needs to provide the participants—instructors and students alike—with interactive tools that enable exploration, probing, and examination. This might include a robust set of applications installed on the computer that controls the room's displays, as well as a set of communication tools. Since the process of examination and debate leads to discovery and the construction of new knowledge, it could be important to equip spaces with devices that can capture classroom discussion and debate, which can be distributed to all participants for future reference and study.
  • the end of the class meeting marks a transition from one learning mode to another.
  • This lecture hall is of relatively recent vintage; its seats and paired tables make it much easier to deploy and use her "tools," which include printouts of the day's reading, as well as a small laptop computer. Her fellow students are doing likewise. Each of them is using some device to access the course's Web site—some with laptops, others with tablet computers, still others with handheld computers. Using wireless connections, they all access the course's Web site and navigate to the site's "voting" page.
  • a "magic wand," a radio-frequency controller that enables her to operate her computer—as well as many of the classroom's functions—wirelessly, from any point in the room. She can capture anything she writes on the blackboard and make it available to her students on the course Web site. Freed from needing to take extensive notes, the students are able to participate more fully in the class discussion. Finally, the professor is carrying a small recorder that captures her lecture, digitizes the audio, and uploads it to the course Web site for the students to review when they prepare for finals.
  • Sandra launches the classroom's screen sharing application. Within a few seconds, her computer's screen is projected on the room's main screen. The class discussion focuses on this diagram, and the professor, using a virtual pencil, is able to make notes on the diagram. The diagram and notes are captured and placed on the class Web site for review.
  • Soon the debate gets stuck; the students can't resolve the issue. The professor goes to the podium, types briefly, and then asks the students to go to a URL to see a question and to choose the answer they feel is correct. The students access the Web page from laptops, handhelds, or wireless IP-based phones. In two minutes they have completed the poll and submitted their responses. The results are quickly tabulated and displayed. The wide diversity of opinion surprises everyone. The professor reframes the issue, without giving the answer, and the students continue to discuss it. She repeats the poll; this time there is more agreement among the students, enabling her to move the discussion forward.
    • Barbara Lindsey
       
      Could you see being able to do this? Would this work for you?
  • She goes to the podium computer and clicks on a few links, and soon a videoconferencing session is displayed on the right-hand screen. She has arranged to have a colleague of hers "drop in" on the class to discuss a point that is in the colleague's particular area of expertise. The class has a conversation with the expert, who is at large research institution more than 500 miles away. Students listen to the expert's comments and are able to pose questions using one of the three cordless microphones available to the class. On the left-hand screen, the visiting professor shows some images and charts that help explain the concepts under discussion.
  • the other students in her class have signed up for most of the slots, conferring with friends using chat programs to ensure that they sign up for the same lab slots.
  • The discussion pocket is the college's term for a small, curved space with a table and bench to accommodate a meeting of four or five people. Found outside the newer classrooms, they are handy for informal, spontaneous discussions. Sandra's group moves into the pocket and for the next 15 minutes continue their "spill over" discussion of the class.
    • Barbara Lindsey
       
      How does this change perceptions of when and where learning begins and ends?
  • hey are able to have an audio chat; Sandra's friend is in her dorm room, and Sandra is in a remote corner of the library where conversation will not disturb others. As their discussion progresses, they go to the course's Web site and launch the virtual whiteboard to diagram some concepts. They develop a conceptual diagram—drawing, erasing, and revising it until they agree the diagram is correct. They both download a copy. Sandra volunteers to work on polishing the diagram and will leave a copy of the final diagram in her share folder in her online portfolio "locker
  • The underlying theme remains the same, however: cultivating learning practices consistent with learning theory and aligned with the habits and expectations of Net Gen students
  • For most higher education institutions, the lecture hall will not disappear; the challenge is to develop a new generation of lecture hall, one that enables Net Gen students and faculty to engage in enlivened, more interactive experiences. If the lecture hall is integrated with other spaces—physically as well as virtually—it will enable participants to sustain the momentum from the class session into other learning contexts. The goal is not to do away with the traditional classroom, but rather to reinvent and to integrate it with the other learning spaces, moving toward a single learning environment.
  • Learning theory is central to any consideration of learning spaces; colleges and universities cannot afford to invest in "fads" tailored to the Net Gen student that might not meet the needs of the next generation.
  • For example, start with the Net Gen students' focus on goals and achievement. That achievement orientation ties to learning theory's emphasis on metacognition, where learners assess their progress and make active decisions to achieve learning goals. Learning space design could support this by providing contact with people who can provide feedback: tutors, consultants, and faculty. This could, in turn, be supported in the IT environment by making formative self-tests available, as well as an online portfolio, which would afford students the opportunity to assess their overall academic progress.
  • As institutions create an anywhere, anytime IT infrastructure, opportunities arise to tear down silos and replace them with a more ubiquitous learning environment. Using laptops and other networked devices, students and faculty are increasingly able to carry their entire working environment with them. To capitalize on this, campus organizations must work collaboratively to create a more integrated work environment for the students and faculty, one that better serves the mobile Net Gen students as well as a faculty faced with the initial influx of these students into their ranks
  • One of the key variables is the institution itself. Learning spaces are institutional in scope—their implementation involves the institution's culture, tradition, and mission.
  • The starting point for rethinking learning spaces to support Net Gen students begins with an underlying vision for the learning activities these spaces should support. This vision should be informed by learning theory, as well as by recognition of the characteristics of the students and faculty who use these spaces.
Barbara Lindsey

App-Enhanced Pavement Turns Roads Into Wireless Hotspots - 0 views

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    fall 2012 syllabus
Barbara Lindsey

Planning for Neomillennial Learning Styles: Implications for Investments in Technology ... - 0 views

  • Research indicates that each of these media, when designed for education, fosters particular types of interactions that enable—and undercut—various learning styles.
    • Barbara Lindsey
       
      How much do we know about our students' learning styles? How do we know this?
  • Over the next decade, three complementary interfaces will shape how people learn
  • The familiar "world to the desktop." Provides access to distant experts and archives and enables collaborations, mentoring relationships, and virtual communities of practice. This interface is evolving through initiatives such as Internet2. "Alice in Wonderland" multiuser virtual environments (MUVEs). Participants' avatars (self-created digital characters) interact with computer-based agents and digital artifacts in virtual contexts. The initial stages of studies on shared virtual environments are characterized by advances in Internet games and work in virtual reality. Ubiquitous computing. Mobile wireless devices infuse virtual resources as we move through the real world. The early stages of "augmented reality" interfaces are characterized by research on the role of "smart objects" and "intelligent contexts" in learning and doing.
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  • This immersion in virtual environments and augmented realities shapes participants' learning styles beyond what using sophisticated computers and telecommunications has fostered thus far, with multiple implications for higher education.
  • Beyond actional and symbolic immersion, advances in interface technology are now creating virtual environments and augmented realities that induce a psychological sense of sensory and physical immersion.
  • The research on virtual reality Salzman and I conducted on frames of reference found that the exocentric and the egocentric FORs have different strengths for learning. Our studies established that learning ideally involves a "bicentric" perspective alternating between egocentric and exocentric FORs.
    • Barbara Lindsey
       
      Could we make the argument that this is one of the main goals of language programs?
  • But what is so special about the egocentric perspectives and situated learning now enabled by emerging media? After all, each of us lives with an egocentric perspective in the real world and has many opportunities for situated learning without using technology. One attribute that makes mediated immersion different and powerful is the ability to access information resources and psychosocial community distributed across distance and time, broadening and deepening experience. A second important attribute is the ability to create interactions and activities in mediated experience not possible in the real world, such as teleporting within a virtual environment, enabling a distant person to see a real-time image of your local environment, or interacting with a (simulated) chemical spill in a busy public setting. Both of these attributes are actualized in the Alice-in-Wonderland interface.
  • Notion of place is layered/blended/multiple; mobility and nomadicity prevalent among dispersed, fragmented, fluctuating habitats (for example, coffeehouses near campus)
  • Guided social constructivism and situated learning as major forms of pedagogy
  • he defining quality of a learning community is that there is a culture of learning, in which everyone is involved in a collective effort of understanding. There are four characteristics that such a culture must have: (1) diversity of expertise among its members, who are valued for their contributions and given support to develop, (2) a shared objective of continually advancing the collective knowledge and skills, (3) an emphasis on learning how to learn, and (4) mechanisms for sharing what is learned. If a learning community is presented with a problem, then the learning community can bring its collective knowledge to bear on the problem. It is not necessary that each member assimilate everything that the community knows, but each should know who within the community has relevant expertise to address any problem. This is a radical departure from the traditional view of schooling, with its emphasis on individual knowledge and performance, and the expectation that students will acquire the same body of knowledge at the same time.26
  • Peer-developed and peer-rated forms of assessment complement faculty grading, which is often based on individual accomplishment in a team performance context  Assessments provide formative feedback on instructional effectiveness
  • Multipurpose habitats—creating layered/blended/personalizable places rather than specialized locations (such as computer labs)
  • o the extent that some of these ideas about neomillennial learning styles are accurate, campuses that make strategic investments in physical plant, technical infrastructure, and professional development along the dimensions suggested will gain a considerable competitive advantage in both recruiting top students and teaching them effectively.
  • Net Generation learning styles stem primarily from the world-to-the-desktop interface; however, the growing prevalence of interfaces to virtual environments and augmented realities is beginning to foster so-called neomillennial learning styles in users of all ages.
    • Barbara Lindsey
       
      What is the timeline?
  • Immersion is the subjective impression that one is participating in a comprehensive, realistic experience.
  • Inducing a participant's symbolic immersion involves triggering powerful semantic associations via the content of an experience.
    • Barbara Lindsey
       
      Felice's Utopian City
  • The capability of computer interfaces to foster psychological immersion enables technology-intensive educational experiences that draw on a powerful pedagogy: situated learning.
  • The major schools of thought cited are behaviorist theories of learning (presentational instruction), cognitivist theories of learning (tutoring and guided learning by doing), and situated theories of learning (mentoring and apprenticeships in communities of practice).
    • Barbara Lindsey
       
      What kinds of learning environments do you prefer and what kinds do you create for your students?
  • Situated learning requires authentic contexts, activities, and assessment coupled with guidance from expert modeling, mentoring, and "legitimate peripheral participation."8 As an example of legitimate peripheral participation, graduate students work within the laboratories of expert researchers, who model the practice of scholarship. These students interact with experts in research as well as with other members of the research team who understand the complex processes of scholarship to varying degrees. While in these laboratories, students gradually move from novice researchers to more advanced roles, with the skills and expectations for them evolving.
  • Potentially quite powerful, situated learning is much less used for instruction than behaviorist or cognitivist approaches. This is largely because creating tacit, relatively unstructured learning in complex real-world settings is difficult.
    • Barbara Lindsey
       
      Not too far in the future!
  • However, virtual environments and ubiquitous computing can draw on the power of situated learning by creating immersive, extended experiences with problems and contexts similar to the real world.9 In particular, MUVEs and real-world settings augmented with virtual information provide the capability to create problem-solving communities in which participants can gain knowledge and skills through interacting with other participants who have varied levels of skills, enabling legitimate peripheral participation driven by intrinsic sociocultural forces.
  • Situated learning is important in part because of the crucial issue of transfer. Transfer is defined as the application of knowledge learned in one situation to another situation and is demonstrated if instruction on a learning task leads to improved performance on a transfer task, typically a skilled performance in a real-world setting
    • Barbara Lindsey
       
      One of the most difficult skills to master.
  • Moreover, the evolution of an individual's or group's identity is an important type of learning for which simulated experiences situated in virtual environments or augmented realities are well suited. Reflecting on and refining an individual identity is often a significant issue for higher education students of all ages, and learning to evolve group and organizational identity is a crucial skill in enabling innovation and in adapting to shifting contexts.
  • Immersion is important in this process of identity exploration because virtual identity is unfettered by physical attributes such as gender, race, and disabilities.
    • Barbara Lindsey
       
      Don't agree with this. We come to any environment with our own baggage and we do not interact in a neutral social context.
  • Thanks to out-of-game trading of in-game items, Norrath, the virtual setting of the MMOG EverQuest, is the seventy-seventh largest economy in the real world, with a GNP per capita between that of Russia and Bulgaria. One platinum piece, the unit of currency in Norrath, trades on real world exchange markets higher than both the Yen and the Lira (Castronova, 2001).14
  • Multiple teams of students can access the MUVE simultaneously, each individual manipulating an avatar which is "sent back in time" to this virtual environment. Students must collaborate to share the data each team collects. Beyond textual conversation, students can project to each other "snapshots" of their current individual point of view (when someone has discovered an item of general interest) and also can "teleport" to join anyone on their team for joint investigation. Each time a team reenters the world, several months of time have passed in River City, so learners can track the dynamic evolution of local problems.
  • In our research on this educational MUVE based on situated learning, we are studying usability, student motivation, student learning, and classroom implementation issues. The results thus far are promising: All learners are highly motivated, including students typically unengaged in classroom settings. All students build fluency in distributed modes of communication and expression and value using multiple media because each empowers different types of communication, activities, experiences, and expressions. Even typically low-performing students can master complex inquiry skills and sophisticated content. Shifts in the pedagogy within the MUVE alter the pattern of student performance.
    • Barbara Lindsey
       
      Would like to see research on this.
  • Research shows that many participants value this functionality and choose to access the Web page after leaving the museum.
    • Barbara Lindsey
       
      More could be done with this.
  • Participants in these distributed simulations use location-aware handheld computers (with GPS technology), allowing users to physically move throughout a real-world location while collecting place-dependent simulated field data, interviewing virtual characters, and collaboratively investigating simulated scenarios.
    • Barbara Lindsey
       
      Much better
  • Initial research on Environmental Detectives and other AR-based educational simulations demonstrates that this type of immersive, situated learning can effectively engage students in critical thinking about authentic scenarios.
  • Students were most effective in learning and problem-solving when they collectively sought, sieved, and synthesized experiences rather than individually locating and absorbing information from some single best source.
    • Barbara Lindsey
       
      How does this 'fit' learning goals and teaching styles in our program?
  • Rheingold's forecasts draw on lifestyles seen at present among young people who are high-end users of new media
  • Rather than having core identities defined through a primarily local set of roles and relationships, people would express varied aspects of their multifaceted identities through alternate extended experiences in distributed virtual environments and augmented realities.
    • Barbara Lindsey
       
      How is this different from current experiences for individuals working within/across different social groups and boundaries?
  • one-third of U.S. households now have broadband access to the Internet. In the past three years, 14 million U.S. families have linked their computers with wireless home networks. Some 55 percent of Americans now carry cell phones
  • Mitchell's forecasts25 are similar to Rheingold's in many respects. He too envisions largely tribal lifestyles distributed across dispersed, fragmented, fluctuating habitats: electronic nomads wandering among virtual campfires. People's senses and physical agency are extended outward and into the intangible, at considerable cost to individual privacy. Individual identity is continuously reformed via an ever-shifting series of networking with others and with tools. People express themselves through nonlinear, associational webs of representations rather than linear "stories" and co-design services rather than selecting a precustomized variant from a menu of possibilities.
  • More and more, though, people of all ages will have lifestyles involving frequent immersion in both virtual and augmented reality. How might distributed, immersive media be designed specifically for education, and what neomillennial learning styles might they induce?
  • Mediated immersion creates distributed learning communities, which have different strengths and limits than location-bound learning communities confined to classroom settings and centered on the teacher and archival materials.27
  • Neomillenial Versus Millennial Learning Styles
  • Emphasis is placed on implications for strategic investments in physical plant, technology infrastructure, and professional development.
  • such as textbooks linked to course ratings by students)
  • Mirroring": Immersive virtual environments provide replicas of distant physical settings
  • Middleware, interoperability, open content, and open source
  • Finding information Sequential assimilation of linear information stream
  • Student products generally tests or papers Grading centers on individual performance
  • These ideas are admittedly speculative rather than based on detailed evidence and are presented to stimulate reaction and dialogue about these trends.
  • f we accept much of the analysis above
    • Barbara Lindsey
       
      But have they made the case for its educational value?
  • students of all ages with increasingly neomillennial learning styles will be drawn to colleges and universities that have these capabilities. Four implications for investments in professional development also are apparent. Faculty will increasingly need capabilities in:
  • Some of these shifts are controversial for many faculty; all involve "unlearning" almost unconscious beliefs, assumptions, and values about the nature of teaching, learning, and the academy. Professional development that requires unlearning necessitates high levels of emotional/social support in addition to mastering the intellectual/technical dimensions involved. The ideal form for this type of professional development is distributed learning communities so that the learning process is consistent with the knowledge and culture to be acquired. In other words, faculty must themselves experience mediated immersion and develop neomillennial learning styles to continue teaching effectively as the nature of students alters.
  • Differences among individuals are greater than dissimilarities between groups, so students in any age cohort will present a mixture of neomillennial, millennial, and traditional learning styles
  • The technologies discussed are emerging rather than mature, so their final form and influences on users are not fully understood. A substantial number of faculty and administrators will likely dismiss and resist some of the ideas and recommendations presented here.
Barbara Lindsey

TSA: Privacy - 0 views

  • The officer who views the image is remotely located in a secure resolution room and never sees the passenger.
  • To further protect passenger privacy, millimeter wave technology blurs all facial features and backscatter technology has an algorithm applied to the entire image.
  • Advanced imaging technology cannot store, print, transmit or save the image, and the image is automatically deleted from the system after it is cleared by the remotely located security officer. Officers evaluating images are not permitted to take cameras, cell phones or photo-enabled devices into the resolution room.
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  • TSA recently new software on all millimeter wave imaging technology machines – upgrades designed to enhance privacy by eliminating passenger-specific images and instead auto-detecting potential threats and indicating their location on a generic outline of a person.
  • For units that do not yet have the new software, TSA has taken all efforts to ensure passenger privacy. To that end, the officer who assists the passenger never sees the image the technology produces and the officer who views the image is remotely located in a secure resolution room and never sees the passenger. The two officers communicate via wireless headset.
Barbara Lindsey

2008 Horizon Report » Key Emerging Technologies - 0 views

  • Taken as a set, our research indicates that all six of these technologies will significantly impact the choices of learning-focused organizations within the next five years.
  • The essential ingredient of next generation social networking, social operating systems, is that they will base the organization of the network around people, rather than around content. This simple conceptual shift promises profound implications for the academy, and for the ways in which we think about knowledge and learning.
  • New displays and interfaces make it possible to use mobiles to access almost any Internet content—content that can be delivered over either a broadband cellular network or a local wireless network.
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  • Virtually anyone can capture, edit, and share short video clips, using inexpensive equipment (such as a cell phone) and free or nearly free software.
  • In the coming years, we will see educational applications for both explicit collective intelligence—evidenced in projects like the Wikipedia and in community tagging—and implicit collective intelligence, or data gathered from the repeated activities of numbers of people, including search patterns, cell phone locations over time, geocoded digital photographs, and other data that are passively obtained.
  • Nonetheless, while there are abundant examples of personal and professional uses for mobiles, educational content delivery via mobile devices is still in the early stages. The expectation is that advances in technology over the next twelve to eighteen months will remove the last barriers to access and bring mobiles truly into the mainstream for education.
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    Taken as a set, our research indicates that all six of these technologies will significantly impact the choices of learning-focused organizations within the next five years.
Barbara Lindsey

Apple's iPhone OS 4.0: What Will It Mean for Mobile Learning? by Bill Brandon : Learni... - 0 views

  • This has pretty exciting possibilities for Webinar/virtual classroom applications. The demo this morning was Skype. Until now, if you weren’t running Skype in the foreground on your iPhone, you couldn’t receive calls, and if you left the Skype app during a call, the call would disconnect. Now even when the phone is locked, you will still be able to receive Skype calls. When the phone is asleep or when the user is running other apps, VoIP apps can receive calls. When you send Skype to the background, incoming call invites will appear as the standard iPhone/iPod notification. Clicking the answer button brings the Skype app back. One question in the backchat during the presentation was whether there might be a new iPhone coming with a front-facing camera for such calls, but this went unanswered.
  • The new OS, in the background, will use cell towers to detect the phone’s location, in order to minimize power demands. The primary use of this service will be for turn-by-turn navigation. The secondary use will be to support social networking apps, such as Loopt. The OS has privacy protection for this service. An indicator on the status bar lets the user know when an app is using his or her location. The user can enable and disable location use by individual apps. This service could be useful for “location-based learning.”
  • Users can read books on any device (iPhone/iPod Touch/iPad). The books sync between devices, so that a user can stop reading a book on one device, then open it on another, and at the same place. This could be extremely handy for textbook use.
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  • Mobile device management Wireless application distribution (iTunes sync not required)
Barbara Lindsey

News: The Mobile Campus - Inside Higher Ed - 0 views

  • Powell’s experiment, however, demonstrates the current limitations of Abilene Christian’s mobile learning study. Because the experiment took place on such a small scale, the margins of error were sometimes as high as 13 points, making it impossible to render statistically significant findings.
  • Although the university plans to saturate the 4,000-student campus with iPhones and iPod Touches by the fourth year of the study (giving them out to each incoming class), even then it will be difficult to extract good data, said Perkins, the lead researcher. “We could do this study for 10 years, and then maybe we could talk about statistical significance,” he said. “That’s just simply a function of the sample size.” In order to generate data that would comment widely on the uses and effectiveness of mobile technology on campuses, Perkins added, the study would have to partner with other institutions.
  • Since not all the students could necessarily afford AT&T service plans for their iPhones, and U.S. tax law would not permit the university to subsidize service plans for its students, Abilene Christian offered students the alternative of an iPod Touch — a device that shares many of the iPhone’s functions, but requires a wireless network to support Web-surfing.
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